New Infernal Machine Same as the Old Infernal Machine


Blue reply spread some info on the current state of the Infernal Machine / Hellfire Ring in D3v2.

Can someone explain what is the current situation with Hellfire Ring?
Nevalistis: With DiabloWikiPatch 2.0.1, the only thing that changed about the current Hellfire Ring/Infernal Machine event is the drop rates. Both Keys and Organs now only drop in Torment I or above at the following rates:

  • Torment I: 25%
  • Torment II: 28%
  • Torment III: 33%
  • Torment IV: 38%
  • Torment V: 43%
  • Torment VI: 50%
  • Afaik there will be a new lvl70 way to make Hellfire Rings
    True!

    and once RoS hits the lvl60 version will be disabled.
    False! Well, sort of. Once you level past 60, the Wardens will no longer drop the keys for the level 60 event. Once you reach level 70, they will begin dropping keys appropriate for the level 70 event. This allows players who choose not to upgrade to Reaper of Souls to be able to continue doing the level 60 event while those who do upgrade can progress through the new Infernal Machine event at 70. 🙂

    The level 60 rings aren’t being removed from the game, and you’ll be able to craft any remaining keys you have into the appropriate Infernal Machine event and run the 60 event as before. Just bear in mind that level 60 Infernal Machines will spawn the level 60 bosses and cannot be used for the level 70 event.

    Reaper of Souls: In the Hermit's Shack.

    Reaper of Souls: In the Hermit’s Shack.

    I haven’t bothered with the Infernal Machine yet in D3v2 and apparently I am a noob, since I thought it worked like it did in Reaper of Souls. With four new types of keys, the new fourth Uber Diablo portal, the new 45% EXP ring with the lake-of-lava proc, etc. Apparently that’s only for Reaper of Souls though, and the Infernal Machine now in D3 is the same as it always was, just with much lower return rates and a higher difficulty level requirement.

    I think that’s a bad idea, personally. I’m okay with the reduced chances on Torment 1 and higher, but I don’t think it should be content that’s solely for Torment-geared players. (Admittedly, at least in D3v2 and Ros you an self-gear to higher difficulty levels.) Why not make it work on lower difficulties, but with the 5% chance of a drop that we saw in the old days on Monster Power 1? Terrible odds, but at least some chance for players who don’t have the gear to Torment up?

    Tagged As: | Categories: Blizzard People, Blue Posts, End Game

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    1. I’ve actually always played self-found. Previously, Inferno was always an enormous challenge for me even at MP0, but since 2.0 hit, I’ve pushed most of my characters to Torment I, with at least two of my characters pushing Torment III. I believe that even though the return rates are lower and the difficulty is nominally higher, the Infernal Machine content is actually now available to more people than ever before because it’s easier to gear for the higher difficulty now.

      • I second this.
        I deleted all my chars and gear when patch hit and I started a new wizard. After about 12hrs played I can do torment 1 easily and manage torment 3, and my gear is mostly rares with a couple of legendaries tossed in. Better gear, and gear more turned towards a specific build will skyrocket my efficiency and enable me to play even higher torment levels.

      • Agreed. The removing of the “you must kill 5 elites before keywarden” requirement is a huge bonus, too.

    2. In D3v2, don’t we now have the option of choosing which portal to open? If so, this partially makes up for the lower drop rates.

      lol just noticed the PoE add on the right has 3 boobs.

    3. I did some MP10 runs with a well organized group. It was hard, but knowing we’d get that 100% drop made it worthwhile.

      Looking at this, I don’t know if I’d bother doing Torment 5 for a meager 25% increase over T1.

      Key runs should be very fast now that you don’t need to obtain (or refresh) Nephalem Valor stacks.

    4. Lvl 60 infernal machine portals are still random. But if you beat one, you can open another portal which will be to one of the realms youve not yet visitted.

    5. I got these new hell fire rings – and will enjoy them the last weeks of d3v2 🙂

      http://oi60.tinypic.com/2hf5mar.jpg

    6. Question, can the hellfire ring roll class specific stats? Ive collected the mats for one to use with a crusader.

      • You can buy the Hellfire Ring plan from Squirt the Peddler in Act 2 for 2 million gold. Take the plan to your Jeweler who needs to be level 10 to learn it. Once learned he will need all three of the above components and 50,000 gold to craft one Hellfire Ring.

        He can craft one of four varieties of the ring where one of the affixes is guaranteed to spawn with +170-200 to a single attribute, either Strength, Dexterity, Intelligence or Vitality. The full ring stats are as follows:

        +170-200 to one Attribute.
        Increase Bonus experience by 35%
        Chance to launch an explosive ball of Hellfire when you attack.
        4 random properties
        170-200 Intelligence, Strength, Dexterity or 100 Vitality (you choose which one)

        http://www.diablowiki.net/Hellfire_Ring

    7. I have not bothered with Infernal Machine even on D3 v1. I just don’t see value in all tha hustle you have to go through to get one ring.

      • I think most people go for it due to the XP bonus and/or no level requirement.

        It doesn’t get much better for fast leveling than equipping a lvl 1 character with a +300 main stat ring with a ton of vit and +35% xp.

      • This has been my problem. I just haven’t had the time to put into the game to make all these runs, yet it’s the obvious thing to do, since farming for experience is the best course pre-RoS and the best way to do that is with a hellfire ring. And now there’s a time limit to use my infernal machines or keys before they stop working in a couple weeks.

    8. T1 is a really low gear bar. As in can enter 1 hour after 60 on HC low and you won’t be threatened by anything but standing in the worst ground spam.

      The only annoying part is that once you get the keys you have at least a 50% chance of losing them. T6 is still as annoying as ever.

    9. I would really like to reroll and get a new ring or two. Kind of sad I replaced my old one already…

    10. The worst part about the drop rates is how long it takes to get the keys. The bosses on T1 are snooze worthy…especially in a group (in HC no less).

      I don’t mind low part drop rate, but tracking down the stupid Act 2 key warden can really eat up time.

      • I forgot, not only is it stupid to find, Act 2 keywarden is more dangerous than the Ubers…

        Smart rolling the new big stats is decent however.

    11. I am not sure what the bonus is, but I have at least one machine…have to check my inventory.

      Also, not sure what the drop rate difference is on different Torment lvls for the keys. Been farming some T4 runs, so I thinking T3 Key runs would be quite doable. Maybe T2 on HC.

    12. Going to be interesting in getting the keys, I often found 25% chance too low for me whenever I tried previoulsy but maybe my luck might be better in ROS :). Thanks for the info.

    13. QUOTE

      You can buy the Hellfire Ring plan from Squirt the Peddler in Act 2 for 2 million gold. Take the plan to your Jeweler who needs to be level 10 to learn it. Once learned he will need all three of the above components and 50,000 gold to craft one Hellfire Ring.
      
      He can craft one of four varieties of the ring where one of the affixes is guaranteed to spawn with +170-200 to a single attribute, either Strength, Dexterity, Intelligence or Vitality. The full ring stats are as follows:
      
      +170-200 to one Attribute.
      Increase Bonus experience by 35%
      Chance to launch an explosive ball of Hellfire when you attack.
      4 random properties
      170-200 Intelligence, Strength, Dexterity or 100 Vitality (you choose which one)
      
      
      
      

      http://www.diablowiki.net/Hellfire_Ring

      This is wrong. The old rings are now 300-329 to a stat.

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