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23 June 2014

First Look Patch 2.1.0 PTR Preview

First Look: Patch 2.1.0 PTR Preview

It's almost here, nephalem! The first major content patch for Reaper of Souls™ is right around the corner and we're preparing a Public Test Region to give you a hands-on look at the upcoming changes. Before the PTR goes live, let's get started with a high-level overview of what you can expect from patch 2.1.0.

Please note that this is only a preview. The below information does not reflect all changes available in patch 2.1.0 and is subject to change. Some images represent works in progress, and may not be representative of the final product.


Seasons:

Similar to Ladders in Diablo® II, Seasons will offer players in Diablo® III a chance to periodically start fresh, leveling their level 1 characters and artisans from scratch. Season participation benefits include exclusive rewards and unique Legendaries as well as the the thrill of climbing all-new Leaderboards by completing achievements, earning Conquests, or running Greater Rifts.
 
Left: A Seasonal Hardcore Crusader gets ready to hop into the action. Right: A full overview of your Seasonal characters will be available in your Character Profile.
Conquests:
With the start of each Season, players will have the opportunity to earn Conquests. Conquests are special Season-only achievements (offered in addition to the suite of non-Seasonal achievements already available in the game) that represent a variety of challenging goals. These goals can vary in terms of gameplay and difficulty, and some might be easier to complete than others. With tasks ranging from killing Malthael at level 70 on Torment VI to finishing Acts I-V in an hour or less, Conquests are designed to encourage and promote an array of different playstyles.
Conquests are considered "first come, first served," and the first 1000 individuals to complete a Conquest within a given Season will be immortalized on that Season's regional Leaderboard. Right now, we're looking to provide between 10-15 unique Conquests each Season, and each Conquest will have its own Leaderboard. Conquests will also provide achievement points and will count toward your Seasonal point total. These points will be provided regardless of whether your character placed in the regional Leaderboard.
No Seasons? No Problem!
Not in the mood to start from scratch? You’ll still benefit from Seasons (which, by the way, are completely optional). New Seasonal Legendaries will roll over to non-Seasonal loot pool after a Season concludes. In addition, Greater Rift leaderboards will also become available to non-Seasonal characters, so you can compare the progress of your friends and clanmates with that of your most veteran heroes!


Greater Rifts:

Formerly referred to as Tiered Rifts, Greater Rifts are a special type of Nephalem Rift that are designed to provide players way to measure their gear progression and efficiency.
How to Access Greater Rifts:
To access a Greater Rift, simply complete a regular Nephalem Rift in any difficulty. When you defeat the Rift Guardian, they'll have a chance to drop a Greater Rift Key. You can then use this new key at the Nephalem Obelisk, similar to other Rift Fragments—this will open a Greater Rift. If you have members in your party, each player will be prompted to use one of their own Greater Rift keys to join the fun!

Entering a Greater Rift requires its own type of Rift Keys.
How Greater Rifts Work:
While Greater Rifts are a type of Nephalem Rift, there are some key differences between the two features. In Greater Rifts:
  • You'll race against a clock to fill a progress bar by accruing monster kills.
  • Most monsters do not drop loot; rewards have been completely shifted to the Rift Guardian.
    • This removes conflicting pressure from attaining a better time versus picking up all your loot.
  • Monsters grant differing amounts of progress for your progress bar; the tougher the monster, the more they fill up your progress bar.
  • You cannot resurrect at your corpse or in town while in a Greater Rift—only at the last checkpoint.
    • Note that if you die in a Greater Rift on a Hardcore character, that death will be permanent.
  • You cannot use player banners or the Teleport option if the target player is in a Greater Rift.
  • Higher Greater Rifts levels are progressively more difficult. 
    • This difficulty is separate from the standard difficulty settings (Master, Torment I-VI, etc.)
If you complete a Greater Rift before time expires you'll advance to the next difficulty level. Should your time be exceptionally good, you might even skip a few levels! If time instead expires, you'll have reached the end of your current Greater Rift journey and your best results will be posted to the appropriate Leaderboards.

Your progress bar is a little different inside a Greater Rift, to allow you to gauge your completion compared to your efficiency.
Legendary Gems:
Greater Rifts are truly a challenge, and conquering such challenges should be met with great reward. To provide a unique and upgradable incentive, we're introducing Legendary Gems.
Legendary Gems are still undergoing significant iteration at this time, so you won't see them available on the PTR right away. The gist is that these gems are infinitely upgradeable, and provide special Legendary powers when socketed into the appropriate gear slot. They can only be socketed into Rings and Amulets, and can be upgraded by completing additional Greater Rifts. The higher you place in a Greater Rift, the more likely your gem will be successfully upgraded. We'll have more details in the future as we continue development on these powerful baubles, so stay tuned!
Coming to a Nephalem Rift Near You:
Some of the changes in Greater Rifts are also coming to regular Nephalem Rifts—like the way the completion bar will advance based on monster difficulty. In addition, we're slightly modifying the entry mechanism for all Rifts. All players will need to have a Rift Fragment in order to enter a Nephalem Rift; however, we’ve reduced the cost for entering a Nephalem Rift down to one Rift Fragment per character to compensate.


Leaderboards:

With so many ways to compete, we want to provide players with a quick and easy way to measure their progress. Enter our next big feature for patch 2.1.0: Leaderboards.
Leaderboards will track progress for Greater Rifts, Seasonal achievement points, and Seasonal Conquests across a variety of game styles. Designed to be informative and detailed, Leaderboards will allow you to compare your progress to that of your gameplay region, friends, and clan members, and each type of board will track progress a little differently.

Leaderboards offer a variety of ways to compare your accomplishments to your friends and clanmates.
Greater Rift Leaderboards:
Greater Rift leaderboards will be split between both Hardcore and Normal gameplay modes as well as Seasonal and Non-Seasonal characters. To help encourage a variety of play styles and allow you to measure yourself against similar competitors, we've also broken up Greater Rift leaderboards into the following categories:
  • Solo play for each class (e.g. top players for Barbarian, Demon Hunter, Crusader, etc.)
  • 2-Player Groups
  • 3-Player Groups
  • 4-Player Groups

Season-Only Leaderboards:
Some Leaderboards will be Season-only. For example, Conquests are only tracked on Seasonal characters, so these Leaderboards won't have a non-Season equivalent. The same will be true for Seasonal achievement points. In addition, because Conquests and achievements are account-wide, their associated Leaderboards will not be split between Normal and Hardcore (even though some tasks may require playing a particular mode).


Combat Changes:

Of course, with so many competitive elements hitting the PTR, we're also reviewing each class thoroughly to ensure no matter what you play, you have a fair chance at reaching your Seasonal goals. While we won't be getting into class specific details here, we wanted to share with you a few examples of overarching adjustments we plan on experimenting with during the Public Test phase.
Dexterity & Survivability:
A major change is coming to Dexterity to benefit Demon Hunters and Monks. Each point of Dexterity will grant 1 point of Armor instead of Dodge chance. Dodge isn’t as reliable as Armor or Resistances and doesn’t protect you from some of the most dangerous monster affixes like Plagued or Thunderstorm. In light of this buff, the existing passives that grant 30% of your Dexterity as Armor (Seize the Initiative and Awareness) will be completely redesigned.
Healing:
The next change will be to Healing. Currently, Healing provided by gear isn't very valuable because you receive the vast amount of your healing from Health Globes. During internal testing, we discovered that as you reached higher Greater Rift levels, you really wanted more of your healing to come from your gear in order to survive. To facilitate this, we are reducing the amount of healing Health Globes provide, but buffing Life on Hit and Life Regeneration on gear to compensate. This change should make a more consistent experience when you turn up the difficulty (or reach a higher tier in a Greater Rift) in situations where you’re not killing as quickly and actually require the increased Healing.


The Cesspools:

While Seasons and Greater Rifts are definitely taking center stage with this patch, we're also providing some additional content to add more variety and flavor to your Adventure Mode exploration.
Originally designed as the sewers of Westmarch, we weren't quite able to include the Cesspools in the list of playable environments in Reaper of Souls by the time the expansion launched.
  
Expect to encounter (and slaughter) a variety of creatures in the Cesspools!
Still, we loved the look and feel of this festering, dank underworld and we've spent some time polishing it up for use in Nephalem Rifts and Greater Rifts. You'll have a chance to spawn Cesspool levels while in a Rift, and we hope you enjoy this new randomized landscape!
We may have additional treats on the horizon, but let's not get too Greedy. . . . You'll have your hands on the PTR soon enough to find out more.

14 May 2014

Diablo III RoS Patch 2.05


Patch 2.0.5 Now Live




Diablo III Patch 2.0.5 - v2.0.5.23920


Increased the radius of "Strength in Numbers" (multiplayer buff) from 100 to 200 yards

Gold Find on items will now stack multiplicatively with the Gold Find bonus provided from game difficulty

This significantly increases the gold reward most players will see when playing on higher difficulty levels or wearing Gold Find gear.

Example: Suppose you are playing on Master (+200% Gold Find) and have 50% Gold Find awarded from items. A pile of gold drops that would normally be 50 gold. Your Difficulty bonus increases the 50 gold to 150 gold. Your 50% Gold Find will now increase the 150 gold to 225 gold.

The 300% Gold Find cap applied to items and Paragon Points has been removed

The Vote Kick system has received several changes to make it less restrictive:

Vote Kicking is now available after you have been in a game for 2 minutes (down from 5 minutes)

Killing a champion or rare pack no longer disables vote kicking for 15 seconds

After a boss kill, vote kicking is disabled for 15 seconds (down from 3 minutes)

Some additional restrictions were also relaxed

Known Issue: The tooltip will not reflect these changes

Tyrael will now chat about his poor eating habits with less frequency




Philosophy

To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.

Rend is being changed to make the damage more consistent. The difference between getting a Critical Hit or not on Rend made the ability too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.

Finally, we are buffing the least used Fury spender - Seismic Slam. While there will always be a least used skill, we feel the aesthetic of Seismic Slam is very strong, and we would love for more people to enjoy using it. To this end we are making the skill mechanically easier to use as well as directly buffing the damage.

Active Skills


Skill Rune - Sidearm

Damage type changed from Physical to Cold


Skill Rune - Crushing Advance

Damage type changed from Physical to Cold


Rather than rolling for a Critical Hit, Rend will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT

Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit.


Skill Rune - Best Served Cold

Damage type changed from Physical to Cold


Now also hits enemies in a 10 yard wide, 10 yard long area in front of you in addition to the existing cone

Base weapon damage increase from 550% to 620%

Altered the duration of the cast animation to be the same as most other Barbarian abilities.

Removed the short knock up

Will now ignore line of sight blockers (such as the walls created by the Waller monster affix) when dealing damage

Skill Rune - Permafrost

Weapon damage increased from 710% to 755%

Slow duration reduced from 2 seconds to 1 second

Skill Rune - Shattered Ground

Weapon damage increased from 710% to 735%

Changed the 5 yard knockback to a short knock up

Skill Rune - Stagger

Has been redesigned: Now reduces the Fury cost from 30 to 22


Range increased from 50 to 100 yards


Skill Rune - Hurricane

Damage type changed from Physical to Cold


Skill Rune - Arreat's Wail

Damage type changed from Physical to Fire

Skill Rune - Striding Giant

Has been redesigned: Now reduces all damage taken by 50%

Passive Skills


Range increased from 50 to 100 yards


Now has a buff icon when it's active

The damage reduction provided will now be reflected in your Toughness



Philosophy

Crusaders should be the toughest class in the game and currently they are not. We've increased the 15% damage reduction to 30% to match that of the Monk and Barbarian. In addition we are removing the movement speed penalty on Heavenly Strength while also changing Fervor to be a very strong passive for Crusaders who want to play with a 1-handed weapon. Together these changes should solidify the Crusader fantasy of a powerful tank wielding a giant shield.

To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.

Akarat's Champion has been redesigned. Many of the runes were lackluster while Rally was both too strong but also promoted a style of play that consisted primarily of mashing buttons mindlessly. We've redesigned Rally and buffed the skill and all the other runes.

Overall builds that used certain skills such as Judgment - Resolved could do solid damage (though somewhat inconsistent), but if you did not take specific skills or have access to specific Legendary items the damage would fall behind. We are nerfing Judgment - Resolved significantly. A change this large is never easy but this was a mistake we should have caught.

To keep Crusader damage competitive we are buffing most of the Crusader's damage abilities across the board. While a few skills have come down slightly in damage, the vast majority are being increased, some by a large margin.

Fist of the Heavens and Blessed Shield both fill a similar role of being ranged multi target skills. In order to provide better differentiation we are adjusting Fist of the Heavens to be better at damaging a single target, with the area damage component being a peripheral bonus. To this end the damage of the primary strike of Fist of the Heavens has been increased, while the damage of the secondary bolts has been decreased.

Finally, we have done significant redesign to the Crusader's passive abilities. We feel there was an overall lack of interesting passive choices on the Crusader. Rather than try to simply change numbers on existing passives we've tried to provide interesting and compelling choices.

General

Crusaders now take 30% less damage from all sources

Active Skills


Has been redesigned:

This skill now:

Increases your damage by 35%

Increases Wrath regeneration by 5 per second

Makes you immune to crowd control effects

Skill Rune - Embodiment of Power

Has been redesigned:

Now increases the bonus Wrath regeneration to 10 per second

Skill Rune - Fire Starter

Has been redesigned:

Dealing damage now burns enemies with the power of Akarat, for 460% weapon damage as Fire over 3 seconds

Skill Rune - Hasteful

Has been redesigned:

Now gain 15% attack speed while Akarat's Champion is active

Skill Rune - Prophet

Now also returns you to full health the first time you take fatal damage

Skill Rune - Rally

Has been redesigned:

Now reduces the remaining cooldown of your other abilities by 12 seconds when Akarat's Champion is activated


Weapon damage increased from 200% to 320%

Skill Rune - Burning Wrath

Scorched ground weapon damage increased from 150% to 330% per second

Skill Rune - Icebound Hammer

Explosion weapon damage increased from 75% to 380%

Skill Rune - Thunderstruck

Arc weapon damage increased from 40% to 60%


Weapon damage increased from 340% to 430%

Skill Rune - Combust

Explosion weapon damage increased from 270% to 310%

Explosion radius increased from 8 to 10 yards

Skill Rune - Divine Aegis

Damage type changed from Holy to Physical

Skill Rune - Shattering Throw

Fragment weapon damage decreased from 333% to 170%


Rather than a random variance, there is now a static 0.35 second delay between Bombardment assaults. This should make the damage more consistent and more reliable.

Skill Rune - Annihilate

Damage type changed from Physical to Fire

Skill Rune - Mine Field

Damage type changed from Physical to Fire

Skill Rune - Targeted

Damage type changed from Physical to Holy

Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended


Skill Rune - Reciprocate

Damage type changed from Holy to Fire

Skill Rune - Shattering Explosion

Damage type changed from Holy to Physical

Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended


Skill Rune - Shattered Ground

Weapon damage increased from 95% to 155%

Damage from this rune can now trigger procs


Weapon damage increased from 1100% to 1700%

Replaced the knockback effect with a small knock up

Skill Rune - Flurry

Sword weapon damage increased from 60% to 230%

Damage type changed from Physical to Holy

Skill Rune - Part the Clouds

Cloud weapon damage increased from 165% to 605%

Skill Rune - Rapid Descent

Damage type changed from Physical to Lightning

Skill Rune - Rise Brothers

Avatar weapon damage increased from 143% to 280%

Skill Rune - Superheated

Superheated ground weapon damage increased from 200% to 310% per second

Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended

Bug Fix: Fixed an issue causing the impact to always deal Physical damage, regardless of the Rune chosen


Explosion weapon damage increased from 340% to 545%

Bolt weapon damage reduced from 340% to 255%

Skill Rune - Divine Well

Bolt weapon damage reduced from 80% to 40%

Skill Rune - Fissure

Fissure weapon damage increased from 400% to 410% over 5 seconds

Arc weapon damage reduced from 185% to 135%

Skill Rune - Heaven's Tempest

Weapon damage reduced from 150% to 100% per second

Damage type changed from Lightning to Fire

Skill Rune - Retribution

Pierce weapon damage reduced from 350% to 270%

Explosion weapon damage increased from 150% to 435%

Bolt weapon damage reduced from 350% to 185%

Minimum cast range removed

Damage type changed from Lightning to Holy


Weapon damage increased from 1260% to 1710%

Skill Rune - Ascendency

Weapon damage increased from 1680% to 2766%

Skill Rune - Blessed Ground

Scorched ground weapon damage increased from 975% to 1550%

Skill Rune - Fires of Heaven

Weapon damage increased from 735% to 960%

Skill Rune - Split Fury

Weapon damage increased from 1440% to 1980%

Skill Rune - Thou Shalt Not Pass

Damage type changed from Holy to Lightning

Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended


Skill Rune - Explosive Skin

Weapon damage increased from 1050% to 1400%


Skill Rune - Resolved

Critical Hit Chance bonus reduced from 80% to 20%


Weapon damage increased from 240% to 245%

Skill Rune - Burst

Explosion weapon damage increased from 30% to 60%

Skill Rune - Crack

Additional hammer weapon damage increased from 175% to 245%

Proc chance increased from 80% to 100%

Skill Rune - Hammer of Pursuit

Weapon damage increased from 300% to 335%

Damage type changed from Holy to Physical

Skill Rune - Sword of Justice

Damage type changed from Holy to Physical

Changed from 5 stacks of 3% Movement Speed to 3 stacks of 5% Movement Speed. Total bonus is still 15%, but can now be reached with fewer attacks.


Cooldown reduced to 30 seconds


Cooldown reduced to 30 seconds


Cooldown reduced to 30 seconds

Skill Rune - Answered Prayer

Has been redesigned: Now each enemy killed while the law is empowered increases the duration by 1 second, up to a maximum of 10 seconds


Weapon damage increased from 380% to 490%

Enemies can now be hit by multiple Phalanx avatars

Skill Rune - Bowmen

Weapon damage increased from 160% to 185%

Skill Rune - Bodyguard

Weapon damage increased from 285% to 560%

Skill Rune - Stampede

Reduced the distance enemies are knocked back

Skill Rune - Shield Bearers

Reduced the distance enemies are knocked back


Bug Fix: Fixed an issue that allowed Provoke to proc other powers

Skill Rune - Charged Up

Bug Fix: The chance to deal damage is now, properly, based on the damaging power's proc coefficient


Weapon damage increased from 270% to 335%

Skill Rune - Fury

Damage type changed from Physical to Lightning

Skill Rune - Retaliate

Weapon damage dealt when you block increased from 94% to 140%

Damage type changed from Physical to Holy

Skill Rune - Roar

Explosion weapon damage increased from 40% to 75%

Bug Fix: Fixed an issue preventing the base attack from dealing Fire damage


Shield Bash should now more reliably hit targets close to the Crusader

If Shield Bash causes the player to charge an enemy, the enemy will now be rooted for 1 second on cast

Shield Bash now has smart targeting

If you are targeting an area more than 10 yards away from you and click on nothing, the closest target to your click point, within 10 yards, will be charged

Skill Rune - Crumble

Damage type changed from Holy to Fire

Skill Rune - One on One

Damage type changed from Holy to Lightning

3 Second immobilize effect has been replaced with a 1.5 second stun

Skill Rune - Pound

Weapon damage increased from 740% to 1200%

Damage type changed from Holy to Physical

Should now always hit the chosen target

Skill Rune - Shattered Shield

Fragment weapon damage increased from 380% to 740%

Skill Rune - Shield Cross

Additional shield weapon damage increased from 135% to 155%

Damage type changed from Holy to Physical


Weapon damage increased from 190% to 230%

Skill Rune - Carve

Should now more reliably hit targets next to the Crusader

Skill Rune - Zeal

Increased maximum number of stacks from 5 to 10


Weapon damage increased from 165% to 175% to primary target

Weapon damage increased from 125% to 150% to secondary targets

Increased range to 30 yards

Now destroys destructible objects, but prioritizes enemies

Skill Rune - Shared Fate

Damage type changed from Holy to Lightning

Skill Rune - Shatter

Explosion weapon damage increased from 20% to 60%

Skill Rune - Surge

Has been redesigned:

Now increases the number of additional targets hit by 2


Duration increased from 1.5 to 2 seconds

Steed Charge should now start its cooldown immediately when used

Steed Charge now goes through and destroys destructible objects and doors

Skill Rune - Draw and Quarter

Damage type changed from Physical to Holy

Skill Rune - Endurance

Increases the duration to 3 seconds up from 2 seconds


Weapon damage increased from 440% to 480%

Width of the cone increased from 120 to 180 degrees to match the visual

Skill Rune - Blazing Sweep

Additional weapon damage reduced from 170% to 120%

Damage over time from Blazing Sweep can now stack with itself

Skill Rune - Gathering Sweep

Damage type changed from Physical to Holy

Passive Skills

Fanaticism

New Passive Skill: Replaces Nephalem Majesty

Increases the attack speed of Justice, Punish, Slash, and Smite by 15%


Has been redesigned:

While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%


Has been redesigned:

Gain 1.5% Strength for every gem socketed into your gear


Removed the movement speed penalty


Damage bonus now applies to all weapons, not just Holy weapons


Has been redesigned:

When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and (82,526 @L70) Life per Kill for 5 seconds

This effect may occur once every 60 seconds


Has been redesigned:

Blocking an attack generates 6 Wrath


Has been redesigned:

Your Thorns has been increased by 50%

Nephalem Majesty

Has been removed


Has been redesigned:

Increases the damage of Blessed Shield, Punish, and Shield Bash by 20%

Reduces the cooldown of Shield Glare by 30%


Increased Non-Physical damage reduction from 5% to 20%



Philosophy

Demon Hunter survivability is lower than we would like. While the Demon Hunter is not as tough as other classes, this can be frustrating when taken to an extreme. The change to the Awareness passive is a first step; we will be keeping an eye on this and making additional changes as needed in the future. The Marauder's Set bonuses are attractive, but often the pets would get in each other's way or Sentries would not use your spenders often enough. To help improve this set's functionality, Companions have received collision box revisions and the rate at which Sentries use your Hatred spenders has been increased.

Active Skills


Companions's collision boxes should now more closely match their actual size, and allow them to more effectively surround enemies


Will now more reliably explode when an enemy is near the thrown grenade

Explosion radius increased from 5 to 6 yards

Collision radius of the projectile has been significantly increased

Will now explode closer to your click location if it did not explode before reaching it

Max range increased from 45 to 75 yards


Skill Rune - Devouring Arrow

Damage type changed from Physical to Cold

Passive Skills


Has been redesigned: Armor is now increased by 30% of your Dexterity



Philosophy

To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.

We want to give Monks more options for spending their Spirit. The damage on Wave of Light is being increased to encourage its use as an alternative to the existing popular Spirit spenders.

Active Skills


Skill Rune - Rising Tide

Damage type changed from Physical to Holy


Skill Rune - Keen Eye

Damage type changed from Physical to Fire

Skill Rune - Scattered Blows

Bug Fix: Fixed an issue preventing the first and second hits from dealing Lightning damage

Skill Rune - Strike from Beyond

Damage type changed from Physical to Cold


Skill Rune - Bounding Light

Damage type changed from Lightning to Holy

Skill Rune - Lightning Flash

Has been removed

Skill Rune - Quickening

Damage type changed from Lightning to Physical

Skill Rune - Wind Blast

New Skill Rune: Replaces Lightning Flash

Every third hit Freezes enemies for 1 second

Deals Cold damage


Bug Fix: Fixed an issue causing this to provide less bonus damage than intended


Skill Rune - Inner Storm

Damage type changed from Physical to Holy


Impact weapon damage increased from 473% to 605%

Skill Rune - Blinding Light

Has been removed

Skill Rune - Explosive Light

Weapon damage increased from 731% to 830%

Damage type changed from Holy to Fire

Skill Rune - Numbing Light

New Skill Rune: Replaces Blinding Light

Critical Hits Freeze enemies for 4.5 seconds

Deals Cold damage

Skill Rune - Pillar of the Ancients

Has been redesigned:

Now deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area

Skill Rune - Wall of Light

Impact weapon damage increased from 709% to 870%

Damage type changed from Holy to Physical


Skill Rune - Blazing Fists

Damage type changed from Physical to Fire

Skill Rune - Hands of Lightning

Damage type changed from Physical to Lightning

Skill Rune - Spirited Salvo

Damage type changed from Physical to Holy



Philosophy

To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.

We are changing the way Fetish Sycophants works. Previously it triggered while casting. This caused it to create twice as many fetishes with certain skills such as Firebats (which trigger on-cast effects at double the normal rate), and also create fetishes even when there was no target available. We want to preserve the existing Fetish builds while allow Fetish Sycophants to be combined with all skills in the Witchdoctor arsenal. Fetish Sycophants now works with all skills and triggers on hit rather than on cast. While this means you can no longer get fetishes by simply casting at nothing, you will now get more fetishes if casting against large groups of enemies. In the case of spells other than Firebats, you will generally get more Fetishes than before. In the case of Firebats, you will get less Fetishes than before versus 1-3 targets, and more fetishes than before when facing groups of 5 or more.

Haunt and Locust Swarm are being changed to make the damage more consistent. The difference between getting a Critical Hit or not made these abilities too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.

The Witchdoctor sometimes had trouble keeping up in a party situation. At the same time, we feel each class should feel unique. To this end we are redesigning Fierce Loyalty to improve the Witchdoctor's mobility in a uniquely Witchdoctor way.

Active Skills


Skill Rune - Leaping Spiders

Damage type changed from Physical to Poison

Skill Rune - Medusa Spiders

Damage type changed from Physical to Cold


Initial cost reduced from 225 to 150 Mana

Skill Rune - Dire bats

Weapon damage increased from 300% to 495%

Skill Rune - Hungry Bats

Weapon damage increased from 350% to 635%

Skill Rune - Vampire Bats

Now increases the initial cost from 150 to 225 Mana


Skill Rune - Humongoid

Damage type changed from Physical to Cold

Skill Rune - Bruiser

Damage type changed from Physical to Fire

Skill Rune - Wrathful Protector

Replaced the knockback effect with a small knock up

Bug Fix: All Gargantuan attacks and abilities now correctly benefit from +% Elemental Damage gear


Jump distance increased to 70 yards

Rather than rolling for a Critical Hit, Haunt will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT

Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit

Hex

Skill Rune - Angry Chicken

Replaced the knockback effect with a small knock up

Now allows you to walk through enemies while transformed

Skill Rune - Toad of Hugeness

Weapon damage increased from 24% to 580% per second

Damage type changed from Physical to Poison

Will now calculate your Critical Hit Chance and Critical Hit Damage on application and divide that damage evenly over the duration of the entire DoT

Note: As a side effect of this change, this skill will no longer proc "on crit" effects


Radius increased from 12 to 18 yards

Cooldown reduced from 16 to 12 seconds

Duration reduced from 4 to 3 seconds

Now Immobilizes enemies

Skill Rune - Phobia

Removes the Immobilize effect


Rather than rolling for a Critical Hit, Locust Swarm will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT

Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit


Skill Rune - Bogadile

Weapon damage increased from 840% to 1100%

Damage type changed from Poison to Physical


Now allows you to walk through obstacles created by the Waller monster affix


Skill Rune - Offensive Line

Maximum cast range increased from 24 to 28 yards

Skill Rune - Unrelenting Grip

Damage type changed from Physical to Cold


Weapon damage per bite increased from 12% to 30%

Bug Fix: Bite damage dealt by Zombie Dogs now correctly benefits from +% Elemental Damage gear

Passive Skills


Now procs on hit rather than on cast, and will be affected by proc coefficients

The chance to summon has been increased from 5% to 10% to compensate


Has been redesigned:

Now while you have a Zombie Dog, Gargantuan, or Fetish following you and are not in combat, your movement speed is increased by 30%

Now also allows you to have 1 additional Zombie Dog summoned at a time


Now allows you to go through obstacles created by the Waller monster affix while you are in the Spirit Realm


Now also increases your health by 20% in addition to your Zombie Dogs and Gargantuan



Philosophy

To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.

Wormhole is by far the most common rune choice on Teleport. While we like the functionality and frequency with which it allows you to cast Teleport, we do not like the frustration it sometimes produces: players are often left clicking wildly, feeling punished for misclicks, or increased frustration if you find yourself up against an obstacle that wastes your second and third Teleport. To improve this experience we are reducing the cooldown on Teleport to 11 seconds and changing Wormhole to only give one additional cast, but increasing the window of time you have to use your second Teleport to 3 seconds. This affords the same number of Teleport casts overall as before while allowing you to be more thoughtful and deliberate about how to use your second Teleport. With the base cooldown on Teleport coming down to 11 seconds, all runes should now be more appealing. While the effect on some runes has been reduced, this should be more than made up for by the reduced cooldown in all cases.

Active Skills


Skill Rune - Arcane Destruction

Has been renamed Combustion

Skill Rune - Combustion

Damage type changed from Arcane to Fire

Explosion now deals Fire damage

Converts all of Archon's abilities to Fire damage

Skill Rune - Pure Power

Damage type changed from Arcane to Lightning

Converts all of Archon's abilities to Lightning damage

Skill Rune - Slow Time

Damage type changed from Arcane to Cold

Converts all of Archon's abilities to Cold damage


Skill Rune - Blazing Hydra

Bug Fix: Damage now properly scales with attack speed


Skill Rune - Force Weapon

Knockback effect has been removed


Skill Rune - Molten Impact

Impact area increased from 12 to 20 yards


Bug Fix: Fixed an issue causing Slow Time to persist after its caster died or expired


Cooldown reduced from 16 to 11 seconds

Skill Rune - Safe Passage

Damage reduction reduced from 27% to 25%

Skill Rune - Wormhole

Delay before the cooldown begins increased from 1 to 3 seconds

Maximum number of allowed teleports reduced from 3 to 2

Skill Rune - Reversal

Now also reduces the remaining cooldown to 1 second if you use Teleport to return to your original location

Skill Rune - Fracture

Decoy duration reduced from 8 to 6 seconds

Skill Rune - Calamity

Weapon damage reduced from 252% to 175%

Stun duration reduced from 1.5 to 1 second



Legendary potions may now be traded with other players who were present for the drop for up to 2 hours after the item is acquired


The fireball proc now deals 250% weapon damage, up from a flat amount of approximately 750 damage at level 70

Bug Fix: Fixed an issue causing this item to ignore its internal cooldown


Fixed an issue preventing The Slanderer and Little Rogue from dropping for Barbs and Monks


Bug Fix: Fixed an issue causing the Pride's Fall buff to persist indefinitely while a Unity was also equipped


The goblins have been scouring Sanctuary for better loot to drop:

Legendary drop chance doubled

Rare items dropped will now always have six affixes

The counter for picking up normal-quality items will now persist through death, act transitions, and un-equipping the item

It still will not persist across game sessions

The goblin will now play a sound when its counter reaches max and it drops an item


The Thorns damage dealt by these bracers will now benefit from your main stat damage increase at a 25% rate, as normal Thorns damage does

Radius reduced from 25 to 15 yards


Bug Fix: Fixed an issue preventing this item from having a chance to drop off a certain unique monster


Will now reduce the time between Hydra attacks


Bug Fix: Fixed an issue preventing the knockback effect from activating the Strong Arm bracers Legendary Power




Bug Fix: Fixed an issue that allowed Earthquakes caused by this set to generate Fury via the Earthen Might passive


Level 70 Legendary Crusader Shields now roll with higher Block Amount ranges than level 70 Magic and Rare Crusader Shields

This change will affect existing Legendary Crusader Shields


Fixed an issue preventing the damage from multiple Heaven's Fury beams from stacking


Has been redesigned: Now grants you 10% increased damage while wielding a two-handed weapon



Clones now deal 25% weapon damage instead of the attacks being a purely cosmetic effect


The frequency at which Hatred spenders are cast by your sentries has been increased; the rate varies by Hatred Spender, but overall your sentries should be using them about twice as often as before

Hatred spenders cast by Sentries now receive the benefits of the corresponding +% damage affixes on items


The buff applied by this item will now display the correct number of wolves



Bug Fix: Fixed an issue preventing the four-piece set bonus from working properly


Level 70 Legendary Mojos now roll with higher damage ranges than level 70 Magic and Rare Mojos

This change will affect existing Legendary Mojos


Images summoned by the Grin Reaper are now more aggressive and use a larger arsenal of your skills


Damage dealt by the single dog that is summoned is now significantly greater than the damage of your individual dogs combined


Level 70 Legendary Orbs now roll with higher damage ranges than level 70 Magic and Rare Orbs

This change will affect existing Legendary Orbs


Bug Fix: Fixed an issue causing this item to have lower damage values than intended


Bug Fix: Fixed an issue causing this item to have the incorrect number of primary and secondary stats


Will now choose which element to use based on the player's highest +% Elemental Damage type

Bug Fix: Fixed an issue preventing the set bonus from properly granting the effects of the Pure Power and Improved Archon runes


+% Damage on weapons will now correctly apply to all +% elemental types of damage instead of just Physical

Level 70 Legendary shields now roll with higher Block Amount ranges than level 70 Magic and Rare shields

This change will affect existing Legendary shields

Fixed an issue that could sometimes cause bracers to roll a Critical Chance affix that was far below its level range during enchanting

Fixed an issue that allowed several auto-casted Legendary item powers to trigger proc effects

Fixed an issue that allowed Legendary items to roll from higher stat ranges than were appropriate for their level




Now have an increased chance to drop Legendary items on Torment II - VI


Lowered rewards for Hell Rift Bounties in Act IV


Can now drop Torment only Legendary items

Will now always give you weapon types that your character can equip with an emphasis on class specific weapon types

Bug Fix: Fixed an issue causing Kadala to sometimes give common quality Crusader Shields


Increased the number of Blood Shards that can drop from Horadric Caches

The number of Blood Shards dropped by Rift Guardians on Torment II - VI now increases with each level of difficulty



Greatly increased the drop rate of Legendary crafting plans


Malthael will now always drop the plan for Reapers' Wraps when killed at level 60 or higher if the player does not have the recipe, instead of only on the first kill


Legendary crafted recipes no longer require specific Common armors or weapons and instead now require Common crafting materials


Sovereign Rings and Amulets now require Marquise gems instead of Imperial gems

Unsocket costs for top tier gems have been reduced

Flawless Imperial: 150k to 125k gold

Royal: 250k to 150k gold

Flawless Royal: 500k to 175k gold


It is no longer possible for the same affix to be randomly selected as the replacement for both of your new rolls

When Enchanting an item, the original affix will now be forced into the pool of possible replacement affixes

This will allow Legendary items with affixes that are normally unavailable on that slot to roll for that affix when Enchanting

Bug Fix: Fixed an issue preventing items from being properly marked as enchanted when starting the Enchanting process



Followers are now available at level 1 in Adventure Mode



Reduced Wrath regeneration from 1.8 to 1.1 per second



Chiltara will now spawn more often

Reduced the clickable height of the Death Maiden

Champions and Rares can no longer spawn with four of the following monster affixes and the frequency at which they can spawn with three has been reduced

Arcane Enchanted

Desecrator

Fire Chains

Frozen

Frozen Pulse

Molten

Mortar

Orbiter

Plagued

Poison Enchanted

Wormhole

Champions and Rares can no longer spawn with both Plagued and Desecrator at the same time



Friends who are currently playing Diablo III will now be sorted to the top of the friends list

Legendary items received from Kadala will now broadcast to the clan

Elite kill messages will now also appear in single player games


Fixed an issue preventing the icons for Health Wells and Pools of Reflection from properly updating states on the minimap

Fixed an issue that could somtimes cause icons on the minimap to display their unusable state when players were temporarily unable to use them, when using Steed Charge for example

Fixed an issue that could prevent your cursor from being displayed in fullscreen mode if high dpi was detected



Fixed an issue that could cause lag for clan members when a large amount of Legendary items were identified via the Book of Cain

Fixed an issue that allowed players to continue to send requests to start boss encounters after one had already been sent to the group

Fixed an issue preventing Resource Cost Reduction from being considered when determining whether or not you have the minimum resources necessary to cast a spell

Fixed an issue that could sometimes cause Teleport powers to prevent quests from progressing