Patch 2.3.1 on the PTR made a lot of changes, especially to the Witch Doctor. Much discussion of that class, plus Reflects Damage changes, Kanai’s Cube tweaks, Paragon 2000 is broken, and more. Featuring Xanth, Empty1, and Flux. Click through for more details and segment starting times.
Unlike the new and enjoyable Season Journey which is composed entirely of Achievements you’ll “earn” through the (more or less) normal course of play, each Season also has some Conquests. These are like super achievements, e-peen style, requiring special efforts and a lot of end game grinding to achieve. Conquests required some powerful characters to […]
Datamined: Diablo 3 Difficulty Changes in Reaper of SoulsPosted 3 Oct 2013 by
Game difficulty seems set for a revamp in Reaper of Souls, with datastrings pointing to big changes and a new interface image that drives it home visually.
The relevant data strings:
It sounds like you’d need to move up to level 3 to see any boost to MF/GF/EXP and monster density? Here’s a slightly scrambled look at the new interface, with cute little demonic skull and crossed-swords icons in another image below. (As pointed out in comments, there are not 12 different icons, but 6 different with an on/off graphic for each.)
If you’re wondering, this is *not* the same as the modified Monster Power system seen on the console. Click through for details on that and hit comments to explain why this is a terrible change meant to punish casuals and preserve all the good bonus stuffs for players who are rich already. Or vice versa; your choice.
This system sounds a bit like what we see on the Diablo 3 console today… Here’s the console version of Monster Power:
The console system requires higher MP levels to gain rewards, but that’s fair enough since the console is easier in a variety of ways. Loot 1.5 means more drops of higher quality, items roll much higher stats, Paragon levels are shared across all your Inferno characters, Elites only get 3 random affixes on Inferno, etc.
It’s not known how RoS will tweak the overall difficulty, and the whole system is still under heavy development, as recent posts by Wyatt Cheng have stressed. Presumably we’ll find a lot better gear in RoS with Loot 2.0, and Paragon 2.0 will make characters stronger in Inferno. Hence perhaps it’ll be fair to make players turn up the MP more in order to gain added Experience and Magic find?
It’ll be interesting to see how this translates into Hardcore. Modestly geared chars in softcore can happily run MP3-MP5, especially in multiplayer games, since dying once in a while (or more often than that) is no biggie. In Hardcore that’s not the case, because forever. Hardcore chars can pretty cheaply gear up to farm MP1, but going higher than that gets quite expensive, and many players don’t bother since the added bonuses don’t really scale with the increased risk.
Besides, there’s not a huge need to go higher than MP1, since that’s all you need to get the full monster density increases. Above that just adds marginally to your bonus EXP/MF/GF, and that’s optional. If the RoS system changes that, and requires players to deal with the equivalent of MP4 or MP5 to get the monster density boosts and other bonuses, it’s going to be a real issue for Hardcore chars.
Or perhaps not, if Loot 2.0 really does make it rain…