In another sign that the new PTR patch is coming very soon, Blizzard has closed the focused feedback thread related to Adventure Mode: Thanks for all the great posts in here, folks! It's been very helpful. In preparation of our upcoming PTR patch, we'll be wiping progress to better test Adventure Mode and the leveling experience (more details here). To ensure we're separating out feedback that might have been affected by bugs, we're closing this thread down and will be opening a new one to take its place. Thanks again for sharing your thoughts and we hope to see even more of your feedback once our next PTR patch goes live.[source]http://www.diabloii.net/blizzard-tracker/devthread/us/18194816083[/source] The main topics of that thread were: Kanai's Cube New & Revised Class Sets Adventure Mode Changes Greater Rift Monsters & Guardians As far as we know, there's not much coming in the patch to change the current v2.3 functions of Kanai's Cube (some recipe tweaks), or Adventure Mode, or Grifts and Guardians. There are a lot of changes coming to the Class Sets though, which will certainly require new feedback. An early state of the patch has been datamined; click through for some details on the item changes: Via and datamining. Shenlong's Spirit 2 pieces: The damage of your Spirit Generators is increased by 2% (up from 1%) for each point of Spirit you have. When reaching maximum Spirit, all damage is increased by 100% (down from 300%), but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit. Vyr's Amazing Arcana 4 pieces: Archon stacks also increase your Attack Speed, Armor and Resistances by 1%. (reworked from starting with 50 Archon stacks) Helltooth Harness 2 pieces: Primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead and Piranhas now cause Necrosis as well. Necrosis now also increases damage from all sources by 15% for 10 seconds. (new) 6 pieces: Now increases damage of Primary Skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs and Gargantuan by 800% for 12 seconds after casting Wall of Death. This effect stacks up to 3 times. (new) Seeker of the Light 6 pieces: Increase the damage of Blessed Hammer by 750% and Falling Sword by 500%. (up from 250%) Spirit of Arachyr 2 pieces: Summon a permanent Spider Queen who leaves behind webs that deal 2500% (up from 1500%) weapon damage over 5 seconds and Slows enemies. The Spider Queen is commanded to move to where you cast your Corpse Spiders. 6 pieces: The damage of your creature skills is increased by 800% (up from 500%). Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm (new), Hex, and Piranhas. Vyr's Hellacool Helm renamed to: Vyr's Sightless Skull Vyr's Shocking Shoulders renamed to: Vyr's Proud Pauldrons Legendaries NEW: Scrimshaw (Spear): Reduces the Mana cost of Zombie Charger by [VALUE]%. NEW: Unknown: Acid Cloud gains the effect of the Lob Blob Bomb rune. NEW: Unknown: Gain the Confidence Ritual passive. Sacred Harness (Belt): Judgment gains the effect of the Debilitate rune (new) and is cast at your landing location when casting Falling Sword. Henri's Perquisition (Mojo): The first time an enemy deals damage to you, reduce that damage by [VALUE]% and Charm the enemy for 3 seconds. Hunter's Wrath (Belt): Your primary skills (reworded from Hatred Generators) attack 30% faster and deal [VALUE]% increased damage. Coils of the First Spider: While channeling Firebats, you take 30% reduced damage (new) and gain [VALUE] Life per Hit. Jeram's Bracers (Bracers): Wall of Death can be cast up to three times (up from twice) within 2 seconds before the cooldown begins. Bracers of the First Men (Bracers): Hammer of the Ancients now attacks 50% faster and deals [VALUE]% increased damage. (new) Bracers of Destruction (Bracers): Seismic Slam deals [VALUE]% increased damage to the first 5 enemies it hits (up from 2). Unsurprising to see changes and huge buffs to the Witch Doctor's sets, as testers found those painfully lacking. The tweaks to Shenlongs are also interesting, for the opposite reason -- they're wildly OP on the PTR. So the damage gain on the way to max Spirit is actually improved, but the top end buff is cut to a third. Might we see a meta-game where Monks try to keep their spirit at say, 90% full, to keep the damage nearly maxed, while avoiding going to 100% (until they face an Elite?) since that would trigger the spirit drain, and not give such a huge boost in damage buff anymore? Probably not, but it's fun to pretend. Continue reading the Original Blog Post.