Blizzard Fansite Q&A: March 30th


We got one Fansite Q&A last week, and today brings another one. Thanks to Secondii of Chinese Diablo3.cc pointing us to it. This one seems to be questions asked by Asian fansites, and the questions are considerably more interesting and technical in their details than the ones we saw in the last batch. The whole thing is quoted below:

In the new website database all gems only display “Head” and “Weapon” slot effect. Does this mean they can be no longer be placed in other slot? And this page only display 4 type of gems, is Diamond and Sapphire removed?
The website is wrong, gems can still be placed in all the same slots. We did remove Diamond and Sapphire a while back. Their effects just weren’t very cool.

In the last feedback, we find that giving items to other players would not remove item’s dyed effects. So can we use Collector’s Edition dyes on our items and then give them to our friends? Is there any restriction on it?
Dyes will be removed when selling them on the AH, but items dropped on the ground will retain their dye color. You can CE dye an item and drop it for your friend, yes. We don’t really feel this is a serious issue as it’s up to that player to dye someone else’s gear. If they choose to do so it’s them deciding to lessen the special-ness of their dye colors. It’s one of those things that in theory sounds like it’ll be a serious issue, but in practice probably won’t really affect the color rarity. Plus it’s almost assured that the CE colors won’t be everyone’s favorites.

Paying gold to upgrade blacksmith seems pointless… Can we make this feature work like the blacksmith profession in WoW? Or would the blacksmith be empowered in later difficulties? For example, have x chance to create best quality items?
The blacksmith is trained with gold as we didn’t want someone who ignored crafting for a difficulty level or two to have to go back and farm low level materials, like you do in WoW. And since crafting is generally intended to support itemization in higher difficulty levels, our focus for crafting is on Nightmare and beyond.

The model of the life potion is a cube, but its icon is a vial. Will we fix it?
No intent to fix it. The 3D models that drop in the world (we call them flippies) are not accurate representations of items as they appear in icons and on your character.

If a friend has joined your game, how do you kick them out?
We have plans for a kick system, but it won’t make it for ship. We think it’s more important to wait and see how people are playing the game with each other before giving them tools that could potentially be exploitable for griefing.

In Diablo II, players are able to leave the game immediately by Alt+F4. It’s very important for players playing hardcore mode to protect their character when they encounter latency. Now what can they do if a hardcore character die in the latency caused by the unstable server?
Playing Hardcore comes with inherent risks. Some of those risks are going to be things that you cannot help, such as your computer crashing, the game freezing, the internet dropping, a chipmunk dressed up as a treasure goblin tapping on your window, etc. Those are risks that you take, and we will absolutely not restore Hardcore characters for any reason whatsoever, including it being lost for a reason that is very clearly not the fault of the player.

This question is about two skills of Witch Doctor. The detail about Haunt mentioned “Haunt an enemy with a spirit, dealing 575% weapon damage as Arcane…”, but for the skill Spirit Barrage, it says “Bombard a target with a spirit blast that deals 190% weapon damage as Physical, which doesn’t make sense for players since they all attack with spirit. What makes the different? Or is it a mistake?
We put more weight on the damage type fitting the visual effect of the skill than most anything else. It’s more important to us that when you use a skill and see the visual that the damage type match the visual, than to have it conform to the lore or skill name.

Do weapon affixes such as life leech or additional elemental damage apply to spells (Wizard’s Spectral Blade) and abilities (Barbarian’s Bash)? If it applies to some but not all, how do we make that determination?
They apply to all abilities.

Are there any concerns that certain affixes and affix combinations may be unbeatable even by the most skilled and well equipped players at higher difficulty levels? For example, the Jailer affix seems like it may present issues in Inferno because players will be locked down and unable to avoid the damage. Are we okay with there being unbeatable (or virtually unbeatable) packs of Champions and Rares?
If something is truly unbeatable, we would be concerned, yes. We don’t believe any are unbeatable.

The monk ability Crippling Wave seems to outshine other monk Primary Attacks, mostly by virtue of its ability to strike every creature in the front arc for 2 strikes then all creatures in 360 degrees on the third strike, but also because it does equivalent or more damage than other monk abilities as well as applies a debuff. That said, it feels very good to use it in its current iteration, so it would be a shame to nerf it.
We knew the game was really close to complete when multiple people are playing the same class and each of them says that X ability is a must-have, and that’s the case here. Crippling Wave is very strong, but it’s certainly not a must-have to be successful, or even competitive.

Is Magic Find using diminishing returns in the same way as in Diablo II, where Magic Find stat affected in a different way the chance for blue, yellow and gold drops (actual bonus of MF was diminished for rarest items)?
No, it’s a literal (and lateral) improvement across the board. We may tweak it but that’s the way it is right now.

What happens in a situation when 3 players party who have stacked 3 stacks of Nephalem Valor is joined by another player? Will the new player start with 0 stacks of Nephalem Valor?
Yes, the person that just joined will start with 0.

Is Nepahalem Valor buff area limited or will all players in game get it independent of their location at the time of the kill?
All players receive it. They could be sitting in town and still get a stack. Keep in mind their presence in the game just made everything more difficult, so good luck to their team is killing a champion/rare without the full group.

Is there snare resistance present in game that allows to reduce snare effect partially, or do is there only complete immunity to snares?
There is CC reduction, which includes snares.

What is the maximum bonus to movement speed? Is there a limit to how fast a character can move?
The maximum is 25%.

With removal of secondary effects from elemental affixes (apart from freeze in cold damage) players are wondering if there still is a difference between damage generated from different elemental affixes other than graphic effect?
There are still elemental resistances, both on monsters and players, so damage type can come into play both in PvE and PvP. There isn’t a ton of resistance around though, so it’s not something that stacks super high, and there’s no elemental immunity. Skills also differ enough that you’ll have some outs if you do run into an enemy with high resistance. (it’s not D2 where you just spam your 1 skill and if you come up against an enemy that’s resistant to that 1 skill you’re screwed)

Will monsters have stun resistance of some kind? A party of 4 barbarians with Ground Stomp appears to be able to apply stuns infinitely by rotating the use of this skill within their party.
Yes this is a possibility, but higher level enemies have higher CC resists so it’ll be difficult to replicate in Nightmare and higher.

What was the reason for replacing the kick animation used in Diablo 2 for attacks and spells when breaking jars, urns, barrels and ashes in Diablo 3?
Because it’s more awesome to be able to blow up dozens of destructible objects than walk around and kick them one by one.

Speaking of ashes and loose stones – do they share the same item drop rate as mobs or is it higher/lower?
Everything in the game has varying chances to drop loot. You could absolutely get a legendary item from smashing an urn, but the chances are insanely small compared to a champion/rare which has a higher chance.

Do players get a benefit from having a higher MF or GF when opening ashes, loose stones and bookcases?
Yes. There are some very specific items, usually related to quests, that can only drop gold. But your Gold Find will still affect those.

Some great questions in there. I laughed at the one about the Witch Doctor’s “spirit” damage types. I’m surprised the answer wasn’t something like, “Ghosts are spooky and unpredictable!” Good news too about DiabloWikigems; that many DiabloWikisocketing options remain despite what the official site (currently) says.

I predict doom from the lack of diminishing returns on DiabloWikiMagic Find, though. Unless D3’s MF provides very little improvement, or the higher level modifiers don’t add very much of it, players will find ways to exploit the property to the point of breaking the drop rate and the economy. After all, that’s exactly what happened in D2 after launch, which is why diminishing returns were introduced in the first place.

Tagged As: | Categories: Community Relations, Interviews

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  1. I wouldn’t mind that attitude towards Hardcore if they still allowed corpse looting. I ran a pretty nice service for guildies whereby I could go into even a full game with my Hybrid Zon and clear out even the most dangerous stair traps to make sure the looters could get to the body. Those were some of my most epic encounters.

  2. “There is CC reduction, which includes snares.”

    Does this refer to the barbarian part? Lower chances to repeatedly succesfully stun monsters? Or does it also apply to playercharacters? Can someone eleborate on this? 

  3. Really don´t like the limit on +maximum movement speed. Always was fun to race around in d2  😕

    • this has to be somehow wrong anyway ; i mean sprint from the barbarian alone grants more than 25%
      maybe those 25% only apply to  passives / Items ?

      • The DH gets more of a boost than 25% even in the beta, with the passive that grants faster run after a Vault. So the 25% must be from items alone?

  4. Whoever asked these question should be given a medal.
     
    “Does this refer to the barbarian part? Lower chances to repeatedly succesfully stun monsters? Or does it also apply to playercharacters? Can someone eleborate on this?”
     
    Both monsters and players can have CC reductions.
     
    I think Jay oversimplified the movement speed part, since there is a 40% movement bonus on the Barb’s Sprint for example. I think if one source of the bonus is higher than 25%, then you can still go over the cap. For example, with two +15% MS items you would move 25% faster, but when you activate Sprint you’ll move 40% faster.
     
    As for the unbeatable Jailer mod, you can use mobility skills to move around while jailed. It doesn’t remove the effect though.

    • No No, there’s a 25% max movement buff compared to the actual speed you see on screen. With regards to the buffs you can receive you get upto 1150%

      • What about the uncapped bonus?

        I guess small bonuses like 25% are actually really noticeable in the game?

        D2’s frenzy gives up to 171% movement speed buff at lvl20. Do you know what the formula is for D2?

  5. “a chipmunk dressed up as a treasure goblin tapping on your window”
    Pretty much this.

    If something is truly unbeatable, we would be concerned, yes. We don’t believe any are unbeatable. 
    Not a lot of certainty here, a jailer molten TPer sounds pretty imba to me (pulls you in his mobs, jail then you really don’t want to kill him).
     
    Cool questions and some of the answers were actually not as ambiguous as always. 😉  

    • Yeah, the jailer, vortex, molten affix combo was the first one that popped into my mind when he said that. What happens if you have a ranged-heavy group and they keep getting their squishy selves pulled into the middle of them with their damage aura and then forced to stay there for a long time. And then add a fourth one that could make it even worse (sense it seems that Inferno champions will have at least 4). Imagine a frozen, molten, jailer, vortex. Even if you kill them you get frozen in place for the fire explosion. Then think about adding that on top of the normal monster abilities. Like that affix combo on a bunch of grotesques so you get their death explosions and worms on top of that. Or all of that on some wretched mother type monsters so they are constantly spawning zombies on top of you as well… 😯
       
      So yeah… there may not be impossible combinations, but there will certainly be some that are close to it…

  6. It could be that drop rates for legendary items are absolutely pitifully low to begin with, which would also help to prevent high Magic Find rates from ruining the economy. I think it’s premature to suggest that things will be broken without diminishing returns, since we know very little about endgame drop-rates at this point. It’s a concern, but the way D2 did things isn’t the only possible way of doing things.

    • Flux is a doomsayer man, it’s what he does. 🙂

      You get used to it.  

      • I know that you said that tongue and cheek, but that (his realism) is the main reason that I come here.

        • Me too. I find his comments are very insightful, even if they’re not always correct. I don’t like surprises, but if I know the negative sides to something in advance, then I can plan accordingly and save myself some grief. Like in this case, I’ll have to keep my eye on magic find articles once the game is released, to figure out how best to gear my character.

  7. OOh DiabloNut was correct where the official site was wrong? Who would’ve figured ^,^

  8. Some of these answers make me want to punch the Blizzard devs in the face…

    “We did remove Diamond and Sapphire a while back. Their effects just weren’t very cool.”

    Then change the effects on them… herp a derp. I think they really just wanted to hold them for an expansion so they won’t have to put hardly any effort into that area.

    “If they choose to do so it’s them deciding to lessen the special-ness of their dye colors.”

    Um, that would lessen the special-ness for everyone not just them so how is that fair? Now people will start dying stuff for gold in public games and they will be everywhere just because they are “rare” which of course will make them not rare anymore.

    “We think it’s more important to wait and see how people are playing the game with each other before giving them tools that could potentially be exploitable for griefing.”

    Seriously? How can they not see that there will be far more griefing going on when people can’t boot idiots from their games?

    • Those are Jay Wilson’esque answers, he’s been spitting them out since they started to remove/reduce everything. Every decision can be justified by stating something wasn’t cool or awesome enough.

  9. I still think removing the secondary effects (that accompany critical damage) from elemental attacks was a very bad move .. it really helped differentiate the elements and made each one a useful investment (i.e like investing in Arcane Dmg + Critical Chance to silence enemy casters which would have been really useful on high difficulties IMO) .. also .. why was Cold/Ice the only element that retained its special property !!? .. why not all of the other elements.

    Besides .. he mentioned monster resistances .. but point is .. is there going to be a way to figure monsters resistances in-game (a bestiary or some info panel like in Diablo 1) or we will have to rush to a Wiki page whenever we meet a new monster or enemy .. that’s really “meh” XD

  10. Some good questions here for sure.  Not a fan of the CE dye info but whatever

    • To be honest I could care less about the CE dyes, which resemble other dyes anyway. And the wings I probably won’t use while killing monsters since it’s one more thing that clogs up the screen. I just wanted the soundtrack, artbook, and “making of” DVD. The toys will be fun too, of course, but not the main attraction for me.

  11. What is CC reduction? Is there anyone who can explain it kindly?

  12. “The blacksmith is trained with gold as we didn’t want someone who ignored crafting for a difficulty level or two to have to go back and farm low level materials, like you do in WoW. And since crafting is generally intended to support itemization in higher difficulty levels, our focus for crafting is on Nightmare and beyond.”

    I’m glad this is their reasoning behind that and not purely something else to sink a bit of gold in. I detest having to go back and farm for or buy out mats to raise my crafting if I decide on a new prof later in the game.

    I guess from a lore pov it doesn’t make quite so much sense as a craftsman would improve with practice, not with money but from a fun pov it makes perfect sense.

    • I think from a lore pov, it’s more about the artisans upgrading their equipment. Cue big flashy caravan upgrade.

    • from a lore point of view you could say you are investing in the blacksmith who goes and buys his own damn supplies. maybe he hires someone to go out and find the stuff he needs since he is too busy making gear and we are too busy saving the world to have to find crafting materials.

      would be nice if they had it both ways. you can train with gold or with mats, or a combo of both. not really worth the temi investment though i guess

    • I thought their reply was clever on that, but it seems fairly irrelevant. I mean you only have to level up your Artisans once per account, and your first character will almost certainly do it as you level since you’ll need the gear.  Maybe they could raise prices if you do it later? Like the NM-level Blacksmith upgrades cost $8k per train if you’re lvl 30-50, but $16k per if you’re lvl 51+?

      Then again, you’ll probably have vastly more gold at higher levels, so that wouldn’t even matter.

  13. The answers to the speed cap and CC spam questions honestly raise more question than they answer.
    For example, is EVERY enemy in Inferno going to have flat CC reduction? Or just the champions, etc.

    To clarify, I am reading “higher level enemies” as in enemies that have higher level than the player include “stunned for less” as a part of the level difference package.

  14. “Yes. There are some very specific items, usually related to quests, that can only drop gold. But your Gold Find will still affect those.”
     
    Thank you god.

  15. Some good info there. Can we let these smart asians ask all questions in the future?

    I hope resistances will be more significant than they imply here, but good to know they at least exist.

    Also some crap info for sure. MF needs diminishing return tbh, otherwise it will likely be unbalanced.

  16. Stupid question regarding hardcore. Alt f4ing in D2 might get you killed, and if the server or you are lagging, nothing will save you. Exactly what they said: lag happens, you can die for a myriad of reasons, it’s part of the risk of hardcore. If Blizz did anything to prevent lag deaths in HC, they’re just be making it too easy.

    • As a HC player I was actually offended by that question, as the guy was basically asking for a chicken-hack.   And sure, once in a while you die to lag, but a much more likely result of an instant game exit would be for players to escape dangerous combat situations. Which would negate all of the system changes like delays on TP, etc.

  17. Considering they already dealt with the magic find exploit in D2, I’d think or hope they would have learned enough to cover their asses this time around. It’s a strange thing to consider for doom and gloom talk.

  18. I hope they have good justifications for not allowing diminishing returns on MF.  Otherwise decking yourself out in +200% or more MF gear could be crazy-go-nutes.  So far, though, it looks like all affixes are weaker than in D2 (I’m seeing 6% as a high amount of MF on one item currently in the beta, as opposed to like 35% on a pair of boots of Luck (approximately equal level requirement).  So it looks like getting really high MF will be difficult. And, hopefully, it will come at a large cost to player DPS. 

  19. Looks like the buffed mf

  20. I got the CE mostly for the artwork book, which I hope is decently done. I might try the wings out, but they are not really a big deal either way to me. Seems to me they would keep the CE dyes bound to an account so they won’t be so common. I can pit the skull and USB soulstone in my hermit hole with me

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