- DesmondTiny
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Member for 16 years, 7 months, and 30 days
Last active Sun, Feb, 25 2024 14:44:11
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lMarcusl posted a message on Messages From Hell: The Future of Diablo IIILet's see how many people jump to conclusions right off the bat. "He worked on the console version, he is the embodiment of all that is evil and must be cleansed. We, the PC gaming master race, demand that he be locked in purgatory for a week before touching our game." So far we got one...Posted in: News & Announcements -
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Jaetch posted a message on Ninja Wizard: Literally.Posted in: Wizard: The Ancient RepositoriesI felt bad for my second wizard (actually, more like my third; the real second one no longer exists), who was basically power leveled to 60 and then sat alone, totally neglected, in the shadow of my main wizard.
So I decided to gear her up with a twist.
All black attire. Mask. Dagger. High APS. 32%+ dodge rate.
I've always enjoyed Spectral Blades. And I've always had some odd attraction to dexterity and evasion, so I turned Linessa—my would-be red-headed stepchild of a wizard—into a genuine ninja. Literally, a ninja.
Spec Blades because a ninja needs blades.
Arcane Mines because a ninja needs some traps.
Time Warp because a ninja can obviously bend reality (I don't know, it felt right when I chose it).
Fracture because a ninja needs high mobility and ways to create illusions.
Force Weapon because a ninja hits hard.
Force Armor because a ninja is squishy.
Glass Cannon because a ninja is... squishy and hits hard.
Illusionist because a ninja is... an illusionist.
Cold Blooded because a ninja is... a cold killer.
Waiting for transmog in the future so I can throw on an int-crit Natalya's Sight for the additional dexterity and model it after the Sinister Mask (a.k.a. ninja mask).
So far this set is nowhere near perfect, though, as I basically threw everything together within minutes. However, I am quite content with how she holds up on MP7 (haven't tried MP8+ yet).
In closing, this setup is INCREDIBLY FUN. It's not efficient, but gameplay-wise I'm having an absolute blast. The best times are when you try setting up for an elite fight by laying a path of Arcane Mines, then using the terrain to your advantage by teleporting and juking big hits. Slicing and dicing with Spectral Blades the entire time, kiting and luring other mobs in for more chaos. Fun fun fun fun fun.
*****
Now featured on the official website!
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Edriel posted a message on [Suggestion]: The Mystic [Pt. 1] - SealsBattle.net US Forum Thread: http://us.battle.net...opic/8891689930 highly ratedPosted in: Diablo III General Discussion
Battle.net EU Forum Thread: http://eu.battle.net...opic/7527573396 highly rated
Reddit: http://www.reddit.co...stic_pt1_seals/
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Hi everyone,
before I start I want to apologize for my English. I hope you can understand it!
You might remember me for this thread.
This time I want to show you two ways I thought to make the mystic an artisan with original (I hope) mechanics.
This is the first part while the second one will come in the future (aka soon™).
It's a VERY VERY long read so I will put a TLDR version at the end of the whole post, but if you have some free time, please take a while and lis... read my idea
Like if you like!
PART 1: SEALS - BASE CONCEPT
What are the seals?
Seals are new droppable items that will allow the player to enchant any white item.
What is it that makes them different from the blacksmith's crafts and from a "similar-Diablo2-enchantment" implementation?
The difference is that with this system the player can choose which magic properties can be enchanted on the item.
Of course the choice remains random in some way (more on this later).
It doesn't seem a great idea... is there something that makes it cool?
Of course! It's been quite a while since I thought that Diablo 3 has a lot of potential in terms of character customization but mechanics like the ability to place statistics or the skill tree (that I really loved) that were a fundamental part of Diablo2 both for customization and replayability were cut from Diablo 3.
But it is also true that there are people who didn't like those mechanics so:
how to create another way to customize your character?
This is where my idea kicks in: seals can level up by capturing the souls (gain experience) of slayed monsters.
On every level they can be infused with different magic properties chosen by the player (these properties are the ones that will be enchanted on the item).
However, this wouldn't have been enough to make this idea looking great... maybe it would've just made it more frustrating.
So why not create a similar mechanic that players miss a lot, like Diablo 2 runes?
That's why I thought that if the player chooses the right combinations of skills (magic properties) to infuse into the seal he can unlock the secret properties of the seal itself.
But still, this was not enough for this feature because probably it would've been too easy to create the perfect seal so I had to think of two ways to make everything more hard:
1 - adding "breakibility" to the seal: on every level up and on every skill infusion ("skill infusion" is refered to the action of the player when he chooses a magic property to infuse into the seal) there is a 5% chance that the seal will break.
2 - adding another mechanic: the purification of the seal
What is the purification of the seal?
If the player reaches a point where the percentage of "breakability" is high he can decide to use the seal for an enchant so he can avoid to break it prematurely.
To be able to use the seal the player has to purify it by freeing and destroying the evil souls trapped into it.
Basically when the evil souls are free, the seal will disappear from the altar (more on this later) and some elite monsters will appear.
These monsters will be as powerful as the seal was.
Once the player has killed every monster of that elite pack, the last one killed will drop the seal in its purified form.
The purified seal allows the player to enchant a white item (more on this on the fourth part).
Elite monsters can also appear when the seal breaks prematurely, so it is important to handle these new items with care!
Another very important thing: if the player is not able to kill the spawned elite monsters the seal is lost forever!
So the player has to be careful to not make the evil souls too powerful!
Note: Purified seals cannot be traded
Are there different types of seal?
Yes:
- Seal of valor: can enchant one-handed weapons
- Seal of power: can enchant two-handed weapons
- Seal of will: can enchant armor items
- Seal of honor: can enchant jewels (white jewels? why not? maybe crafted by the jeweler)
- Seal of the Nephalem: can enchant class items
Seals are also divided based on the maximum level they can reach (e.g. the "Austere seal of valor" can reach only level 2 while the "Pure seal of valor" can reach level 3 and so on - note: the maximum level limit is 10) and based on their quality (magic, rare or legendary).
PART 2: SEALS - SKILL CHOICE AND INFUSION
In this part I will show you the first images of the new seal interface.
Here's the first one:
and here's the tutorial:
Let's see what happens if the player puts a seal into the altar:
As you can see the player chose a seal of valor and you can also notice that the quantity of souls needed for the seal to level up is 50.
The next image will show you the tutorial that appears when the seal reaches level 1:
See how the "breakability" percentage has increased to 5%.
This means that on the next level up or on the next skill infusion, the seal has a 5% chance to break.
At this point the player has just to click on the button "1 unused seal skill point" to open the window where he can choose which skill he would like to infuse into the seal:
This image shows you how the choice of a skill is made.
The player can choose one of two skills randomly chosen from a pool of many others.
Skills are divided between Primary and Secondary skills which can have other "secondary skills" called Traits.
Primary skills are infused into the first globe of every row of globes and they will determine what type of properties the seal will have.
Secondary abilities instead will improve or add effects that will "ensue" the characterization of Primary skills (I hope "ensue" makes sense).
Let's make an example based on the image above.
Cold Power will add cold damage to the item while:
- Freeze will add a chance to freeze the enemies
- Frozen Hell will additionally increase the cold damage done by Cold Power
- Blizzard will allow the player to use the Blizzard spell of the wizard (this affix doesn't exist at the moment but I think that the implementation of this idea would need a game with a larger pool of affixes and where an item can have more than just six affixes).
As you can see from the example above you can notice that the Primary skill determine the main "element" (in this case it's the cold damage) while Secondary skills just "ensue" it (I hope "ensue" makes sense here as well).
Anyway here's the tutorial that clears out any doubt you might still have:
This tutorial gives you another important information: the right combinations of skills allows you to unlock other primary or secondary skills so in the "list" of Secondary skills and Traits it won't appear any "Hidden" skill (which can be either Primary, Secondary or a Trait) because it is up to the player to discover "what skill unlocks skill X or Y or Z".
The player will have to choose from Fire Power or Cold Power and in our case he will choose Cold Power:
You can see how the Monster Power has increased and how it is based on the Primary skill (Primary skills will also determine the monster power).
Keep in mind that the seal breakability increases with a skill infusion as well infact it is now at 10% while previously was only 5%.
Let's see what happens at level 2:
This level activated two globes: one for another Primary skill and one for a Secondary skill so the player's choice for the next skill infusion can be made on two Secondary skills, two Primary skills or one Primary skill and one Secondary skill.
Have a look again on the seal breakability percentage.
On this next image you can see that the player has chosen another Primary skill:
and on the next level the altar will appear like this:
But let's take a step back: what would have happened if the player's choice was a Secondary ability instead of another Primary ability?
Here's the answer:
and the tutorial:
and level 3:
But let's take another step back and let's see which were the skill choices when the player decided to infuse "Freeze":
In the image above you can see that the Freeze skill has no Traits while Blizzard has. In this case the Traits of Blizzard would influence Blizzard of course, making it stronger by adding or improving its effects (e.g. a trait could add the effect of a Blizzard rune).
This time let's take a step forward instead and let's pretend that the seal has just reached level 4 and that the player has laready infused both Freeze and Blood Bath.
The player decides to infuse the next skill and:
But didn't Freeze have no traits? So how is it that possible?
Frozen Explosion is a Trait of Freeze and the infusion of both Freeze and Blood Bath unlocked it.
Frozen Explosion is infact a Hidden skill!
Hidden skills are a fundamental part of this idea and they will lead us to the next part but before we procced I want to try to be even more clearer on how this whole system works.
Basically this idea was inspired by one of my favorite games series: Heroes of Might and Magic.
If you never played any of them you might not be able to understand what I mean, but the ones familiar with the series will understand for sure.
I took the mechanic of the hero's level up (mostly from heroes 5) and just modified it a bit to be "Diablo-like".
Before we get to the next part I will show you one last image that might clears everything out (those of you familiar with Heroes of Might and Magic 5 might recognize it even if it is modified):
Don't look at the icons (they're just examples) but at the "sense" of the image.
I hope this helps to make everything clear on how my idea works.
PART 3: SEALS - HEROIC SKILL
This part explains how to unlock the "secret skill" of a seal with the right combinations of skills.
As I wrote above, the player doesn't know in advance how to unlock a secret skill.
However, it is possible to know what skills can unlock the Heroic Skill (this can be changed if it's too easy to unlock it).
What is the Heroic Skill?
I'm sure many of you noticed the big globe that is "alone". That globe is where the Heroic Skill will be infused.
Every Heroic Skill will give different magic properties depending on the type of seal and on the combinations of skills.
How do you unlock the Heroic Skill?
You just have to make the right decisions when you will infuse a skill.
But let's have a look on a first image:
You can notice that there is a "light" around the first globe: it means that the player is on the right way to unlock the Heroic Skill.
Let's skip to a higher level and let's pretend that the player infused the right skills to unlock the Heroic Skill:
and the tutorial:
and now with the Heroic Skill already infused:
Notice the green colored bonuses. Those are the Heroic skill magic properties!
The image above represents a case where everything went well (perfect skill choices and very lucky randomness), but in most cases the player will have to "wait" before having the chance to infuse the Heroic Skill because as I wrote earlier skills are randomly chosen from a pool of many of them.
In the image below you can see that the player had to wait until the max level to be able to infuse the Heroic Skill:
The player is also allowed to keep infusing skills even after the infusion of the Heroic Skill to make the seal more powerful but if he decides to do so he knows that the seal might break.
You can notice this with two images I showed you: a level 6 seal breakability is much lower than a level 10 but also their "power" is much different.
NOTE
I already explained this earlier but to make it clear I will explain this again:
in the images the level 10 seal breakability is 100% because the last skill has already been infused.
A level 10 seal with one seal skill point still remaining has a 95% breakability: this means that with the last skill infusion the player has a 95% chance to break the seal and if the infusion is successful the breakability percentage reaches 100% (the max level limit is 10 so with this last successful infusion the player does no longer have the risk to break the seal)
Let's have a look on the last two images before proceeding to the next part:
PART 4: MYSTIC - ENCHANTMENT
Once the player has purified the seal he cannot enchant a white item alone: he needs the help of the mystic.
To enchant an item you just need materials and gold.
Let's see a first image of the user interface:
As you can see there are two "slots": in one the player has to put the white item and in the other he has to put the right purified seal (seal of valor for one-handed weapons, seal of the nephalem for class-items etc).
There is also an "Item Statistics" panel where the player can see what magic properties the item will gain.
Here's an image of how the enchantment works:
The player just needs the required materials and gold and the enchantment will happen.
PART 5: MYSTIC - UPGRADE OF A SEAL
Seals can be upgraded and this allows the player to increase the maximum level limit a seal can reach.
This means that if the player wants a level 10 seal (which is the maximum level limit cap) he needs the help of the mystic (droppable seals reaches a maximum level of 6 in Inferno difficulty).
Here's two images on how the user interface will look like:
As you can see you can upgrade magic and rare seals (legendary too).
Higher level and legendary upgrades are droppable recipes of course.
On the image below you can see what the player needs to upgrade a "Seal of Will" (max level 1) into an "Austere Seal of Will" (max level 2).
You can now understand how important is the role of the mystic.
We will now have a look on the tooltip of a seal:
Let's explain its characteristics in detail:
you can notice that this is a rare seal and that it has a "Sacred power".
"Sacred Power" is just an indication to know what it is its maximum level.
However, you don't need to remember every single "power" to know what it is its maximum level because just below that there is this writing: "Level 5".
So this seal can reach level 5 at maximum.
If the player wants to increase its level cap he needs the mystic and the "upgrade operation" won't modify its magic properties in any way (except the level cap of course).
Speaking of magic properties you can see that this seal have two of them:
- Chance to break the seal recuded by 20%
- Monster power is reduced by 25%
This means that the seal has less chances to be broken and that the power of the monsters is reduced by 20% when they are released.
There are many more magic properties of course:
- Seal can be reused (only on a legendary seal)
- Indestructible (only on a legendary seal)
- Infused Skills power is increased by 5% per seal level
- Maximum level is 15 (on a legendary seal with reduced seal breakability and with the magic property above)
- Elemental skills power is increased by 10%
- Monster power is increased by 10% (yes, there are also negative magic properties!)
etc etc.
I also thought to give the Mystic the ability to also craft seals other than just upgrade them.
PART 6: CONCLUSION
I think that this idea will add a great amount of longevity to the game and a different "style" of enchantment.
I believe that if a player wants to create the perfect seal he needs to farm a lot but I hope that this doesn't lead to more frustration:
if the creation of Heroic Seals was almost impossible to do this idea would just need some adjustments like increasing the skill infusion choice from only two skills to three.
I know that to implement all of this the game would need a major overhaul but maybe the devs can take this idea to create a much more enjoyable and deeper-depth game.
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Edit - Note
I'm not a fan myself of "break things" mostly if you have worked so hard to obtain those things.
As I wrote in a post on reddit I couldn't come up with anything else other than this "breakability" and I think that some features needs some downsides to make the game less linear.
Of course the "breakability" can be removed and changed to something else so that's why I'm writing here a couple of alternatives
Diablo (EU - EN):
instead of adding more seal breakability, with every seal lvl, it should add the chance of decreasing the seal of 1 seal lvl, so it would not get destroyed, but just lose one lvl. bcs it would be really annoying and propably really hard otherwise to get a lvl 10 seal.
CrniVuk (US - EN):
instead of "breaking" it in a way that it dissapears let the Seal simply be dissabled unless you can repair it again with some other specific item/seal/what ever.
That way the progress you worked for months doesnt just dissapear, and you encourage players to get out there and do something against it.
This could also work as a gold sink, as the Mystic has to repair it for you of course.
There can be other alternatives of course, just remember that this is a base idea that can be used by the devs.. so anything can be changed to be less complex / frustrating etc. It needs hard testing.
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This is all and I will leave you with two last images of the new UI (TLDR version after the images):
TLDR version:
Added a new droppable item: seals.
Seals are livellable items that must be purified (you have to kill the evil souls inside it) to make them able to enchant a white item (the enchantment requires the help of the mystic).
The magic properties infused into the seal can be choosen by the player in a random way (much like Heroes of Might and Magic 3/4/5) with the seal skill points that are earned through the levels of the seal.
The mystic will also increase the maximum level limit that a seal can reach.
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overneathe posted a message on A Few Hours Left of the Anniversary Buff, Matching System for Public Games, Sword of Justice Trade Paperback, ChromeOnRust: HowA Few Hours Left of the Anniversary BuffPosted in: News & Announcements
The Magic Find Buff that was up for a week since Diablo III's first anniversary is expiring in a few hours. The Community Managers on the Official Forums were kind enough to remind the players that this is the moment to make the best of it. The buff was extended with one day because of community's attachment to it, but despite the petitions and numerous pleas, the buff is going away in just a few hours.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just as a reminder for all players, the Diablo III anniversary buff will expire in the Americas on Thursday, May 23, at 9:00 a.m. Pacific (12:00 p.m. Eastern).
For those of you with characters in our other gameplay regions, the buff will be disable on Wednesday, May 22, at 5:00 p.m. Pacific in Asia and on Thursday, May 23, at 12:00 a.m. Pacific in Europe.
Note: We elected to extend the buff by 1 day, so this time frame is bit later than we first communicated. Apologies for any confusion, but yay for another day of demon-slaying buffs!
Matching System for Public Games
The logic by which players are matched in public games remains a mystery for most of the users that choose to play this way. There is, however, a system and the matching is not a random process, as Grimiku explained on the Official Forums.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Is there a hidden queue system for public games?
There is a system that matches players with available games as some of the other posts in this thread have mentioned, but sometimes that system takes a little bit to fill the open spots in a public game.
I thought about that, but i don't have a second monitor to use, i wish this game had the feature wow has, where you can set it so you can hear your game even if it's minimized in the background.
That's good feedback, and I'll be sure to pass it along. Thanks!
Sword of Justice Trade Paperback Available For Pre-Order
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Written by Aaron Williams (Nodwick, North 40) and illustrated by French artist Joseph Lacroix (L'Encyclopédie du mal), Diablo: Sword of Justice is set to release in trade paperback this July!
From the dark world of Sanctuary comes the tale of a hero's birth. Haunted by his harrowing past, a wanted man named Jacob finds his destiny at the foot of a mountain shattered by the legendary sword of Tyrael, the archangel of Justice.
Previously released, these five issues will now also be sold together in one volume. Preorder your copy today at Amazon and Barnes and Noble!
ChromeOnRust: How Magic Find Works
ChromeOnRust has created a new guide video that is very informative for both new and old Diablo 3 players. It delves into the topic of Magic Find and pretty much covers it in its entirety. For feedback on ChromeOnRust's video drop by his topic, located here.
If you'd like the extremely informative route there's a special place on our site for you! Cyeron's Magic Find topic has collected user data for many months and comes packed with graphs and information!
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ruksak posted a message on Funny bug while using Puzzle RingSo when is the wedding?Posted in: Diablo III General Discussion -
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Loroese posted a message on Could be the final straw.If you enjoyed your time spent playing the game, what does it matter that someone spends $10 and has better gear? Sure it's a gear based game but really the point of it should be to have fun.Posted in: Diablo III General Discussion -
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Uldyssian posted a message on Everything has clicked suddenly :DSince jumping in to patch 1.0.8 this game feels like it has so much more depth than I had felt before.Posted in: Diablo III General Discussion
The reason for my shift in perspective?
I'm exploring again. With the changes to density it makes me want to explore and discover what each little cave and nook contains again. Now of course I'm finding new, efficient paths but coming back to Act 1,2 and 4 I am feeling nostalgic for the first few days of playing Diablo 3 in beta and at release. I'm stopping to appreciate little art details or lore books again. Inserting my own personal experiences into the overall story as I've done with all my favorite rpgs.
It's also made me very excited for the future of the game and what the expansion will hold. I know that even some of us optimistic fans shared some disappointment with what the game was at launch. But now I am feeling better at taking it in stride and being excited for Diablo again. Just a really nice change! -
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Kickin_It posted a message on Patch 1.0.8 Datamined Info - Blizzcon, Scheduled Game Maintenance - 05/07/2013, Full PTR Patch Notes RoundupPosted in: News & Announcements
DiabloFans Quote:
Achievement- BlizzCon2013_Title_Tag - Take a Look at Banner (Could be temp name)
http://www.youtube.com/watch?v=f7WAy8ENJ2Y -
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crowman1337 posted a message on The Next Chapter: A Comprehensive AnalysisThis is a comprehensive analysis giving brief details about characters, factions, or other entities that have not been tied yet and could grow into a plot device in a future expansion, game, or novel. Although I tried my best to make this complete and accurate, it is undoubtedly not so. If you think that there is something that is left out, incorrect, can be expanded upon or improved on in any way, please comment.Posted in: Lore & Storyline
For further detail on any subject, please feel free to ask in the thread or refer to one or more of the following:
Most Canonical / Reliable
The Book of Tyrael
Diablo III
The Order
Sword of Justice
The Book of Cain
Heroes Rise, Darkness Falls
The Sin War Trilogy
Diablo II: Lord of Destruction
Diablo II: Lord of Destruction Manual
Diablo II
Diablo II Manual
Diablo
Diablo Manual
Diablo II: Diablerie
Diablo II: To Hell and Back
Diablo II: The Awakening
Diablo II: The Bloodstone Tomb
The Moon of the Spider
Diablo: Tales of Sanctuary
The Kingdom of Shadow
The Black Road
The Legacy of Blood
Demonsbane
Various websites / wikis
Inanimate Objects
Politicians
Diablo: Hellfire
Least Canonical / Reliable
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Angels
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Auriel, Archangel of Fate
Though her portion of the End of Days Prophecy seemed to be reversed thanks to the death of Rakanoth, the Prophecy seems to still be in place, implying that she might not be safe.
Imperius, Archangel of Valor
Imperius has had tense relations with humanity and the rest of the Angiris Council since the Sin War. Diablo has teased about a hidden trait that Imperius holds. Even though humanity saved creation, it is unknown what Imperius's next move might be. The way that Malthael speaks of humanity mirrors the way that Imperius does, the difference being that Malthael has acted upon his feelings, and Imperius has not. Some speculate that he will too turn against humanity. The End of Days Prophecy seems to still stand, and it states that Imperius and Wrath are linked.
See Demons > Lieutenants of Sin, Angels > Malthael
Inarius
The proverbial father of humanity, Inarius has been tortured in Hell since the Sin War, sent there by the hands of his brothers. He was assumed to be under the watch of Mephisto, and may have then been under Belial after the Dark Exile. Now that there are no Great Evils to watch over him, it is unknown what his fate might be from here. If he were to escape Hell, it is guaranteed that his bane for humanity and Heaven alike would be unmatched.
See Demons > Lilith
Itherael, Archangel of Fate
With the End of Days Prophecy seeming to still hold merit, Itherael's future seems grim as the Prophecy implies his death.
Malthael, Archangel of Death
Returning from his departure as the Archangel of Death, Malthael now has the Black Soulstone in his possession, though his intended use of it is unknown. His motivations are not entirely known, but he sees humans as demonspawn, and therefore, deserving of death. This view is much different from his view during the Sin War, and it is unknown exactly what changed his mind.
See Objects > The Black Soulstone
The Prophet
The mysterious Prophet is the lead of the group called The Hand of the Prophet, which Eirena the Enchantress belongs to. It is unknown who the prophet is, although it is known that he is an Angel. Many speculate him to be Inarius, but it does not add up with his fate. He is likely an unnamed Angel.
Tyrael, former Archangel
Shortly after the events of Diablo III, Tyrael fled Heaven to Sanctuary due to the hardships of mortality, both physically and mentally. It is likely that because of this, he also gave up his title as Aspect of Wisdom. Tyrael now stands as a mortal angel fighting against Death.
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Demons
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The Great Evils
It is unknown what fate the Great Evils will suffer. As of now, they are all assumed to be trapped within the Black Soulstone.
See Objects > The Black Soulstone
Greater Demons
Without a Great Evil to report to, it is unknown what the many powerful demons in Hell will do next.
Lieutenants of Sin
Cydea, the Maiden of Lust, and Ghom, The Lord of Gluttony defeated, that still leaves five Sin Lieutenants presumed alive; Greed, Sloth, Wrath, Envy, and Pride. The aspect of Greed is mentioned in connection to treasure goblins, and some suspect 'Greed' to be guised on Sanctuary as Covetous Shen. Some believe that the aspect of Wrath and Imperius may be connected, or even one in the same.
Lilith, the Mother of Deceit
She is presumed to have been trapped in a pocket realm by Inarius during the end of the Sin War, but she is known to be very cunning and has escaped her prison once before. Many suspect Lilith to walk among men in the disguise of Adria. One thing is certain, if Lilith were to return, her first task would likely be returning humanity to its former glory and to break Inarius out of Hell. This may explain the course of events that have happened over the last 20 years in Sanctuary.
Malthus
Nothing is known at this time about Malthus except that he exists or has existed at some point. Some question if there is a link between him and Malthael, due to their names.
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Factions
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The Champions of Light
This faction, whose only two known members are Jamella and Halbu, the Merchants of Light, is difficult to comprehend. They are aligned with Heaven, though may not be directly a part of it. They seem to be immortal, but appear to be humans. They may have been humans favored by renegade angels such as Yaerius or Inarius, who were then granted heavenly powers and accepted by Heaven. They may have gained trust with Heaven during some event so far untold. They may also be native to the Island of the Sunless Sea, though officially it does not exist.
The Children of Bul-Kathos
Once a proud, powerful collection of tribes, the barbarians of Arreat have since found themselves in complete disarray after the destruction of the Worldstone and their land. Many died with their mountain, and most remaining tribes have reverted to primal behaviors or have succumbed to the demonic corruption that Baal left behind. Most barbarians of sound mind wander aimlessly and alone. Perhaps their people can still be reclaimed and brought to its former glory.
The Druids
With the demonic corruption of Mt. Arreat purged, the Druids may reappear to aid their Barbarian brothers in rebuilding their culture and society and help give meaning back into their lives.
The Hand of Zakarum
Once the righteous crusaders of the Zakarum Church, many paladins came to perceive their Church's methods and ideologies to be corrupt. They defected from the Church and created their own order, known as the 'New Order of Paladins.' Their new creed was to protect the innocent. The current whereabouts of any paladin, devout or rebellious are unknown. However, decades before the New Order of Paladins was created, a special forces team of paladins, called the Crusaders, marched to the East, unlike the rest of their brothers, and have recently come back into action.
See Religions > Zakarum, Nephalem / Humans > Kormac
Heaven
Holding divine control over creation, Heaven will eventually destroy it all unless conflicted with an opposing force. Additionally, it is unknown how Heaven as an entity will react to Malthael's current philosophies.
See Angels
The Horadrim
Thought to have died out with Deckard Cain, the Horadrim seems to have been recreated by Tyrael with the job of hiding the Black Soulstone. At least one member still survives.
The Merchants Guild
Similar to the Thieves Guild, it is unknown how far it spreads, but it definitely exists in Kingsport and likely throughout Westmarch. They likely have a massive influence politically wherever they exist and likely have a bounty on Lyndon's head.
See Nephalem / Humans > Gheed, Lyndon, Lyndon's Brother
The Priests of Rathma
Known more commonly as the Necromancers, they dedicate themselves to neither good nor evil, but no both and neither at the same time. They are committed to a philosophy called the Balance, in which both good and evil play their equal and opposite roles on creation. With Hell leaderless, and Sanctuary and Heaven aligned, it is certain that the Balance has been greatly altered and many speculate that they will have a unique view of Malthael's current philosophies.
See Nephalem / Humans > Linarian, Zayl
The Thieves Guild
After the death of Nigel Cutthroat and your allegiance with Lyndon, it is likely that the Thieves Guild has a mark on your heads. It is unknown how far the guild spreads, but it at least exists in Kingsport. It would be likely that it stretches across Westmarch, Khanduras and Aranoch.
See Nephalem / Humans > Elzix, Lyndon
Viz-Jaq'taar
This order of mage slayers, better known as assassins, are very mysterious. They undoubtedly still exist, but with all major threats currently extinguished, they may not appear unless rogue magi begin to threaten Sanctuary. It is unknown how they would feel about the rebellious Wizards of the Yshari Sanctum. Some speculate that some members of the order have left and joined the more contemporary group of the Demon Hunter.
See Nephalem / Humans > Adria, Bartuc, Horazon
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Guardians
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Trag'Oul
Trag'Oul, the Great Dragon, is one of the Guardians of Sanctuary. He is aligned with neither Heaven, or Hell, but has great concern of the Balance. With Hell leaderless, and Sanctuary and Heaven aligned, it is certain that the Balance has been greatly altered, and Trag'Oul might have a thing or two to say about it. Officially, Trag'Oul has left from Sanctuary for an unspecified place. This may have to do with Uldyssian's sacrifice. It is unknown if he will, or can, return. Some suspect that Trag'Oul plays a part in Malthael's transformation into the Archangel of Death. Whether or not that is true, Trag may nonetheless support the decision.
See Guardians > Uldyssian
Unnamed Guardians
Trag'Oul has alluded to the idea of several guardian's watching over Sanctuary, at least until Uldyssian's sacrifice. There have not been any other confirmed guardian's as of now, and it is unknown if they still exist. Zei, the Trickster God, is the only currently speculated existing guardian, though is only confirmed as a mythical Xiansain God.
Uldyssian
Sacrificing himself at the end of the Sin War, it is unknown what his fate actually is. He is likely the most powerful human ever to exist, and may contend as one of the most powerful beings. Some believe that he became a guardian of Sanctuary, if not the single guardian of Sanctuary, after his sacrifice. It is unknown how he would feel about the current situation in Sanctuary.
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Nephalem / Humans
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Adria
The ex-Vizjerei mage Adria disappeared after her betrayal. It is unknown to where, but it is likely that the portal she entered led to Hell. Some people speculate that Adria is actually the demoness, Lilith. Some speculate that Adria is Belial, the Lord of Lies.
Bartuc, The Warlord of Blood
Even though Bartuc was slain several times, his repeated appearance as a demonic entity suggests that he is bound to the Black Abyss. With the armies of Hell leaderless, this Warlord may take command and become a force truly terrible.
Covetous Shen
Covetous Shen is a character that demands curiosity. Many speculate him to be Zei, the Trickster God. Some believe that he is the Lord Greed in disguise. One way or the other, there is obviously more to Shen than meets the eye.
Deckard Cain
Even though Deckard Cain is dead, some speculate that he is actually not in one way or another, even though in all likelihood he is. However, death in the world of Diablo, is fickle. With necromancers suspected to play a large role in whatever happens next, some guess that Cain will return possibly in spirit form.
Dirgest
Dirgest is a corrupt human who has been trapped by Shen inside the Dirgest Jewel for crimes against his people. Not much else is known about him. May be possessed by a demon.
See Objects > The Dirgest Jewel
Eirena
Eirena's past, present, and future are all very mysterious. It is unknown how her story will play out.
See Angels > The Prophet
Elzix
As an ex-high ranking member of the Thieves Guild, he could play a part in the future if the Thieves Guild does, whether with our heroes, or against them.
Gheed
Though he likes to pretend to be a rogue merchant, he is a coward at heart and would likely be a part of the Merchants Guild and would also likely make Kingsport his primary residence. If Kingsport and the Merchants Guild are ever explored upon, Gheed may drop by to make a deal or two.
Horazon
Many speculate Horazon to be dead by this time, but his fate remains unknown. If he still lives, he may not be of sound mind and it is unknown what his next move might be.
Jacob
This young man came into possession of El'druin, Sword of Justice, sometime between the events of Diablo II and III. He was last known to have been travelling east from Staalbreak. It is unknown exactly where Staalbreak is located in the Dreadlands, but possible destinations include Bastion's Keep, Xiansai, Tul Dulra, or Entsteig.
See Objects > El'druin, Sword of Justice
Kormac
Kormac's Templar Order has been discovered by him to be corrupt. He will likely continue to persue The Sacred Tomes. He is likely to defect from the Templar Order at some point. With Westmarch in direct threat by Malthael, Kormac will certainly react. He may also find great admiration and inspiration from the Crusader sect of the Hand of Zakarum.
See Religions > The Templar Order, Objects > The Sacred Tomes
Leah
Leah's soul is assumed to still exist, although not 100% confirmed. It may be trapped inside the Black Soulstone.
See Objects > The Black Soulstone
Linarian
A first-born Nephalem, known to most by Rathma, is the patron of the Priests of Rathma and the first necromancer. While The Ancients were know to have a very long lifespan, Linarian's was exceptionally longer. This may have been due to his time spent in the mysterious nether realm with Trag'Oul. It is likely that by this time, he has finally died, but not confirmed. If he still lives, he would undoubtedly have some dangerous feelings about the state of existence.
Lyndon
The hero has offered to go to Kingsport with Lyndon after things 'settle down.' It is unknown if this offer will be acted upon. If they are, there may be Hell to pay with both the Merchants Guild and the Theives Guild
See Factions > The Merchants Guild, The Thieves Guild, Nephalem / Humans > Lyndon's Brother
Lyndon's Brother
Jailed in Kingsport, assumed for charges of corruption, Lyndon's next move would likely be breaking or buying out his unnamed brother from prison.
See Factions > The Merchants Guild, The Thieves Guild
Ormus
This Taan mage is a very mysterious and suspicious man. Some speculate that he played some part in the corruption and downfall of Zakarum. Either way, his full story has not been explained.
Zayl
Though a devout necromancer, he is also a bit of a rogue. His current age is not known, but it is likely that he still lives. Undoubtedly one of the most powerful necromancers known so far, he may play a role in the upcoming chapters whether with us, or against us.
Zoltun Kulle
Though considered immortal, it seems that his immortality comes with conditions. It is unknown whether or not he still lives. His 'evil' intentions during the course of Diablo III have been questioned by many, and is considered to be misunderstood. With some angels now openly violent against humanity, his point of view may be reconsidered.
See Angels > Malthael, Archangel of Death
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Objects
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The Black Soulstone
After falling from Heaven, it eventually fell into the hands of Tyrael, who recreated the Horadric Order and gave them the task of hiding the stone. However, Malthael, Archangel of Death, violently took it from Tyrael and his Order. It is unknown what Malthael's intentions are with the stone, but it still holds the souls of the Great Evils and possibly the soul of Leah.
The Dirgest Jewel
The Dirgest Jewel might not be a jewel, and might be a soulstone or Worldstone shard instead. It contains Dirgest and its location is unknown.
See Nephalem / Humans > Dirgest
El'druin, Sword of Justice
While there are no implications that it has a part in the future of creation, its story is not complete. After taking a journey with a young man named Jacob, its story is unknown between that and being reclaimed by Tyrael before the events of Diablo III. It is also unknown why Belial was so intent on keeping it from Tyrael.
See Nephalem / Humans > Jacob
The Moon of the Spider
The powerful and cunning spider demon Astrogha was a servant of Diablo, but now is trapped within this crystal. If found and released through a special ritual, Astrogha could create an issue or two, one of which may or may not involve an army of spiders.
The Sacred Tomes
The Sacred Tomes of the Templar Order supposedly carry prophecies of the end of times, although it is likely that that is a lie told by the Order. They were supposedly stolen by the Archbishop Lazarus of the Zakarum Church, which may also be a lie. Their location as of now is unknown
Worldstone Shards
Pieces of the Worldstone likely still exist. It is known that Worldstone shards still held immense power while its whole parent existed, but with it dispersed, it is unknown if similar power still exists within them and if they do, it's also unknown whether or not they carry the demonic corruption that Baal set within it.
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Religions
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Skatsim
With Zakarum in disarray, this ancient but not-yet-forgotten religion may rise again over Kehjistan and may also lead to the resurgence of the superstitious, spiritual, yet effective Taan mage clan. It is unknown what consequences this would bring.
The Templar Order
This mysterious religion that produces templar warriors was found to be corrupt by Kormac. They have sent the templars to retrieve some 'sacred tomes' stolen by Archbishop Lazarus. Although unconfirmed, it is incredibly probable that the Templar Order is in fact part of the Zakarum Church.
See Religions > Zakarum, Objects > The Sacred Tomes
Triune
Thought to have been destroyed by Lilith and Uldyssian during the Sin War, Triune is be on the rise again under the name 'Dark Coven.' Once led by Diablo, Mephisto, Baal, and Lucion, it has since changed leadership to Belial, Adria (defected), and Maghda. With all of its known leaders no longer in position, it is unknown what the remaining devotees will do next.
Zakarum
Little is known about what has happened to Zakarum after it was cleansed of Mephisto's corruption except for that it has 'fallen to disgrace.' Many speculate that it has not yet risen from the ashes and that it has been brainwashing young men for a cause not entirely clear. At least one Church in Westmarch seems to be uncorrupt, though under seige from Malthael.
See Religions > The Templar Order
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Edit Log
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04/18/13
- Added reference list
- Added The Hand of Zakarum (The New Order) and The Merchants Guild to Factions
- Added Gheed and Lyndon's Brother to Nephalem / Humans
- Added The Sacred Tomes to Objects
- Updated the description for The Templar Order, Zakarum, and Kormac
04/19/13
- Added The Children of Bul-Kathos to Factions
- Added El'druin, Sword of Justice to Objects
- Added Jacob to Nephalem / Humans
- Updated the description for Triune
04/24/13
- Updated the description for Dirgest, moved him to Nephalem / Humans, and updated relating descriptions. Thanks to fmulder @ diablo.incgamers
04/25/13
- Added The Druids to Factions
- Updated the description for Viz-Jaq'taar
04/29/13
- Updated the descriptions for Viz-Jaq'taar, Adria, and Bartuc, The Warlord of Blood.
05/13/13
- Added Elzix to Nephalem / Humans
- Added Ormus to Nephalem / Humans
- Added The Champions of Light to Factions
- Updated the description for The Thieves Guild
08/19/13
- Added The Book of Tyrael to the reference list.
- Added Malthus to Demons
- Added Zoltun Kulle to Nephalem / Humans
- Updated the description for Tyrael, former Archangel
08/21/13
- Added Diablo III: Reaper of Souls to the reference list
- Added Itherael, Archangel of Fate to Angels
- Added Auriel, Archangel of Hope to Angels
- Added Heaven to Factions
- Added Horadrim to Factions
- Removed Askari / Sisterhood of the Sightless Eye from Factions
- Removed The Sightless Eye from Objects
- Updated the descriptions for The Hand of Zakarum, The Black Soulstone, Imperius, Archangel of Valor, Malthael, Aspect of Death, Tyrael, Former Archangel, Kormac, The Priests of Rathma, Zoltune Kulle and Zakarum
08/22/13
- Updated the descriptions for Malthael, Archangel of Death (Thanks to Zaknaril @ us.battle.net), Trag'Oul, and Imperius, Archangel of Valor
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MrMonstrosity posted a message on Patch 1.0.9 Preview, a dream...Patch 1.0.9 PreviewPosted in: Diablo III General Discussion
Well, we just recently launched patch 1.0.8 but we're already well into development on 1.0.9, and while it's still weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. The next patch is going to be the biggest patch we’ve developed to date and most certainly provide the most features and systems changes. To kick things off, I wanted to provide an overview of some of the larger features, systems changes and game improvements.
Introducing the Trading Post
When we first started working on the Auction House the initial idea was to make a system that was easy to use and as efficient as possible for players to buy and sell gear. The end result was a system that was almost too efficient at what it did and removed all player interaction completely from the process.
We want to get back to the roots of what made Diablo II trading so popular over the years, but at the same time also improve it by taking what works rather well with Diablo III's Auction House to enhance it. In patch 1.0.9 we'll be removing the Auction House and introducing the Trading Post. The Trading Post works in a similar fashion to the Auction House in terms of its search functions and interface but with some key differences. Gold will no longer be used as the currency when it comes to buying items, instead you'll be trading the items you collect through your adventures with other players. You'll be able to use an interface to select which items you have for trade and also search for items other players across your region have for trade.
The Trading Post will offer an easy to use interface to make the trade process simple:- Choose the items you wish to trade.
- Search what others have to offer or the offers you receive.
- Accept offers through the interface without needing to be in game.
- Ability to barter back and forth with other players.
Here's an example of how a trade might work:
Player A just finished his play session for the night and has a sword that he wants to trade. He opens up the Trading Post interface and adds the sword he just found to his trade window and then logs off for the night.
Player B is searching for a new sword for his Barbarian and uses the search filter to find one that matches the criteria he's looking for, he sees the sword that Player A just posted. Player B selects the items he feels he'd be willing to part with from the items he has for trade and creates an offer.
Player A logs in the next day and finds he's received many offers for the sword he'd posted the night earlier. Player A goes through a couple of the individual offers but decides to use the search feature instead to filter the offers to help find a specific item he's interested in. Player A finds the offer Player B has sent, likes the item, feels it's fair trade, and clicks approve.
The items are traded to each players account.
The removal of the AH also means the removal of the Real Money Auction House. Many players refer to the RMAH as a “Pay to Win” feature, that wasn’t our original intent but in reality it does hold true in many scenarios and we feel it really is removing the enjoyment out of actually playing the game for a majority of our players. It will no longer be possible to purchase items using real currency, however we still have plans to offer the option to buy and sell gold. Gold will still remain as the main currency in the game but instead of being the sole currency will be used in combination with other in game items.
We’re also exploring the idea of drastically reducing the amount of gold dropped from normal monsters. We’d like the main source of gold to be from killing bosses, elites and champions, opening chests, and completing side dungeons. This should result in the value of gold to increase as we add in new features that rely on gold and also act as an extra step to combat gold sellers and bots. We'll provide some more details on this further down in our blog entry and will also be sharing more information in the near future.
Crafting
To salvage, or not to salvage…
We’ve introduced 7 new Brimstones to the game, each corresponding to one of the 7 types of available weapon damage. Salvaging a weapon with a specific type of weapon damage whether it be Holy Damage, Cold Damage, Fire Damage, Lightning Damage, Arcane Damage, or Poison Damage will have a chance to produce one of the new Brimstones. Salvaging a legendary Physical Damage weapon or a legendary armor piece will also produce a new type of Brimstone. Salvaging jewelry will provide a chance to receive any of the new Brimstones.
Salvaging legendary Lightning Damage weapons and jewelry will sometimes produce a Charged Brimstone.
Salvaging legendary Poison Damage weapons and jewelry will sometimes produce a Toxic Brimstone.
Salvaging legendary Cold Damage weapons and jewelry will sometimes produce an Icy Brimstone.
Salvaging legendary Fire Damage weapons and jewelry will sometimes produce a Fiery Brimstone.
Salvaging legendary Arcane Damage weapons and jewelry will sometimes produce an Arcanic Brimstone.
Salvaging legendary Holy Damage weapons and jewelry will sometimes produce an Angelic Brimstone.
Salvaging legendary Physical Damage weapons and armor will sometimes produce a Somatic Brimstone.
These new Brimstones are not a 100% guaranteed when salvaging legendary items, but rather will only a small 5-10% chance to be produced. While you may not receive a Brimstone every time you salvage an item, we’ll also be making a type of “consolation” item which can be sold to a vendor for a significant amount of gold. This should create a market not only for the Brimstone’s themselves, but the legendary items that produce them. We want you to be faced with a difficult choice when you find a legendary item, do you keep the item, trade the item away, or salvage the item for hopes of a Brimstone?
These new Brimstones will be the key ingredients used to craft the newly updated Blacksmith and Jeweler items which are also being introduced with patch 1.0.9.
A New Ally
Patch 1.0.9. not only updates the current crafting system for the Blacksmith and Jeweler but will also introduce a third type of craft. We’re introducing the Mystic, Myriam Jahzia, who was first introduced during beta. The Mystic’s primary purpose will be enchanting items which will include the upgrading of existing stats on items and also the re-rolling of the randomly generated properties found on an items.
The Mystic will require significant amounts of gold and combinations of the newly introduced Brimstones in order to purchase her services, further strengthening the market value of legendary items and gold.
The point of the mystic is to offer players a new way to improve their characters in terms of item progression as they play the game instead of relying solely on finding drops. Now all legendary drops, no matter if the item is an upgrade or not, can potentially be used to upgrade your character. We think this system offers players fantastic item progression and will allow all players including some of the top geared players in the world to continue upgrading their gear for a very long time.
We haven’t decided on the costs associated with upgrading each of the many different stats yet but we do know they will vary from stat to stat. We expect stats such as Increased Attack speed, Critical Hit Chance, and Critical Hit Damage to fall into one category, primary stats in another, and so on. We don’t expect unique procs or unique properties found on legendary items to be included with this feature. Expect this to broken down into a different blog post all together in the coming weeks.
We would also like to point out that by using the Mystic to enchant items the item itself will also become Account Bound. This will ensure items are constantly being removed from the economy as they’re upgraded and still allow non-enchanted items with desirable properties or highly rolled stats to have a high trade value and continue to be sought after as they will help players skip some of the steps necessary to eventually upgrade to a “perfect item”. We don’t expect players to ever be able to fully upgrade every item on their character or even be required to, but it’s something the min/maxing type players can strive for over time.
The Mystic will also offer unique potions and elixirs that can’t be purchased or found anywhere else in the game. These items can be purchased with gold and brimstones and when used will give the player bonuses to stats such as Magic Find, Experience Gained, and Movement Speed, for a limited amount of time. Think of them as a Shrine that persists through death and lasts much longer.
Truly Legendary Items 1.0.9 and Beyond
We want to make “game-changing” legendary items the norm going forward. Our philosophy for legendary items has always been the same, to be powerful and promote build diversity. We know we haven’t been able to deliver on this fully up to this point, but with patch 1.0.9 we think we’ve finally been able to make this reality. When a player finds a legendary or set item the first thing they should be thinking is how can they use this item on one of their characters or how it might fit into a specific build.
Class specific items
We feel the one of the best ways make legendary items truly game changing is to allow certain items to alter the way specific class skills and passives work. While we can’t obviously give every single legendary item the ability to alter skills and runes we chose to focus only on class-specific items and set bonuses. This made the most sense in terms of design, we could take an item that was already exclusive to one class and use it to provide new and interesting ways of playing that class.
Patch 1.0.9 introduces revamped class-specific items and set bonuses that provide unique alterations to already existing skills and passives. The most intriguing idea behind this concept is going forward we’ll be able to constantly open up new and exciting builds for each class as new items are introduced to the game. With the introduction of one new item or even mixing different items an entire build could be born. This will truly allow new builds to be built around items.
Legendary status
We're not just updating class specific items in patch 1.0.9. We're going to revisit all legendary items to make sure they live up to their legendary status by not only providing great stats but also providing unique properties that will change a players game experience. While class-specific items will change the way skills and runes work for classes, we still want to make sure non-class specific legendary items also have an impact on build diversity. We decided to go a little bit of a different route with non-class specific items. Rather than focusing on individual class skills and passives, these items will introduce new unique properties that might change a players gameplay or change the way specific stats interact with a character. By doing this we can take a non desirable stat and change it into something a specific build highly values when using one new item. We plan on releasing a entire blog post dedicated to this topic in the next few days but here's a taste of the type of things we'll be talking about.
Itemization
In addition to the upcoming legendary items we're going to be reworking the way elemental damage and physical damage work with weapons. Weapon damage including the base damage of the item will roll either as Holy, Cold, Poison, Fire, Arcane, Lightning, or Physical weapon. By doing this we can use the "adds % elemental damage" affix found on many of the legendary items in the game to provide a direct damage boost to weapons that also have the corresponding damage type.
For example, if you have a sword that has a damage range of 700-1000 Fire Damage and you equip an item with the property "Adds 5% Fire Damage", the new damage range of the sword will be 735-1050 Fire Damage. This not only provides a simple way of calculating damage but also provides an interesting way to combine weapons and armor.
We'll also be including more information in the next coming days in addition to the blog post regarding legendary items.
Promoting Exploration and Adding Excitement
You call that a dungeon? This is a dungeon!
Many ideas have been discussed by our developers in terms of how we can constantly add exploration back to game after the initial play through for our players. There’s nothing that saddens us more than seeing 90% population running the same act or in many cases the same zone over and over knowing that if they do anything different they’re hindering efficiency in both terms of items and experience gained. While repetition has always been part of the Diablo series we feel this can be cut down substantially. You’ve already seen improvements when it comes to giving players options in regards to this when we adjusted the monster density in patch 1.0.8, we’d like to go a bit further.
In 1.0.9 we’ll be improving on the randomly generated side dungeons found in all acts across the game in Inferno difficulty. We’ve created new tiles for almost every zone across all 4 Acts which will allow spawn locations to be found in every part of the game. An entrance in the wall found in the Cathedral, a burrow found the in Dahlgur Oasis, many different possibilities exist. We’ll also be taking a look at every aspect of them to truly make them a random experience. Things such as:- Increasing the amount of spawn locations substantially in terms of both Acts and where they can spawn in each zone.
- The difficulty, dungeons can be found with additional monster power levels above the current game.
- Dungeon size, number of levels, the layout, and tile sets.
- The type of monsters
- The “end boss(s)”, which includes a random elite/champion pack which is buffed considerably
Of course there needs to be an incentive to search out for these improved dungeons, which is why we’ve created them to provide a fairly substantial buff in terms of experience gained from the monsters inside and also completing the entire dungeon. We’ve also decided to add a new type of chest found exclusively inside these randomly spawned dungeons which not only provides a much higher than average chance to drop legendary items but also provides a small chance to find items of immense power that can’t be found anywhere else.
We think by adding these new features it will promote exploration across all acts and provide a much needed type of end game experience for our players which doesn’t take away from Diablo III’s storyline.
Beam me up...
One of the most exciting events in regular play session is hearing that special “clang” legendary items make and seeing that beam of light coming from the pile of corpses at your feet. Over the past patches we’ve increased the chance of finding these items and we really think they are in a very good place in terms of drop rates. While RNG is still a huge factor when it comes to the amount of legendary items you see drop in a play session we still wanted a way to add to the excitement without actually increasing the drop rates any further. We think we’ve found an artificial solution that does just that.
Now when playing with your friends or other players in public games you’ll be able to see and hear all legendary and set items that drop in game, even if they aren’t yours for the taking.
We’ve received very positive feedback on the elite/champion and goblin announcement introduced in patch 1.0.8, so much that we’ve decided to extend it to also include an announcement when players identify legendary items. Now through your chat window you’ll be able to see and view the items your friends and party find during their play session. Obviously this won’t be taken positively by all players so we’ve also added the option to hide or display these messages from chat.
In Conclusion
We’re very excited to share this new patch with you and gather your feedback. This patch will be our biggest one to date and we think it adds to Diablo III immensely in terms of fun game play and longevity. We defiantly aren’t done yet when it comes to improving the game and we’ll work hard to provide our player base with many features to come.
Be sure to check out the new information on Dungeons, which can be found here: http://www.diablofans.com/topic/92538-patch-109-dungeons-a-dream/
And then I woke up from my dream and came to the realization that we were still only in Patch 1.0.7...
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Luckily classic doesent have this problem But when I did play LoD that was one of the things I hated. Yea but Runewords is what ruined LoD for me
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The age isent the problem...Its the imaturity Everyone can carry it weather they be 12 are 32. Ive been playin the game sience I was 7 years old and know one has had a problem with me when I first started playin online (probably becose I was noob and people would help me out) Im 15 now people are cool with me I dont bother them unless they bother me.
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