PTR Diablo 3 Patch 2.1 Notes Updated


With the PTR reset the PTR Diablo 3 Patch 2.1 Notes Updated with many changes and new features. It’s easiest to view the skill changes via the handy before/after comparison tables Rush posted yesterday, but there’s a lot of other new stuff worth noting.

ptr-splashThe following are the important changes/additions made in the new patch.

PTR-ONLY CHANGES

Greater Rifts
* The Greater Rift difficulty curve has been adjusted

Items

Depth Diggers
* The damage bonus provided by this item’s Legendary Power no longer includes Witch Doctor and Wizard Signature Spells

Madstone
* The Exploding Palm applied by this item will now use the Skill Rune you’re currently using
* Fulminating Onslaught will now only apply Exploding Palm to the primary target of each strike

Ramaladni’s Gift
* Bug Fixes
* Players will now properly be prompted with a confirmation dialog before using Ramalandi’s Gift

User Interface
* Greater Rifts now have a unique icon that displays when a Greater Rift is open or when a player is inside a Greater Rift
* Greater Rift completion times should now always be broadcast to your chat window

Bug Fixes
* Fixed an issue that prevented players from changing the difficulty of a game after a Greater Rift had been completed
* Fixed an issue that was causing monsters in Greater Rifts to grant more Experience than intended
* Player pets no longer improperly gain bonuses based on the difficulty of a Greater Rift
* Fixed an issue preventing players from upgrading Legendary gems located in their Stash

Life on Hit is no longer affected by proc coefficients and will now only be triggered once per attack, as long as that attack dealt damage
* Channeled attacks will provide an amount of healing over any given period of time that is equivalent to a non-channeled attack

ITEMS

Legendary Gems have been added
* Legendary gems can only be dropped by Greater Rift Guardians
* Legendary Gems are account-bound and can only be socketed into Rings and Amulets
** Known Issue: Legendary Gems can currently be socketed into items they are not intended for
* Legendary Gems can be upgraded by speaking with Urshi (a new NPC) inside a Greater Rift
** Urshi will only appear after a player’s Greater Rift journey has ended (i.e. after the Rift timer has expired) and the Rift Guardian in the current level has been defeated
** Upgrading a Legendary Gem to the next rank has higher chance of success and a higher chance of granting multiple ranks based on the Greater Rift level you reach (the higher Greater Rift level, the higher chance of success/multiple ranks)
** The only requirement to upgrade a Legendary Gem is the gem itself; there is no other cost associated with upgrading
** Each Legendary Gem has a property listed in blue that will be upgraded each time the gem’s rank increases
** Each Legendary Gem has a secondary power that will be unlocked when it reaches Rank 50
** Players will not receive a duplicate of any Legendary Gem the character they’re currently playing has access to
** This includes Legendary Gems in the character’s inventory, its followers’s inventories, or the Shared Stash, as well as Legendary Gems socketed in items in those locations

Mad Monarch’s Scepter
* Now counts assists in addition to kills

Item Bug Fixes

Legendary items that directly deal damage should now all properly benefit from the appropriate +% Elemental Damage item affix, including:
* Blackfeather – +%Physical Damage
* Bul-Kathos’s Oath (2) Set Bonus – +%Physical Damage
* Cinder Switch – +%Fire Damage
* Death’s Bargain – +%Physical Damage
* Death Watch Mantle – +%Physical Damage
* Fulminator – +%Lightning Damage
* Odyn Son – +%Lightning Damage
* Maximus – +%Fire Damage
* Moonlight Ward – +%Arcane Damage
* Schaefer’s Hammer – +%Lightning Damage
* Scourge – +%Fire Damage
* Shenlong’s Spirit (2) Set Bonus – +%Fire Damage
* Stalgard’s Decimator – +%Physical Damage
* Storm Crow – +%Fire Damage
* Thunderfury – +%Lightning Damage

Fixed an issue that caused Nemesis Bracers to only spawn Fallen Champions when used inside Nephalem Rifts

Fixed an issue that prevented players from purchasing class-specific Legendary items for other classes from Kadala

* A new option has been added to display an icon that indicates an item’s rarity
* A new minimap icon has been added for Set items
* A new matchmaking tag has been added for Greater Rifts

That last change to gambling created some knotted knickers on the forum, and got additional explanation from Blue.

Now we can gamble class items for all classes regardless of the class gambling on. This is a TERRIBLE idea. I just gambled Jade shoulders and Akkhan shoulders on my barb in 370 shards spent on shoulders. The odds of you getting a item that you want or can use for the class you are playing are SEVERELY diminished with this nonsensical change.
Grimiku: There’s currently an active bug on the PTR that is causing Kadala to give players an unintended amount of off-class gear. We plan on addressing this issue in the near future (ideally before 2.1.0 goes live), and we’ll be sure to let all of you know when we do. If the fix makes it into the PTR, we’ll include it as a line the PTR patch notes.

Here’s a little more on what happened, though, for those of you who are curious. Previously, there was an active bug that sometimes caused players to lose Blood Shards whenever purchasing an item from Kadala. The result was that players would spend their Shards, but not receive any item return. This bug had a chance to occur whenever a player purchased a class-specific item (like a Mojo or Source) with a class that couldn’t equip it (like a Barbarian), and the game then happened to roll that item as a Legendary. The fix for this older bug, which went live in with the most recent PTR build, had an unintended side effect of giving Kadala a greater chance to offer off-class Legendary items than intended.

So it sounds like characters will be able to gamble class set items for other classes, but that shouldn’t happen very often; certainly less often than it is now on the PTR.

Comments

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  1. "Fixed an issue that caused Nemesis Bracers to only spawn Fallen Champions when used inside Nephalem Rifts"

    THANK YOU. Now fix the damn Swamp Hawk. Maybe make them rift-exclusive like the champion Executioners? (Although that's probably a bug too.) And while I'm thinking about it, your game has too many "undead archers" and the Westmarch Commons are using the A1 variety in the champion slot.

    Actually, the whole elite spawning system is weird. Why are there are maps which can spawn odd things with the Nemesis Bracers? Why do I get A2 dorks in the Pandemonium Fortress? Why is the rare Cave Bat so hard to find without Nemesis Bracers? Why does the rare Enraged Phantom only appear in the Decaying Crypt when the "base model" appears in other places as well? How many hours (collectively) have people spent looking for that thing in the Festering Woods? It seems like for each map the developers have to manually specify which mobs appear in the trash slot, the champion slot, the rare slot, the unique slot, and at which probabilities. And if you screw up then you get a 1.04 Rockworm problem. Or a 100% Zeluza / 0% Chilltara problem. Or a "Skeletal Archer" problem which is low prio because the players can work around it. Why not use the trash mob list for the champions, rares, and Nemesis bracers? Please.

  2. Any idea… release date for final ? Approx… 🙂 ? Just for fun…

  3. Don't like that change

    Depth Diggers
    * The damage bonus provided by this item’s Legendary Power no longer includes Witch Doctor and Wizard Signature Spells

    Not at all

  4. "Life on Hit is no longer affected by proc coefficients."

    I would like to see a future post about how this works now. Locust Swarm goes from 30% chance per enemy to 100% per cast? Or 100% per enemy?

    • Can also only speculate, but my understanding there is 100% per cast, though only, when at least one enemy was hit. So ten enemies hit with one attack still yields only one single loh-proc.

      As it's under PTR-only changes, I hope that it's just for testing reasons. I can't imagine this change playing out nicely, if going live. All character concepts based on faster healing than damage income would basically be trashed instantly. Especially hurtful to melee builds centered around aoe, as these would have no way to compensate for the loss of healing through kiting (some) more.

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