Diablo 3 Hotfixes: More Torment Rewards and +100% EXP this weekend


Interesting news today about class set items on Torment and a mega EXP bonus this weekend.

Some of you may have noticed I recently updated the Patch 2.0.3 Hotfixes to include a couple new upcoming changes. These hotfixes should be live later this afternoon, and we wanted to offer some clarification regarding these changes in advance (as well as to keep the Hotfix list clean of lengthy explanations).

More on this and details on the bonus experience weekend after the break.

  • All class set items will now only drop in Torment I or above.

We’ve been listening to player feedback on difficulty rewards, and one of the most frequent comments we receive is that Torment difficulty isn’t rewarding enough. As a result, we’ve reached the decision to make class-specific sets, specifically Natalya’s, Immortal Kings, Tal Rasha’s, Inna’s, and Zunimassa’s, drop only in Torment I or above from this point forward.

The class sets weren’t designed as a progression, but rather as a lateral choice between different play styles. It makes sense for all of them to be obtained at the same difficulty level, alongside the other sets that will be available at 70 in Torment I+. This should also make these very strong items a little bit more rare, and when you reach level 70 and you see someone wearing a full set, you’ll know the level of play they needed to reach in order to acquire those items.

The reward level of each difficulty setting and how they feel is very important to us, and it’s something we’ll continue to observe and tweak as we enter the expansion.

  • Reduced the amount of experience granted by monsters with lower than average health pools.

It took us some time to evaluate whether or not we wanted to alter some of the current most popular runs. Our baseline for comparison for these alternative runs is to see how they stack up versus Adventure Mode and Bounty runs, and these different types of play should be on par (or at least fairly close). After extensive testing, we were finding this wasn’t the case and came to the decision to make these changes. It’s a decision we wrestled with for a while, but ultimately, we want to avoid situations where the most efficient game play isn’t necessarily the most engaging and our investigations revealed this to be that kind of situation. We want a larger variety, rather than only one or two particular routes, to be the most rewarding way to play.

On a related note, we know a lot of you are still preparing for the launch of Reaper of Souls, so we’re also upping the ante on the Community bonus experience event. Starting right now and for this weekend only, the bonus experience provided will be upped from 50% to 100%. This should help you get all your nephalem heroes leveled and geared up for the battle against Malthael!

On the monster exp they don’t give precise details, but as the most profitable EXP run in the game today is the skeleton-filled Crypt of the Ancients (below the Festering Woods), I assume that’s the sort of thing they’re targeting. Areas with tons of easily-killed trash mobs that were well above the curve in exp rewards and well below the curve in danger.

moar1As for the torment only item sets, that seems like mostly a D3 issue, but I think it’s a good change. Right now there’s no compelling reason to play Torment or higher, in terms of gear. The drop rate for legendaries is a bit higher, but it takes longer to kill, so that pretty much evens out, for players below the ultra-geared level who can farm higher Torments in good time. The lack of Torment special drops isn’t such an issue in Reaper of Souls since there are numerous RoS-only sets and legs that only drop in Torment and higher.

And now there are more. Because moar.

Tagged As: | Categories: Blue Posts, Experience, Item Sets, Legendary Items, Torment

Comments

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  1. We’ve been listening to player feedback…Torment difficulty isn’t rewarding enough. As a result,…class-specific sets,… drop only in Torment I or above.

    ??? It can be compared to next situation:
    Ppl complain about some area in act1 is not rewarding enough. So devs say: “ok, let’s remove all loot from act1 altogether and move it to that area.Genius! Now it is more rewarding!”

    • Yes, clearly there’s no good loot you can find without playing on Torment.

    • Somebody please tell me who the 3 people are that liked this so I can teach them basic logic. Logic such as:

      Yes, you’re right, it can be compared to that, and the comparison finds that this is nothing like that at all.

      • Ok, honorable logic teacher. Let me explain what I meant. People were asking devs to add (a new system, a bigger/new bonus to something, whatever) to Torment. What did they do ? They didn’t add new bonuses to torment, they REMOVED class sets from pre-torment drop tables and made them torment-only, this way “buffing” torment levels. So ppl who were asking for a bonus really got a nerf.

  2. They took the bonus experience… and then they DOUBLED IT!!

  3. The most common thing Blizzard has ever done to “balance” gameplay, since the days of Diablo 2, is to just sit and see what is the most popular run, and then nerf it. “After extensive testing” should add “.” This isn’t balance, this is just trolling the players.

  4. I find all this focus on Torment difficulty odd. The only time I can’t do Torment is when I’m leveling to 60 without a twinked weapon. Every new char starts at Master and moves to Torment when the first socketed weapon drops.

    I thought it was this way for everybody.

  5. I know this might be a silly question, but does the xp boost get applied to console as well even though we ain’t getting RoS?

    cause if it does, i just might sign on tonight and do some run’s

  6. QUOTE]I thought it was this way for everybody.[COLOR

    I thought it was this way for everybody.
    I couldn't start my new chars on master. Or rather... I could, but it took me way too long to kill things for my liking, and I really didn't want to deal with that. I start my new characters on hard. Expert would probably work fine too, but there's really no compelling reason to pick it over hard. Hard is much easier and only 25% less xp. 
    

    Once I get someone to 60 I’ll farm them up a decent-ish weapon, and then head to torment one. So all in all I’d totally agree that torment one’s not hard to get to in the least. But I don’t think everyone starts charachters on that or master. Certainly not universally, at least.

    (Do you play in a group? It might be easier in a group, I don’t know. I just do it solo, and this is what has been working well for me.)

  7. Hmm, I’m not really sure what the point of this is- more people are already playing torment than anything else. To show what I mean, let’s look at the number of games open in the join public games screen (softcore, level 60, all acts, all quests).

    Normal:72
    Hard: 84
    Expert: 156
    Master: 307
    Torment 1:1653
    Torment 2: 1394
    Torment 3: 1627
    Torment 4: 1024
    Torment 5: 336
    Torment 6: 250

    Sure, things will be different in private games and such, but I really don’t think there’s much need to add more incentive to play torment. Not that I really care all that much, though, since I pretty much aim to do T1 for all my characters.

  8. If a green ring drops in Torment, it better be Zuni or Nat’s, and not this horrible, terrible, no good very bad awful and toilet paper soft Litany of the Undead. So nerf, so awful.

  9. Really felt that experience bonus tonight. I finally figured out how to solo T3 reasonably efficiently for Nekarat runs, and as a result have finally started picking up keys. Never found a single one on T1.

    I also played in some public games for the first time ever. It actually felt slower than single-player. Kinda sad.

  10. Ah, more nerfs. Blizzard is alive and well.

    I don’t think this touches CotAs though, as it says “enemies with below average HP” and skeletons have about average HP.

    That and the class sets really are not that impressive.

    That said making Torment “worth playing” would be clearly detailing a large legendary drop chance difference or something. Not that that is even especially necessary since you can bring a new 60 to T1 within one hour.

    • I certainly don’t have anything against this kind of nerf but when they say stuff like:

      “We want a larger variety, rather than only one or two particular routes, to be the most rewarding way to play.”

      it would be nice if they sometimes thought things like “During the entire 2 year history of D3, farming in Act 4 has been consistently unpopular. Maybe we could do something about that.”

      I guess Adventure Mode fixes that but that’s no reason to keep ignoring things like A4’s weaknesses.

  11. QUOTE

    Ah, more nerfs. Blizzard is alive and well.
    
    I don't think this touches CotAs though, as it says "enemies with below average HP" and skeletons have about average HP.
    
    That and the class sets really are not that impressive.
    
    That said making Torment "worth playing" would be clearly detailing a large legendary drop chance difference or something. Not that that is even especially necessary since you can bring a new 60 to T1 within one hour.

    Heh, yesterday I played a fresh 60 on T2 using random skills (with RNG rolling an awful, awful build for me) and that 60 had all of like, 45 minutes of experience at 60, with just one level 60 legendary. 60 to T1 within 1 hour might be an overstatement of the amount of time it takes.

  12. QUOTE

    Heh, yesterday I played a fresh 60 on T2 using random skills (with RNG rolling an awful, awful build for me) and that 60 had all of like, 45 minutes of experience at 60, with just one level 60 legendary. 60 to T1 within 1 hour might be an overstatement of the amount of time it takes.

    Well, it depends. The first one took an hour, because low dps. The others were instant because I had more resources. Also, I’m talking HC.

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