Diablo III Developer Chat at Best Buy


Tonight Best Buy held a Developer chat with DiabloWikiJay Wilson, DiabloWikiJason Bender, DiabloWikiJason Regier and DiabloWikiKevin Martens. There were a lot of good questions asked.

Highlights:

  • DiabloWikiInferno is balanced to never be trivial, even with the best gear available. If players find it trivial, Blizzard will be “paying attention”.
  • Jay Wilson corrected himself on DiabloWikiNephalem Valor. He stated that it “kicks in at 60, regardless of difficulty level instead of just being in Inferno.”
  • In response to a question about rolling a DiabloWikiBarbarian and DiabloWikiMonk for the first run in DiabloWikiHardcore mode, he gave them a 37.4% chance of beating Hell.
  • Jason Bender stated that you can “craft inferno gear, but it takes a lot of components to make that gear”.
  • DiabloWikiGems can be used in weapons, and a variety of armor slots.
  • A player can sell items in the DiabloWikiRMAH without having money in their account.
  • When asked about the current UI skill set up, they said that they believed the current set up was helpful for newer players. They also eluded to DiabloWikiElective Mode for more advanced players.
  • Legendary/Set items always have unique art, stats, names, and flavor text.
  • Jay stated that the top three tiers of items ONLY drop in Inferno.
  • Legendary items are dropped based on the level of the monster or chest. There are several at the max level which can only be found in Inferno.
  • Jay Wilson is not “opposed to dueling”. However it is “not a priority for us right now. We want to focus on our team-based arena mode right now.”
  • Bosses appear in all difficulties, however there are unique monsters which only appear in certain difficulties. There are a number of rare/champion affixes that don’t show up until you reach later difficulties.
  • Kevin Martens stated that, “there are rumors of secret things being secretly secreted somewhere secret.” 🙂
  • When asked if one could follow the wiki]Treasure Goblins[/wiki] in the portal to a secret area, Kevin responded with, “One wonders where they go.”
  • Jay Wilson corrected himself by saying, “we drop gems up to tier 8”.
  • Nephalem Valor goes away if you DiabloWikiRespec, but that isn’t based upon the act.”
  • DiabloWikiMagic Find is averaged across the party.
  • On the topic of rushing, Jay Wilson stated that, “a higher level character can help you jump past content within a difficulty, but you get greatly diminished XP. We have hard level requirements for difficulty levels, so no rushing there.”
  • When asked about DiabloWikiPvP becoming an DiabloWikiESport, Jay stated, “We don’t want Diablo 3 to become an eSport. It’s okay to have PvP just for fun. Our focus is DiabloWikiPvE game, and we want it there.”
  • Kevin stated that it will take a fine balance between your play style, your DPS, and your survivability stats to beat Inferno.
  • Stun duration has been reduced for hell/inferno.
  • Jason stated, “We like sharing cool stats with the community, but no specifics yet on what they will be.”

Source: BattleNet Forums

Full transcript after the break

Kyle-BBY: Welcome to the Diablo III Developer Chat new arrivals! We’ll be getting started in a few more minutes. Get your questions ready!

Guest-74: When the option is selected to list things in the DiabloWikiAuction House for a real dollar value selling price, does that money go to the seller or Blizzard?
Jay Wilson: We charge a $1 dollar service fee, or 15% for commodities. The remainder of the sale price goes to the seller.

Guest-20: With some information out (may or may not be correct) about how hard monsters hit in Inferno, will Witch Doctor pets still be viable?
Jay Wilson: Yes, pets scale pretty well in Inferno. You do have to refresh them, but they are useful for tanking mobs.

Guest-228: What was the hardest thing you had to cut from the game due to time/production constraints?
Jason Regier: For me, it was PvP. I had a ton of fun playing it against folks at BlizzCon, but it just wasn’t ready for prime time yet.

Guest-106: Will there be any way to share the wings I get in the DiabloWikiCollector’s Edition with friends?
Jason Bender: Those are just for you, but you can apply them to as many of your characters as you like.

Guest-26: Has anyone from the internal testing found a legendary item yet? Also, when are the stats for the legendaries going to be released?
Jason Regier: I got one during testing, and when it dropped, I jumped up and cheered. It was awesome!

Guest-25: Can you explain us about the boss fights? Will they be like Diablo 2 where the bosses had a fixed number of abilities and they just used them, or it will be more like WoW where the bosses have phases with different abilities and the scenery/positioning its crucial in the fight.
Jay Wilson: Depends on the boss. Some have a set number of abilities, some have phases. Most are a little more complex than Diablo II.

Guest-157: I will like to start off by saying the game is looking amazing so far, and I’m new to Diablo. Can you use the WASD keys for movement or just the left click on the mouse?
Jason Regier: Basic control in Diablo 3 is very simple. Just click to move, and click on monsters to attack them.
Jay Wilson: We don’t support WASD for movement. We don’t think it feels good as a movement scheme from an isometric view.

tomt610: Will you make inferno difficulty easier if people will start telling you that you made it too hard and they cannot beat it, even that it is beatable at this point? Cause I remember in 90s games required skill to beat them and it would be nice to have at least one that kind of game at this point, without life regenerating itself etc.
Jason Bender: Inferno isn’t for everyone. We would like to keep it as challenging as possible. Also, don’t forget Hardcore mode. That’s retro-hard!

Guest-70: How many times was the codebase rewritten over the years or was reuse pretty standard?
Kevin Martens: We’ve spent a lot of time and energy getting the servers to be as prepared as possible. The big stress test during the beta was very helpful (thanks for all who participated). We’ll have a big support team standing by at launch.

Guest-251: What was your inspiration for the DiabloWikiWizard?
Jay Wilson: We were inspired by old school pen and paper RPG’s. We wanted a magic user who could control time, disentegrate, cast illusions, etc.

Guest-36: Do you have plans to implement the DiabloWikiNecromancer or DiabloWikiDruid at any point in the future?
Jay Wilson: Any future classes we do are shrouded in mystery (insert scary ghost sounds).

Guest-283: what are the plans for launch day, are the servers prepared for the work load that is coming?
Kevin Martens: We’ve spent a lot of time and energy getting the servers to be as prepared as possible. The big stress test during the beta was very helpful (thanks for all who participated). We’ll have a big support team standing by at launch.

Guest-728: when you want to play with a friend who is much lower level than you, are you stuck playing the furthest ACT or DIFFICULTY they have achieved?
Jason Bender: They can jump in to your game at a higher level (up to the highest difficulty they’ve achieved), even though they might miss story points. If the lower level player creates the game you will be limited to their story progress. You’re not limited by ACT, but you are limited by DIFFICULTY.

Guest-253: What was the funniest / most awesome bug you discovered during the development of Diablo 3?
Jason Bender: Funniest bug? We accidentally had an event that summoned 5 treasure goblins at one time. It was great seeing people scramble to chase them as they ran in different directions. Serious chaos!
Kevin Martens: Perhaps a little less funny than awesome but I had an skeleton summoner with a bug with no limit on the number of skeletons and I went to a meeting, came back an the monitor was entirely filled with skeletons. I killed them all with a leap attack

Guest-56: Besides PvP, do you have any plans on adding additional content to Diablo?
Jay Wilson: To Guest-56 Nothing solid at this point.

Guest-25: Will the game have support for clans/guilds at release? if not, is something its being considered to be added in the future? I remember in Diablo 2 we had to create new characters to add the clan’s tag.
Jay Wilson: No plans at this time.

Guest-23: I have had troubles with the FPS in the beta with my pretty decent upper class notebook, especially when bigger waves of monsters where on the screen? Has the FPS been optimized for notebook users for release since beta?
Jason Regier: It’s hard to say without knowing more about your particular configuration. We work really closely with our hardware compatibility department to make sure that lots of people have a great experience with D3, and we’re always looking to make performance better.

Guest-236: If i am higher level then my friends and want to play with them, will there be any kind of handicap? for example will they get less exp
Jason Bender: There is an XP penalty for killing monsters too high/low in level relative to your character. It scales based on your level, so at lower levels you can fight a broader range of creatures. This is good because player levels tend to be farther apart earlier in the game.

Guest-389: In the beta I had a hard time determining how much damage a spell did. I later learned that if I held ctrl and moused over a spell it gave me a percentage. Has any changes been made to make actually spell damage info more accessible?
Jay Wilson: You can set more advanced tooltips to permanently display so you don’t need to hold down CTRL. I do feel these could be more accurate in displaying the exact damage you’re doing, and we may improve it in the future.

Guest-261: Due to the amount of time it must take to produce the cinematics, how does that influence/affect a more iterative game design process?
Kevin Martens: The cinematics team is very, very good at working with us to identify the moments of a cinematic that are most prone to change and leaving those to the last possible moment. There is seldom an issue that we can’t change with a line change or a simple new shot. The process and time limits have not been much of a problem at all.

Guest-278: I know that Diablo 3 is a click-to-move type game, but for sufferers of Carpel Tunnel Syndrome, it can be very painful to click that much. Is controller support available in the future, if not, can players use applications such as Xpadder for use with controllers on the computer?
Jason Bender: Right-click drive mode allows you to automatically attack while moving when you hold the right mouse button down instead of clicking. Several of us use this to reduce clicks. (You can imagine how many times we’ve clicked in the process of making the game!)

Guest-217: Are the end of the act bosses still going to be the enemies with the highest drop rates for the most sought-after gear resulting in “Baal Runs” being the best way to gear up, or will you encourage players to scour the map looking for rare spawns and giving them a higher drop rate instead
Jay Wilson: We have a new system called “DiabloWikiNephalem Valor” that encourages you to kill randomly placed rares and champions. When you do, you get a stacking buff that increases your gold and magic find, and increases the drops on bosses. This makes it most beneficial to play through random content, then go fight bosses.

Guest-224: Say for example that I am playing a high level character, but I want to play with my friend who only has a low level character. Will me joining his game ruin the experience for him because I could just blast through the content and make it too easy for him?
Jay Wilson: You could blast him through the content, but his XP will be greatly diminished to the point that it’s not very beneficial for your low level friend…unless he likes spoilers. But that’s what Youtube is for.

Guest-302: In regards to internal testing, did any of you try out a completely ridiculous build and manage to make it work in a later difficulty?
Kevin Martens: We spend a lot of time trying out “wacky” builds like melee Wizards or pet-less Witch Doctors and it is a fun, often challenging way to play. We often find ourselves changing a skill or two when we get stuck on a particular elite monster and sequence. Or more likely, we get tempted into to trying a completely different build when we get some particularly awesome piece of equipment. Melee wizard example above is a good one–I was playing recently with a typical mix of ranged spells and found a big bad-**bleep** sword that had such great stats, I changed my build to a melee wizard just to try out the sword.

Guest-352: How much does the difficulty and greater item quality drop change when your buddy enters the world to play with you?
Jay Wilson: Depends on the difficulty level you are playing in. I can’t remember ‘exact’ numbers, though. It hovers around doubling monster health per player, but there are other variables as well.

Guest-65: What happeneds after i beat inferno mode? P.S I LOVE YOU GUYS AWESOME JOB WITH THE GAME!
Jason Regier: I’m pretty sure Jay comes to your house and gives you a big hug.

Guest-249: Hey guys, what are the best moments you have from development time?
Jason Bender: Blizzcon was super-motivating. Also it’s fun when we have hours long discussions about crazy design ideas, then see the exact same arguments happen on the forums.
Jason Regier: For me, one of the best moments was seeing hundreds of people playing the game for the first time at BlizzCon. The response was fantastic! I can’t wait for the public to finally play the full game.

Guest-347: Bashiok stated that the display of BattleTags in games was a bug. Today Lylirra said that it wasn’t. So is this a bug or not? If not then what exactly is the point of character names at all?
Jay Wilson: It’s not a bug, it is supposed to be displayed in game. We felt showing the Battle Tag was an essential element to identifying your friends and didn’t want players displayed with different names in different situations. The purpose of character names is to help the player identify their characters in the case they have multiple of the same class and for extended presence.

Guest-632: In diablo 2 as you got further into NM and **bleep** the areas became much bigger. Will the same happen with the later difficulties of Diablo 3? I remember Durance of Hate level 3 normal vs **bleep** and having a huge area difference.
Kevin Martens: The areas do not get bigger in later difficulties and it hasn’t impacted the fun at all. Bigger does not equal better in level design, in the vast majority of cases. We’ve concentrated much more on the second-to-second challenge and item rewards for higher difficulty playthroughs.

Guest-509: Can you keep teleporting if you are under 1 second, using the wormhole rune on the wizard?
Jay Wilson: You can teleport as many times as the animation will allow in the time before the cooldown is triggered.

Guest-351: My question is….. So if inferno has its own gear tiers Act1 – Act4 will all the normal thru **bleep** gear end up being trash or will some items end up being good way past their level unique items?? Thanks in advance .
Jason Bender: You’ll need to gear up for a while prior to Inferno, so He|| gear will still be valuable for a while. Inferno ramps harshly, though, so you’ll need to farm early inferno to handle late inferno. There is a point where gear becomes useless, but a perfectly rolled rare or legendary item can last a long time if it has the affixes you need. Don’t forget crafting components, too. Old items can be used to crafter better ones.

Guest-519: is there a way to switch weapons quickly on the run? (As we did with Diablo 2 by pressing “W”) ?
Jay Wilson: No. In polling players this seemed to primarily be used to hot swap to high magic find weapons right before a boss died, which didn’t seem like great gameplay to encourage.

Guest-552: Is there any customization to the character when making a character at the start screen? Also is there any customization later in the the game?
Jay Wilson: You can also use dyes to customize gear, and even hide pieces of gear that have good stats that you don’t like the look of.
Jason Regier: At the starting screen, no. But within the game, there’s a huge number of combinations of items and skills to choose from. Those choices really make your character unique.

Guest-367: Was anyone in the internal test team able to beat the fourth difficulty of the game ? If not what is the reason for that ?
Kevin Martens: No one has beaten Inferno.

Guest-415: Will third party programs that collect data about how much loot/gold is dropped where and when be allowed to use?
Jason Regier: Using 3rd party programs like those is against the terms of use.

Talen: Many Beta Testers have conserns about the text size of the user interface being either to small, or to large.Do you have any plans at this time to introduce scaling o accessability options for the User Interface and Item Stat Text ?
Jay Wilson: Not at this time. Every feature has development cost. If there is demand for something like this we’ll weigh it against other features we could add to the game. We did, however, increase font size late in the Beta.

Guest-366: For the Witch Doctor, with Zombie Handler and Circle of Life passives, are you able to go well beyond having 4 summoned dogs on the field at once or is there some sort of cap?
Jason Bender: 4 is the max for dogs. You can get up to your max nyumber of dogs with a variety of skills (beyond just summoning them), which is good if they’re dying a lot in higher difficulties, but that doesn’t break the cap.

Guest-335: Developers: Which act is your favorite to play through?
Jason Bender: I like Act 3. Because… er… *SPOILERS*!
Kevin Martens: Interesting question as that actually changes for me based on the difficulty. I like Act 3 on normal just because of certain battle sequences (no spoilers!!!) but like Act 2 on Nightmare because the bump in difficulty there is a fun challenge for me.
Jay Wilson: Don’t ask me to pick my favorite child.

Guest-248: So I read that we can make a new characters in other regions other than our own, will we be able to copy a character over to that region or will we have to start a new one to play with our overseas friends?
Jason Regier: You will have to start a new one.

Guest-617: Did you find it difficult to convince others (Co-Wokers – Players) that a stat system wasn’t very fun and just a math game? And also, was it easy to convince others that a skill system that was developed around experimentation would be more fun than a Diablo 2 system of constantly re-rolling? (I love the skill system lets me try whatever I want to try – I feel rewarded for experimenting. I feel more games should have this type of system.)
Jay Wilson: Yes, it was difficult.

Guest-847: What is the highest gem level that we can expect to drop?
Jay Wilson: Tier 5 gems are the highest that drop.

Guest-505: Beyond what we have already seen and the sets in Inferno, how many unique weapons and armor sets can we expect to see in D3? Will more be added? (outstanding job so far!)
Jason Bender: We have a ton of cool ideas that we would like to do. A bunch are in the works, but I can’t yet say when they’ll be ready for you. (The art team loves making these.)

Guest-807: Will there be the option to change the strength of the monsters by pretending to have more players in a game? Like in D2?
Jay Wilson: Not at release. With the challenge level of Inferno we did not see this as necessary.

Guest-2444: Will Melee Wizards be Viable in **bleep** Mode?
Kevin Martens: For difficulty modes: certainly, the challenge will be harder in later difficulty modes. But really, this question points to a cool point of depth/awesomeness in our system. With the right gear and some practice, melee wizard will be viable–maybe barely but still. For Hardcore Mode: Again, with the right gear, maybe, but it is a risky thing to try. Let me know how you do

Guest-906: are the angels wings from the CE, an emote thing? or is it like an item you can trigger on and off? also is there a cooldown on them?
Jason Bender: They’re linked to a 1×1 item that goes in the inventory, but you can put them in your stash. You can click your wings to turn them on and off. There’s no limit to how many times you can use them.
Jason Bender: (Also no cooldown on the wings.)

Guest-128: Is there a separate appearance for the female barb when she goes berserker mode (the ability for 15 sec that you unlock at lvl 30)and how does she looks like can we not have a picture or something because we only see the male.
Jason Regier: Yes, she looks different.

Guest-523: Do bosses get more abilities through the difficulties to make them harder or do they just have scaling dmg and life? ie. in nightmare, he||, and inferno. Also, does Nephalem Valor only apply in Inferno?
Jay Wilson: Not really. We have a couple cases, but they are mild enough that I’d say overall no. Bosses mainly scale in stats. And yes, Nephalem Valor is Inferno only.

Guest-393: The new skill menu has been highly discussed by a large group of players awaiting Diablo III, and there has been much criticism (Despite it being an improvement over the early beta skill UI). Will there be further changes or did we see a finalized version of that system in the last patch of the beta?
Jay Wilson: Other than polish-oriented improvements (of which I can’t recall which made Beta and which didn’t) the skill system is basically unchanged from the final one that appeared in Beta.

Guest-347: Thank you for answering my first question. How far back does the behind the scenes in the CE cover? Does it cover any early D3 development or does it only cover the past couple years? Any word on when we can expect the web API for D3 or at least more information on it?
Jason Bender: The behind-the-scenes talks about all kinds of crazy stuff, so there should be some good history in there for you. Not sure about the API.

Guest-446: Will certain areas in Diablo 3 have different treasure classes like they did in Diablo 2 for finding higher items or does it just come down to how far you have progressed into the game and is there a diminishing effect of the amount of mf your character can have eg. like a mf cap?
Jay Wilson: I don’t really know how to answer the treasure class one, lots of areas have different treasure classes but we try to make areas relatively equal depending on challenge and monster level. MF is not capped, though.

Smeet: With Diablo 2, enemies in **bleep** difficulty almost all recieved an immunity to one type of damage. Does this trend continue into Diablo 3, or are the enemies / affixes made threatening in different ways?
Jay Wilson: We do not use immunities as a monster affix. We focused more on powers that change up the monster’s threat and challenge different classes in different ways.

Guest-351: LOVE YOU GUYS & D3!!! Thanks for the Answer Also BTW how does sharing MF with a group work and is that group % amp’d up by “Nephalem Valor”
Jason Bender: MF is an average of the group’s MF rating, so everyone either contributes combat power or boosts the group’s MF. Valor covers the party.

Guest-911: will I be able to have multiple keys on the same account IE: Collectors Edition and Standard? and are we able to use”Dual-Boxing” ?
Jason Regier: No, you can have one license attached to the account. Dual boxing isn’t supported… you’ll need to have multiple battle.net accounts.

Guest-561: How is Inferno difficulty being balanced as a sort of longterm endgame opportunity? Will characters struggle in inferno until they acquire really epic gear or is the aim for Inferno to always be very challenging even when characters are decked out? How does magic find gear play into the balance of being able to clear inferno (E.G. Being able to clear faster and safer vs wearing MF gear vs Nephalem Valor).
Kevin Martens: Inferno is balanced to never be trivial, even with the best gear. If some of you end up finding it trivial, we’ll certainly be paying attention–good luck! Magic find gear vs. survivability gear works much like you think. You’ll probably use MF gear when you are farming an area you know/think you can survive in and switch to survivability gear once you are trying to get further into a tough area.

Guest-776: Send: Do you think that assigning a very specific/distinct personality to each character was a good call? A lot of people seem to be thrown away from wizard for example, just because of his not so cool attitude. Or the not-so-badass grandpa witchdoctor (character wise). Thanks
Jay Wilson: Yes, we do think it was a good call. We think improving our game story by making the player characters active participants is worth the risk that a few players might get turned off by the choices for those characters. Without making this choice it weakens our story, and strong story is one of the most requested ways the community wanted us to improve Diablo.

Guest-545: Is it an accurate assessment to say that expansions would follow the inferno progression and have a few levels but significant gear upgrades. Or will it be more like a level cap increase with inferno-like content at the end?
Jason Bender: We’re concentrating on a smooth launch right now. Next up after that: PVP!

Guest-401: Will there be a ladder and ladder-only items to keep Diablo 3 fresh for years to come? I know a lot of people still play Diablo 2, and were excited about the recent ladder reset.
Jay Wilson: Not currently. We’d prefer to find better ways to accomplish this. If we can’t come up with something better we’d consider a ladder in the future. It’s not a problem that needs to be solved right away.
DrowningRabbit: Speaking on Inferno mode, Blizzard has in the past made encounters like pre-patch C’Thun that were statistically impossible to finish. While that feat hasn’t been repeated in World of Warcraft, is that a concern for Diablo 3’s Inferno mode bosses?
Kevin Martens: There are not statistically impossible bosses/challenges, at least not by design. There are extremely difficult moments in Inferno but I do think that people, with practice and gear, will be able to finish it. Let the race to end of Inferno begin on May 15th, everyone!

Guest-1326: Any plans for Lobby like Diablo 2?
Jason Bender: We support public chat channels, and we are always looking to improve the Battle.net service. It will evolve over time. (The trick is getting the chat gem working juuuuuuuuust right.) :-p
Jay Wilson: BTW, I said earlier that Nephalem Valor is only available in Inferno. This is incorrect. It kicks in at level 60, regardless of your difficulty level.

Guest-647: Hi Guys. Breathtaking work so far!, I wish you the best for the release!. My question would be how often can we expect to see new patches in terms game mechanics but also item stats in the span of perhaps one year?. Second question to Jay – will be rolling barb & monk combo for the first playthrough on hardcore, what would you say the chances are defeating **bleep**?
Jay Wilson: We’ll patch as the game needs it. Predicting a timeframe isn’t something we’d do now. For your second question, need more information. How good are you? I’ll just guess. I think you personally have a 37.4% chance to beat Hell.

Guest-311: Can you implement a force Stop key (differing from force Stand Still), where pressing the key will stop all actions including movement and holding the key acts like force Stand Still? Finer movement controls will open up more mechanics!
Jason Bender: We always try to keep the controls streamlined where we can, but if there’s a need for a new UI element we will surely consider it. No plans just yet on that particular item, though.

Guest-625: Why are the Monk’s heals not scaled by stats? The monk can never improve healing with gear. By contrast, the Barbarian’s heals scale with damage or max HP.
Jay Wilson: His heals scale with his level. They are powerful enough that we had concerns that if they scaled with gear they would be too good. Barb heals are personal, but Monk heals are group oriented, which is why they are handled differently.

Guest-303: I Feel that a Dota style pvp map / pvp game mode would be perfect for Diablo..any plans in the works?
Jay Wilson: That would be like making a whole new game inside our game. There are some parallels, but enough differences that I’d rather we focus on our core cooperative and PVE experiences.

Guest-1639: How large is D3 compared to D2? Will it take as long or longer to clear the game (excluding inferno)?
Kevin Martens: Length of the game varies greatly depending on play-style and randomness. Play-style means completist poke around in every corner type people vs. rush the main objectives people–big difference. Randomness affects the length because you could be walking through an area and roll a 2 level dungeon (10-15 minutes of gameplay) or a 30 second ambush event. Depending on what rolls, that can really change your length. But regardless, length isn’t the concern in a game so focused on replayability. Not that the game short so much as that is not what the design challenge is.

Guest-785: Can you craft “inferno” level gear? if not what is the highest level gear you can craft?
Jason Bender: Yes, and it’s awesome! It takes a lot of components to get to the best gear, though.

Guest-846: Are you concerned that the current Skill UI along with the Skill tab for cycling through skills has perhaps been too categorized and requires a potential excessive amount of cycling through to find things? Example: with the Demon Hunter, why not just have three categories with Hatred Generators, Spenders, and Discipline skills instead of how things are split up now? Isn’t that much easier to understand instead of the seeminly excessive categories at the moment?
Jason Regier: We’ve found that categories in the current skill system UI is really helpful for newer players. And the “Elective Mode” option is there for advanced players to customize their builds to their heart’s content.

Guest-645: Some people say they will not be rolling a WD because it is a silly class, what do you say to them? Also, Soul Harvest seems too good at the moment……. 6 ….. more…… days ……..
Jay Wilson: I’d rather people be highly opinionated about our classes than not care. We made five classes just in case you don’t like one of them.

Guest-184: What’s up with gems? Are they going to be socketable in more than just helms and weapons?
Jason Bender: Gems can be used in helms, weapons, and a variety of armor slots.

Guest-538: In order to sell items on the real money auction house, do I have to have funds in my battle.net balance?
Jason Regier: No, you can sell items without having any money in your account. There is no charge for posting items.

Guest-340: Would you say that Diablo III’s soundtrack is overall, Wagnerian in texture?
Kevin Martens: I’m not music history oriented enough to know the right pigeon-hole genre for our score. I think it is too varied to simply fit into one sub-genre.

Guest-348: Do you have any comments on Athene vs Kripp for worlds first Inferno kill?
Jason Bender: I guess someone needs to take the other side of that bet, so Athene had better win. I like hot dogs. (The real question is: Who gets the world’s first HARDCORE Inferno completion!)
Jay Wilson: $20 and a coupon for a free hot dog on Kripp.

Guest-520: Is it possible to place the dyes and wings from CE in the shared stash ? (so if i later upgrade my game to CE i could get the CE exclusives for my old heroes)
Jason Regier: Yes.

Guest-313: A new article on a fansite was just posted describing a way to use the WD to sacrafice zombies to do 25,000%+ weapon damage. How confident are you at this time that classes are balanced endgame?
Kevin Martens: There are billions of class and skill combinations–literally. They inherently cannot be balanced at time of ship due to lack of working time-machine technology and/or Groundhogs Day -style repeat testing days. We look forward to following all of you as you find incredibly awesome builds.

Guest-844: Will Legendary/Set items have their own unique graphics independent of the “tier” sets or will they look the same?
Jason Bender: Legendary items and set always have unique art, stats, names and flavor text.

Guest-876: Is the best gear in the game (“potentially,” stats-wise) limited to dropping in Inferno difficulty, or are the differences between Inferno gear and end-game **bleep** gear mostly cosmetic or drop-chance related?
Jay Wilson: The top three tiers of items, which are the best, only drop in Inferno.

Guest-708: What class are each of you going to play at release? Softcore or hardcore?
Jason Regier: Witchdoctor for me too. Hardcore!
Jason Bender: Witch Doctor. Also I’m looking forward to crying over my first hardcore character. And my second. And my third.
Kevin Martens: No pornography references, please! (Monk, softcore)

Guest-869: Are there any non-set Legendaries that will only drop in Inferno Act III and IV?
Jason Bender: Yes. Legendary items are dropped based on the level of the monster or chest, so we have several at the max level that can only be found in the end of Inferno.

Guest-720: Dueling: Will you ever consider patching in dueling “in-game” without having to lose the current play session and hit the arenas? The purpose is for fun things like settling disputes amongst friends, battling for items, or just killing time waiting for a friend to come back. It cannot be used for griefing due to mutually acceptance of the duel (and could even take a knee like in WoW so as there is no death).
Jay Wilson: I’m not opposed to this, but it’s not a trivial amount of work, and is not a priority for us right now. We want to focus on our team-based arena mode right now.

Guest-547: Will there be any bosses that are only in certain difficulty modes?
Jason Bender: Bosses appear in each difficulty, but there are a handful of unique monsters that only appear in certain difficulties. Also there are a number of rare/champion affixes that don’t show up until you reach later difficulties.
Jay Wilson: Hold on, getting Wyatt for all your complex Witch Doctor questions.

Guest-483: How does the treasure goblin scale, in regards to HP, in the higher difficulties? Will they always take a couple of hits to bring down?
Kevin Martens: Treasure Goblins are harder to kill at higher difficulties. I never miss one in normal but often fail to kill one in time in higher difficulties, usually because I’m too paranoid about being **bleep**ed by elite monsters to chase him aggressively.

Guest-536: Will there be any more ‘randomization pockets’ (such as the Hanging Tree and the Corpse Pile) in the areas we played in the beta for us to discover?
Kevin Martens: I suspect that the beta players have discovered most, if not all, of the randomization pockets in the beta areas, but there is much more D3 to come. Also, there are rumors of secret things being secretly secreted somewhere secret.

Guest-25: Will the mobs or bosses have diminishing returns/immunity on stun/slow/fear abilities? Or stunlocking them in inferno with 4 barbarians its totally possible?
Jay Wilson: Elite mobs (bosses, champions, rares) are affected to a lesser degree by control skills, and are immune to a select few. We do not have a system for diminishing returns, as we want CC to be useful even against bosses.

Guest-1803: Does the explosive beast rune for zombie charger work with the final gift rune for zombie dogs? ie zombie dogs from zombie charger dropping health globes? Thanks.
Kevin Martens: No, it does not.

Guest-104: Are there any plans to ever had “hotkeys” in the game so we can quickly switch between different spells like in D2 with the F-keys?
Jason Regier: The hotbar at the bottom of the screen gives you easy access to your current skills, and you can change the keybindings for it if you don’t like the defaults.

Guest-1064: How will the Monk and Witch Doctor passive skills that avoid death work in Hardcore mode?
Jay Wilson: They will allow you to avoid death! Congratulations, hardcore player, you have outsmarted mortality!

Guest-367: Do i need to read the quest dialog to fully understand the diablo lore ? or i can simply watch the cinematics and understand what is going on ?
Jason Bender: There are several ways to enhance your enjoyment of the story. The cinematics are meant to keep the story clear, but the more you read, the better it should be. (Even the item and skill flavor text adds to the lore.)

Jay Wilson: Correction: we drop gems up to tier 8.

Guest-376: can we follow treasure goblin through portal to a special dungon?
Jason Bender: One wonders where they go!

Guest-1540: I heard a rumor around a month ago that players can recieve an extra reward if they don’t switch their build for an entire Act, is this true?
Jason Bender: Not exactly true. It’s good to explore builds. Nephalem Valor goes away if you respec, but that isn’t based on the act.

Guest-713: how will mf work in groups. say if 2 people have mf and 2 are just dps. will it take the groups mf number as a hole or just 1 person for their drops only?
Kevin Martens: Magic find is averaged across the party. If you have two MF people with 100% and two DPS people with 0%, then each person has 50% for their drops. Loot is, of course, per player.

Guest-503: Is “rushing” a character possible? Or are there some kind of restrictions that keep a player from getting to Nightmare/**bleep**/Inferno in a significantly shorter time period than usual.
Jay Wilson: A higher level character can help you jump past content within a difficulty, but you get greatly diminished XP, so you really need to go through legitimately. We have hard level requirements for difficulty levels, though, so no shortcuts there.

Guest-661: I know you don’t plan to support Diablo 3 to be a eSport – If the commnunity wants it to become a eSport(without the implied balance), would you support it with replays/spectator mode and more ?
Jay Wilson: No. We don’t want Diablo 3 to become an E-sport. It’s OK to have PVP just for fun. Our focus is on our PVE game, and we want it to stay there.

Guest-302: What was it like being able to take a game I’m sure you all loved, and being able to expand the story, and create amazing things I bet the original creators would never even have thought of?
Jason Bender: It was a privilege. Personally, I feel incredibly lucky to be involved with Diablo, one of my favorite game worlds of all time. It was never hard to come up with cool ideas, just tough to pick the best to make the coolest game possible!

Guest-2203: Many people are trying to get world first 60 and think it is doable in as little as 20 hours. Can you give us any insight on this?
Jay Wilson: World’s first what?

Guest-1729: How do you guys feel about the Barbarian in Inferno (being a melee class and all), especially regarding (the need for?) Shields?
Kevin Martens: Survivability is certainly something that you need to gear for in Inferno. Shield is the easiest vs. most obvious choice but certainly you can gear for a higher DPS with a different selection of gear and skills. It is still a fine balance between your play style, your DPS, your survivability stats, etc. None of those things can be out of balance for the way you play in order to survive at Inferno.

Guest-1736: So, you guys are always talking about how diffcult Inferno will be. What about the others? Does this mean nightmare and **bleep** will also be too easy for us just like normal mode? Thats a serious concern for me…
Jason Bender: Different players find different things challenging. (This also depends on your gear.) Finishing Inferno in Hardcore mode will not be easy!

Guest-2357: Is stun duration reduced in **bleep**/inferno or is the same as in normal?
Kevin Martens: It has been reduced.

Guest-586: Will you share game statistics with the community? For example: ### different Monk builds have defeated <insert boss name>? or other misc data?
Jason Bender: We like sharing cool stats, but no specifics yet on what they will be.
Jay Wilson: To the person who asked if we might add or remove skills: we’ll do whatever we think is right to balance the game and make the classes feel well rounded and effective. In other words…maybe.

Comments

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  1. So at level 60, you can run through normal or nightmare and gain nephalem valor?
    Sounds good.

    • I don’t think you can keep it when you leave a game though. 🙁

    • That is what it sounded like to me, so you could have a better chance to find those low lvl items to give new characters.  But… just in case you are thinking you could build up Valor in easy games to then go use in Hell/Inferno, that won’t be possible.  The valor would reset when you change games.

      • I was referring to just straight up farming normal and nightmare.

        • I’d like to think that straight up farming to get 60 will yeild to NV. Then again, it was said that certain packs of mobs only appear in certain difficulties, and most of them will appear at the highest. So there isn’t really a point on having NV on Nightmare because of the scarcity of them mobs. Although, it is still beneficial against Bosses and whatnot. MF is MF after all.
          ——
          When asked about PvP becoming an eSport, Jay stated, “We don’t want Diablo 3 to become an eSport. It’s okay to have PvP just for fun. Our focus is PvE game, and we want it there.”
           
          This made me soooooo happy.

  2. My question ^_^ Thanks for posting the whole thing!! My internet connection died a lot throughout the chat.

    In diablo 2 as you got further into NM and hell the areas became much bigger. Will the same happen with the later difficulties of Diablo 3? I remember Durance of Hate level 3 normal vs hell and having a huge area difference.

    Kevin Martens: The areas do not get bigger in later difficulties and it hasn’t impacted the fun at all. Bigger does not equal better in level design, in the vast majority of cases. We’ve concentrated much more on the second-to-second challenge and item rewards for higher difficulty playthroughs. 

  3. dude, areas didn’t get bigger in d2 at nm/hell

    • I wasn’t talking about all areas in the game, but some were different. GO read the wiki and please rethink your answer.

      http://www.diablowiki.com/Area_Size_(Diablo_II)

      Maze Size
      Size of these areas are thus determined by how many rooms a dungeon is composed off, and how large each individual room is. All rooms have the exact same dimensions in any given dungeon type (although they still suffer from the problem of black tiles like presets do), but the number of rooms can differ. This means that all dungeon rooms can be placed on a grid. Even though it often does not look like it in game, all rooms have entry-points and exit-points on the same tiles. This makes it easy to combine them together and makes it so that most rooms can be attached to any other.

      Dungeon size thus depends on how many rooms a maze has, and this number can change between difficulties. One area can thus be much larger on Hell than it is on Normal. This is why the Durance of Hate Level 2 feels so much larger on Nightmare and Hell: the number of rooms are increased from 12 to 48 in the higher difficulties.

    • Um iv been playing Diablo sense I was 6 yes yes they do get bigger ALOT BIGGER.

    • Durance of Hate level 2 gets huge in hell difficulty.  It was patched to make Mephisto a bit harder to get to.  I don’t remember any other areas like this in D2.  All others stayed the same size through all difficulties.

  4. so what is the purpose for names for characters if they will not be in game?  when will they be seen?

    • Guest-347: Bashiok stated that the display of BattleTags in games was a bug. Today Lylirra said that it wasn’t. So is this a bug or not? If not then what exactly is the point of character names at all?Jay Wilson: It’s not a bug, it is supposed to be displayed in game. 

      I totaly agree xrufle, sucks. 

  5. Can we have a link to the thing, plox?
    The thing being this interview.

  6. I hope the nephalem valor buff does not persist through difficulties or else someone would farm 5 quick rares on normal and then ‘baalrun’.

    • It doesn’t persist through games, so there’s no way it could persist through difficulties.

  7. So many people hate the current Skill UI – all with very valid reasons why they hate it, as well as better alternative mock ups – but Blizzard ignores it.  Apparently, 3 maxed out threads on the forums weren’t enough to sway their opinion, nor warrant a satisfactory response.

    And god, do I hate seeing BattleTags ingame… totally ruins the immersion of the game when you see DerpDerp.1234 instead of the apparently useless name they picked for their character. It’s almost as bad as all the 1337 speak names, back in D2. Seriously, can you imagine yourself being called by your account name in an MMO? What is the point of naming your character? A flood of threads on that topic is also ignored. 🙄 
    I really don’t understand Blizzard’s thought process sometimes… they had it perfect 4 months ago and these changes – and their rigid stance on them – are grating on the nerves to say the least. 😕

    • I agree totally with what your saying here 100% its likes dueling I want it back and I want arena. Personally I dont like the skill UI but it doesnt really bother me I just want them to release the game and then fix it with upcoming patches to what we like. I really do hope they add dueling and a new skill UI….

    • You don’t see the numerical part of the battle tag in-game, only the text part preceding the numbers. This isn’t an MMO, this is an action game with RPG elements. I really don’t see what all the fuss is about regarding “immersion”. The battle tag system makes it a lot easier to remember who’s who when you’re playing online with friends. This way you won’t have to remember that Zebolar and Jestrich and Amello are all the same person – you’ll know the player by a single name.

      Also, would you rather use the current skill UI, or wait a couple more months for them to design, implement, and test a new one? The current skill UI isn’t great, but it’s functional.

      • Don’t you feel any difference at all between grouping with Conan the barbarian or Alucard the demon hunter and grouping with just Steve? Even if Steve is a female wizard?

        You interact with significantly more characters in MMOs yet people managed pretty well in WoW even before real ID.

        As for the skill UI, there was already a superior version in the beta. But in the name of helping new players they made one that gave even experienced players a pause.

        • Maybe I’d laugh more at the former two for having such derivative names? Otherwise, no, I don’t feel any difference. In public games, I barely even think of the names of the people I play with – it’s just “the female barbarian and the male wizard”. If I’m playing with friends, I tend to think of them by their real name, or their most prominent/first character (which is typically what people use for their battle tag).

          People managed their friends list on MMOs by guild chat channels to help reinforce who was who, guild notes designating who alts were, and using voice chat to reinforce the player rather than the character. Once you got to know enough people, or once your guild got big enough, it was hard to keep track of who was who. A battle tag system might have simplified that.

          If I want to roleplay, I’ll play a game that actually does roleplaying right (which likely involves being face-to-face with my friends rolling dice). Diablo is an action game. I don’t “think’ of the characters as having their personalities and choices influenced by my decisions – they’re just sprites that kill tons of monsters.

          I was in the beta for a long time, and the previous version of the skill UI was in before they made the changes to the skill rune system. We  never saw how that system intended to handle skill runes, and there could have been problems there as well. In any case, I don’t especially like the skill UI myself, but at this point I don’t really care that much about it. I’m not going to be spending that much time looking at the skill UI; I’m going to be looking at the monsters I’m destroying.

      • Yes, i do realize D3 is not an MMO. I wasn’t saying it was. I was trying to give the next closest comparison that I can think of where you can create multiple characters for a co-op RPG gameplay experience.  And in MMOs, the player name is what is used and they work perfectly fine.  You probably keep track with with far more people in MMO’s – as well as their alts – than you ever have to in D3.  And honestly, it’s not that hard to keep track of people if in the friends list, you have the character name with their battletag in parentheses right beside it (i.e. Sigon (Diablo.1234)).   
         

        I don’t mind battletags that much, but i don’t like seeing them ingame while you’re playing.  And to be fair, this game is more RPG than MMORPGs in terms of direct interaction with the story, as well as it’s presentation.

         
        Perhaps I’m more oldschool in regards to my character name, but I really prefer it when people recognize me as the name i chose for my character, not my Battletag which i chose as a log-in/account name.  It’s one of those things you do to help customize your characters – to give them an identity – and I feel it’s being stripped away.  ATM, it’s nearly pointless to name your character, because you don’t really see it anywhere but on the character select screen.

        • As I mentioned in my comment above, people had various tools at their disposal to keep track of who’s who in most MMOs – and most people consider the player to be the significant unit, not the individual characters. When the druid I was playing with logged over onto his warrior, I didn’t think it was a whole different experience – it was the same guy (or girl), and I’d probably call them by either their real name or the name of their main character, not the name of the character they’re currently playing.

          I think it’s mostly a matter of preference, and I suspect that you are indeed fairly “oldschool” with how you approach character names. When I played WoW people always called me by the name of my main, and that’s how I’d refer to them – and I think that’s how we all preferred it. The name became a personal nickname rather than just a name for one of our characters. We thought of each other as people playing a game, not as the characters we were playing in that game. It wasn’t a “roleplaying” experience for any of us.

          I also just don’t look to the Diablo series for an “immersive” experience. I think the story is fairly hokey (though amusing in a teenage-oriented cartooney/comic-book way) but the action and gameplay are great. 

          • You should try being on a roleplaying server. Everyone refers to everyone else by the character they’re on and stay in the role of that character the vast majority of the time… it’s amusing at first but gets old quickly.

          • @Scorch: I have played a bit on an RP server, and my experience was that by and large people behaved exactly as they did on other servers. I’m sure some roleplaying happened, but I expect that it was fairly rare. This experience further edified my view that MMORPGs are fundamentally “group strategy” games with roleplaying elements added, rather than being core roleplaying experiences.

            I don’t have anything against genuine roleplaying – quite the contrary – but I don’t think that the freedom to name your character and/or have that name prominently displayed really means that much in the long run. Would we expect fans of the Final Fantasy series to be up-in-arms if they took out the ability to re-name your own characters? Sometimes it was a neat feature, but it contributed next to nothing to the story of those games.

      • Well there’s nothing stopping them from having both displayed, char name with account name under…
         
         Guild Wars does it in a funny way in the friends list, the name shown is always the first char you added, with the character the other guy is using in (), except if it’s the one you added. It’s weird, but it works.

      • They should show the name and the battletag like this –> Merlin (Steve) but I don’t really care.

    • Only I like BTags 😕 ?…

  8. Thanks for typing out the recap.

    • Nope 100%+100%+0%+0%=200%/4=50%

      • yeah, i read it wrong. That’s why i deleted my post. I was thinking there were two people with 100% combined and 2 with DPS meaning 100/4 was 25%, but it was actually 2 with 100% —>200% + (0% x2) = 200%/4 = 50% per person.

  9. [quote]How many times was the codebase rewritten over the years or was reuse pretty standard?
    Kevin Martens: We’ve spent a lot of time and energy getting the servers to be as prepared as possible. The big stress test during the beta was very helpful (thanks for all who par ticipated). We’ll have a big support team standing by at launch.[/quote]

    The quoted information is incorrect guys!

  10. Guest-367: Was anyone in the internal test team able to beat the fourth difficulty of the game ? If not what is the reason for that ?
    Kevin Martens: No one has beaten Inferno.
     
    wat 

    • Develop a game for several years and sell millions of copies without ever testing parts of it… seems legit.

      • They obviously did test it, they just couldn’t beat it.

        • I suppose to be precise, they haven’t tested a certain portion of Inferno (maybe just killing the last boss). At least not without cheating.
          That’s…odd. But maybe not surprising, considering that they were making huge changes up until a couple months ago. Testers wouldn’t have the time with a final-ish build of the game to properly complete Inferno.

          • Based on some of Jay’s earlier comments (specifically about how they got it as hard as some of their staff thought was appropriate, and then doubled it), it’s likely that they did test all of the mechanics including actual boss deaths with lower numbers involved, and then just did some math and boosted certain values.

            The only potential issue I see with this is that we might get a situation where we can’t possibly do enough damage to kill a boss before it “enrages”. Even then, we’ve been led to believe that the enrage-modes aren’t intended to be auto-wipes.

    • yeah, I was surprised by this as well. Didn’t Jay say in one interview that they have a strike force group for hardcore-testing games, scenarios that regular tester may not be able to come up with just cause they’re not good enough in the game (i.e. crazy Starcraft play)?
      It’s gonna suck for hardcore people to be guinnea pigs especially if B comes back later and says “well, turns out monster X was unbeatable so we nerfed him a bit”.

      • I expect that the potential issue of “unbeatable” bosses would come to the surface before it became much of an issue for HC players. “Normal” players would grind their way there first and would give a head-start on solving those problems before HC players get to that point. And if a boss is truly “unbeatable”, well, HC players should be aware of this by researching forum posts for higher-level strategies. If nobody in the world has beaten a boss yet, even on normal mode, then that will be a big deal in the community and I’m sure savvy HC players will already know about it before throwing their characters away.

  11. Duelling not being a priority is silly, the reason blizzard does not want duelling is because of all the support issues associated with people duelling for items, gold etc. Another example of Blizzard putting money before their players!

     

    • BRING BACK DUELS U FOOLS. Plz?

    • What support issues? What are you talking about? Is this an attempt to troll? 

    • It’s kind of weird that Jay Wilson says adding dueling is “not a trivial amount of work”, but you would think that they can recycle most of the mechanics for their normal, group PvP for dueling?

  12. Funny that their auto-censor caught the word hell.  Makes difficulty discusion very difficult.

  13. “Guest-519: is there a way to switch weapons quickly on the run? (As we did with Diablo 2 by pressing “W”) ?
    Jay Wilson: No. In polling players this seemed to primarily be used to hot swap to high magic find weapons right before a boss died, which didn’t seem like great gameplay to encourage.”

    Opening your inventory and manually switching weapons is so much better, just like having to click through multiple pages to get to a skill. It’s as if they missed their class on UI basics.

    • Right, and they couldn’t figure out how to take magic find off of weapons either.

    • You do realize that if weapon swaps existed it would defeat the whole purpose of having generators and spenders right?  Everybody and their mother would have 2 fast 1hers for generating resources and then a big ass 2her to use when the resource was full.  As it stands, you’ll at least need to make some effort (and therefor time lost attacking) to try to dupe the system.  This way you’ll have some “permanence” with your weapon choices.

      • It isn’t all that different from say an amazon switching between javelins for lightning fury and bows for freezing arrow in combat to deal with different mobs. And nothing is stopping Blizzard from normalizing resource generation. Or nothing WAS rather, they would have to do a lot of rebalancing now.

        • Normalized resource generation would take a fair bit of the strategy out of the game for many builds. The way it is now, attack speed actually matters, as does max weapon damage. If resource generation was normalized weapon damage would be the only important stat.

          Diablo 2 had a drastically different skill system to Diablo 3’s. When you switched weapons as an Amazon you weren’t switching 6 different available skills – you were switching two or three at most, which you spam-clicked until you switched weapons again. Diablo 3 is a fair bit more complicated than that, thankfully, and it does so in a way that won’t require frequent weapon-switches. 

    •  Well based on their reasoning it’s not that it’s not an inconvenience, it’s that it’s a price worth to pay to get rid of cheap swapping… (same with skills being separated by function/genre)  
       
       Of course taking out MF from weapons like Karzon suggested would have been a better choice imo…
       

  14. Elude != allude.

  15. Anyone else shocked that they said that NO one on the internal testing team has beaten Inferno mode? o.O

    • Why would we be shocked?
       
      Blizzard testing teams are generally awful from past experience compared to skilled players.

    • No, because they’ve already stated that no one had in another recent post before this. In fact a lot of these questions are known information.

  16. Guest-415: Will third party programs that collect data about how much loot/gold is dropped where and when be allowed to use?
    Jason Regier: Using 3rd party programs like those is against the terms of use.
    Mhhh, whats about DDD with this sentence of Regier???

  17. “I Feel that a Dota style pvp map / pvp game mode would be perfect for Diablo..any plans in the works?”

    If the development team would do that i would worship for the rest of my life. 

  18. “In response to a question about rolling a barbarian and monk for the first run in hardcore mode, he gave them a 37.4% chance of beating Hell.”
     
    Hummm, doing the math again on my side, I agree with the 37% but the extra 0,4% seems far too optimistic. 💡 😕

  19. “We don’t want Diablo 3 to become an eSport. It’s okay to have PvP just for fun. Our focus is PvE game, and we want it there.”
    This! Thank you! 🙂

  20. 37.4% seems much too high for my liking. Certainly much much easier than D2 HC. I doubt 1/3 of the player base even beat normal with their first HC character in D2, let alone got past Duriel.

    If over 1/3 of the player base makes it to Inferno on their first HC character (first melee character at that), I fear there will be absolutely no challenge in the first three difficulties.

    Keep in mind that I’m talking about your very first HC class. If it were 37.4% of ALL HC barbs and HC monks for all time made it past hell, that would be fine by me.

    • You do realize that he threw out a random number in jest right? 😐

      “For your second question, need more information. How good are you? I’ll just guess. I think you personally have a 37.4% chance to beat Hell.”

  21. Hmm… they consider pet-less witch doctors “wacky”? So a witch doctor that doesn’t have zombie dogs or gargantuan are gimped past Normal? That seems pretty unbalanced… 😕

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