• published the article Community Watch: The Danctuary Podcast

     Patch 2.6.10 Is Now Live!

    Introducing the Newest Diablo Podcast: Danctuary

    Danctuary is a new Diablo-focused podcast making the rounds across the web. While many other streamers and content creators from the Diablo community have their own podcasts, Danctuary is a different beast. This podcast describes itself as the following:

    Danctuary is a video game podcast that brings together the greatest minds to discuss all things in the aRPG world. We focus on the Diablo franchise, but also discuss Path of Exile, Wolcen, Torchlight, World of Warcraft, and many other titles. Connect with us on Twitch, Twitter and YouTube to share your thoughts and opinions.

     

    The Danctuary Podcast is the brainchild of Raxxanterax, Rhykker, and sVr. It's a collaboration of some of the biggest names in the Diablo community with a rotating list of contributors that will cover a wide range of topics--from dissecting the most abstract and complicated theorycrafting, to the lore behind the games, and so much more. The wide ranging line-up will allow the show the curate the perfect guests for any topic, and this will make it so every episode will be pulling from some of the most well-versed and knowledgeable people of any subject to give you the best possible content you'll find within the Diablo community. No individual collaborator has a guaranteed place on the show and that includes the show creators themselves.

    You can find all of the episodes on the show's website Danctuary.gg, the live broadcasts on Twitch, or follow the show Twitter. You can check out the first episode of the show below and check out why the show is making such a big commotion within the Diablo community.

      

    Posted in: Community Watch: The Danctuary Podcast
  • published the article Season 21 Ending Soon

    Season 21 Ending Soon

     

    While we were teased about Season 21 ending soon over the weekend, we have finally been given a date! Season 21 will officially be ending on Sunday Nov. 8 for all regions and you can find the exact end time for each region in Blizzard's post below.

     

    Now's the time to finish up any seasonal goals you haven't already finished or begin fishing for your final push on the class leaderboards. Given the controversial power of the Season 21 theme, you're likely to be able to accomplish some considerably higher solo or group GR clears this season you might not be able to replicate for quite sometime, so go get those leaderboard spots!

     

    Originally Posted by FilthieRich (Official Post)

     

    Hello all -

    Season 21 is coming to a close. Below are the times when Season 21 will end for each region.

    North America - November 8 at 5pm PDT
    Europe - November 8 at 5pm CET
    Asia - November 8 at 5pm KST

    Along with these ending times, the Double Bounties event will also be ending. We will be providing a Season 22 Preview post soon which will include the start time for the next season.

    Posted in: Season 21 Ending Soon
  • published the article Looking For Baal in Diablo Immortal? And Q2 ATVI Earnings Call!

    Looking For Baal?

    The community has been full of rumors and rumblings in regards to the recent updated trailer for Diablo: Immortal, which you can view below. We can see in the final scene of the trailer that Baal is back; however, we already knew that information. While there are plenty of new clips added into this trailer, the majority of the video is still the same footage as the original announcement from 2018. You can see the same tease of the Lord of Destruction from the older trailer, even the poor fallen and cultists caught in Baal's wrath. 

     

     

    Demons coming back to life is something we're all familiar with in Diablo games as their ability to resurrect has been well established in lore, but the process by which they return has never been fleshed out. At the end of Diablo II Baal had infused his soulstone into the essence of the Worldstone, corrupting it to a point that Tyrael decided the best course of action was to destroy the ancient artifact. Hunting down these corrupted shards of the Worldstone forms the basis of the story for Immortal and they will undoubtedly play a part in Baal's return.

     

    We know from comments the developers made during BlizzCon 2018 that we will delve deeper into the machinations of how the Lords of Hell are resurrected, and that Skarn, one of Diablo's minions, is also looking to speed up the process of his lord's return through the shards of the Worldstone. I wouldn't be surprised to see other fan favorite characters in Immortal since the fates of Mephisto, Duriel, and Andariel are all unknown during this time period.

     

     

    Baal's return does raise some interesting questions for the overall story of the franchise. We know that by the events of Diablo III Baal is dead, since his soul is captured in the Black Soulstone, and that if he were to still be alive it would cause a major disruption in Diablo's plans to steal the powers of the other Great Evils to become the Prime Evil. Could we receive help from Diablo's minions such as Adria during the game? Or could the Lord of Terror himself have a more direct hand in ensuring his brother, Baal, is dead? I look forward to the lore and world building that Immortal promises and how the game will expand our knowledge of the inner workings of Sanctuary, Hell, and beyond.

     

    Q2 ATVI Earnings Call

    Not much was mentioned for the Diablo franchise in this quarter's call, but there was a change in how Blizzard was framing the next testing phase for Diablo Immortal. In previous earnings calls, Blizzard had mentioned that Immortal was slated to begin regional testing "mid year", but now they're stating that the game will go into expanded company wide testing shortly. For more information on this, be sure to check out the Diablo: Immortal 2020 Mid-Year update from Lead Designer Wyatt Cheng

     

     

    Later on in the Q&A section of the call there were some interesting points brought up about how they approached marketing for Call of Duty: Warzone by using limited marketing before the launch of the game, and ATVI is looking into expanding that kind of marketing practice to other Call of Duty titles. We've seen this kind of strategy put into practice for Immortal as well, since we've heard so little about the game since it was original announcement and subsequent backlash surrounding it.

     

    When asked directly about the original plans for Immortal's regional testing, J. Allen Brack responded that at Blizzard they have a wide demographic of gamers that they'll be sourcing feedback from in their company wide testing, and that their goal is to deliver a deep and engaging RPG on mobile that will be authentic to the Diablo experience which will meet the expectations of core Diablo players. Brack also took the opportunity to discuss Diablo IV briefly, saying that development on that title was moving along well and that the team is motivated by the community's excitement around the quarterly development blogs.

    Posted in: Looking For Baal in Diablo Immortal? And Q2 ATVI Earnings Call!
  • published the article New Class Intros Discovered For Diablo Immortal

     Full Scholomance Academy Card List

    New Class Intros Discovered For Diablo Immortal

     

    Earlier today, Reddit user /u/RandomMan00 posted about some changes they had noticed on the Chinese Diablo Immortal website. The majority of the new videos that were linked in that Reddit post are updated intros for all of the announced playable classes in Immortal and are different from the ones currently shown on the Immortal websites from other regions. The updated intros for the Wizard, Monk, and Demon Hunter match the ones seen in the BlizzCon 2019 demo, but these videos were never shared online apart from the few live streams that were shown from the convention.

     

    The intros for the Crusader and Necromancer are completely new, but that is because neither of these classes were playable at BlizzCon 2019 for the clips to be shown. The Barbarian intro is the most interesting of all as the while the animation and majority of the character model are exactly the same as the one from BlizzCon 2019 the face is completely different and the skin tone has changed, hinting at the possibility of character customization being included in the game. 

     

     

    Character customization has been a key feature that Blizzard has talked about for Diablo IV, but we've not heard any news about such a feature being included in Immortal. Character customization is a huge component of most RPGs and skins, tints, or other similar systems are prevalent across all genres of games nowadays, so adding in the feature for Immortal to allow players to make their characters unique is a welcomed addition. The timing of these updates are rather convenient ahead of the ChinaJoy gaming convention scheduled to start tomorrow, July 31st.

     

    Ever since Blizzard's comments that Immortal would begin regional testing sometime "mid-year" the community has been filled with rumors and speculation on just when we'll get more news on the game and many are expecting to hear something from this weekend's convention. Looking ahead for other potential updates, there is another quarterly investor conference from ATVI schedule for August 4th and Blizzard will also be participating in the online gamescom show which takes place from August 27th - 30th.

    Posted in: New Class Intros Discovered For Diablo Immortal
  • published the article Season 21 Seasonal Theme Hotfix

     Latest News From Diablo IV Team In New Update!

     Season 21 Mega-Post!

     Season 21 Seasonal Theme Hotfix

     

     

    Blizzard just released a hotfix to address some of the accessibility issues the seasonal theme has had for many players, as well as addressing some functionality issues the theme's mechanics were having with pets, set dungeons, and some exploitative mechanics. While there may still be some unresolved issues around how the mechanics of theme are being used to push the leaderboards, this is a step in the right direction and we hope to see more balance fixes as S21 continues.

     

    Originally Posted by FilthieRich (Official Post)

     

    This morning we launched a hotfix to address updates for Season 21: Trials of Tempest. Thanks to your feedback, we’ve been able to focus on audio and visual accessibility issues and the functionality of the Seasonal Theme procs. FYI, as a hotfix, you will not need to update your game. Simply exit out and re-login to grab the update.

     

    Hotfix Notes:

     

    • Lightning flashes will no longer occur when the seasonal effect for Lightning Breath and Tornadoes takes effect.

    • Audio horns has been removed from the PC version of the game. Console versions has had horns replaced with a light drum.

    • Pets can now generate stacks of the Seasonal theme.

    • Players can no longer carry an ongoing Seasonal theme effect into a Greater Rift. (Lightning Breath, Meteors)

    • Players can no longer carry a Seasonal theme effect to trigger outside a Greater Rift to only have it begin inside. (Tornadoes, Snowball, Fire Wave)

    • Pets no longer proc the seasonal theme in set dungeons. This is to address the issues of users having issues completing set dungeons.

     

    As the season progresses, we welcome more of your feedback and want to give a big thanks to all of you for helping us get here - See you in hell!

    Posted in: Season 21 Seasonal Theme Hotfix
  • published the article Latest News From Diablo IV Team In New Update!

    Latest News From Diablo IV Team In New Update!

    The Diablo IV quarterly development update for June is now live and provides an in-depth look at recent a playtest that the dev team had in the Dry Steppes zone. It touches on a very wide range of topics and all the things the team looks at while playtesting the game.

     

    Originally Posted by Luis Barriga (Official Post)

    Diablo IV Quarterly Update—June 2020

    Table of Contents

    Introduction

    Team Playtest

    A Word About Blockout

    Storytelling

    Open World

    Multiplayer

    Items and Progression

    Other Thoughts


    To the Diablo Community,

     

    Hello, and welcome to our latest Diablo IV quarterly update! We are excited to share some of the progress we’ve made on the game today.

     

    As is the case with many other game and technology companies at the time of writing this, the Diablo IV team has fully transitioned to working from home. While the transition has introduced challenges, we feel very fortunate to be able to keep momentum going strong on the development of Diablo IV.

     


    TEAM PLAYTEST


    As with many other games, we organize the development of Diablo IV around team milestones. Often, these culminate with a build which we to play together and talk about as a team. For example, the milestones leading up to BlizzCon 2019 culminated in a team playtest of the demo that helped us unveil the game during the show. Besides getting an early look at what other team members had accomplished, this also allowed us to stress test the demo, catch additional bugs, and make improvements before the show.

     

    For our most recent milestone, we focused on blocking in all the elements in a region known as the Dry Steppes, complete with campaign content, open world elements, itemization, a PvP subzone, dungeons, and a cinematic to cap the completion of the region’s narrative. Our goal was to then have the team play the game from home over the course of two full days, and then spend some time analyzing data and discussing our reactions.

     

    Of course, we play the game all the time, but we’re often examining individual features or areas. Taking the time to play the same build together as a team over multiple days gives us a different perspective. It lets us see how all the current features harmonize over a longer playtime. We had this as a goal before we knew we were going to move to a work from home environment, but as it turned out, it ended up being a really good way to reconnect as a team. Similarly, we hope that chatting about this playtest and sharing some screenshots with you will provide context for future blog updates (or pique your curiosity about future topics).

     

    It’s worth noting that the playtest also didn’t represent the entirety of our progress. Other regions of the game are underway. The Dry Steppes is just the region where we made a concerted push to create a complete and cohesive experience that we could draw observations from. Let us know if you liked this approach to the blog (or if you didn’t) and we can adjust future updates accordingly. As always, your feedback is highly appreciated.

     

     


    A WORD ABOUT BLOCKOUT


     

     

     

     


    Blocking out or “grayboxing” levels allows us to play areas where the art isn’t finished.

     

    As part of development, visuals are often kept in rough form so the game team can cheaply test ideas and iterate on them. If something isn’t fun, it’s much cheaper to change or discard a “blockout” asset than a final one.

     

    When we share models or screenshots with you, they are often quite far along to adequately convey our vision for the game. We don’t typically show blockout assets as they don’t really do justice to the engine or the artistry of the folks on the team, but as part of showing the “behind the scenes” of how we make the game, we thought you’d appreciate seeing the transition of blockout assets into more polished ones.

     

    Some of the assets shown in this blog might not be final, so please bear that in mind as you check the screenshots below.

     

     

     

     

     

     


    A classic demon from concept, to blockout, to in-game art

     

     

     


    STORYTELLING


    A couple of things have evolved with how we deliver story in Diablo IV. First, we have conversations. In D3 we relied on UI panes with a character’s name and portrait. We’re experimenting with a mix of tool-generated and manually choreographed cameras to tackle conversations. For simple interactions with NPCs we bring the camera in closer to the characters (while still maintaining an overall isometric feel) and use a library of animations to deliver the general gist of the conversations. For more complex conversations, we take a similar camera approach but here the character’s movements and animations are more deliberately hand-crafted. This lets us deliver story moments that are complex while keeping you in the world as much as possible. Here’s a shot from one such interaction.

     

     


    A more zoomed in overhead camera helps us deliver simple story beats.

     

    The second storytelling method we are developing is real-time cutscenes (or RTCs). Here we grab your camera and treat the storytelling more like a movie, so we’re reserving this technique for the most important story moments. Having these be real-time has great advantages—we can show your character with their currently equipped armor as part of the scene, for example. But we can also display them at your current resolution and with your currently enabled graphics settings, so they end up feeling more seamless and like a part of the game.

     

    We showed you some early work on real time in-game cinematics during the BlizzCon demo. Our cinematics and engine teams have made a lot of improvements since then, so we were excited to see a fully produced cinematic serve as the climax to the Dry Steppes experience, and the team was not disappointed. Here’s a screengrab that the story and cinematics folks have given us the go ahead to share with you as it shouldn’t spoil the details of what’s to come.

     

     


    In-game cinematics in Diablo IV set a properly dark mood

     

     

     


    OPEN WORLD


    One of the main new features we are bringing to the Diablo series is the open world of Sanctuary. So, while you can concentrate on the story campaign and work through that, we have a variety of open world systems and pieces of content that you are also discovering along the way. If you want to take a break from the main campaign and go exploring, crafting, or PvPing, you are free to do so.

     

    During the playtest, we saw this variability in action quite a bit. On an average playthrough, team members took several hours to complete the campaign content for the region, but those who focused only on the story finished the arc in less than half the average time (and were, of course able to do side content after that). We think the ability to approach the game with a different mix of story and side content tailored to your own appetite will make playing (and re-playing) the campaign more enjoyable than it has been in previous ARPGs.

     


    Playtests like this one allow us to collect and aggregate data to help guide our design.
    This distribution heatmap indicates areas in the Dry Steppes that saw the most traffic.

     

    While we have many open world activities, such as crafting, events, world PvP, and side quests, perhaps the most popular open world feature was Camps. These are locations of importance that have been overrun by enemies, which once cleansed turn into friendly outposts with NPCs and a waypoint location. While there is a backstory to each camp, most of the storytelling is visual and quests don’t directly send you to them. For example, one of the camps in the zone was a town afflicted by a curse that turned villagers into piles of salt. Another was a crypt, haunted by a spirit that possesses the bodies of various undead—jumping from skeleton to skeleton until you defeat him.

     

    We really dug the impact of seeing the world change as you reclaim a small piece of Sanctuary and bring hope back to its common folk. We look forward to the Open World designers showing you more about this feature in the future!

     

     

     

     


    Camps start out as hostile and turn into small hubs with a waypoint and vendors after being completed

     

    Finally, mounts were another thing you could obtain during the playthrough. We really liked how the open world interacts with mounts—you could get to your objectives more quickly without trivializing travel or combat. Itemization for mounts also opened up a new axis of progression.

     

    One of my favorite things about mounts was customizing it by attaching a trophy to the saddle to signal to other players an obscure challenge in the zone that I had completed. Of course, there is more work to be done on mounts. For example, on navigation and tuning, it is currently too easy to get stuck on stray pieces of collision or to get dismounted by a random enemy projectile. These are all things that are just going to get better the more we play and tune the feature.

     

     


    MULTIPLAYER


    Fine tuning the right approach to multiplayer in Diablo IV has been challenging. Our goal has always been to incorporate elements from shared world games without the game ever feeling like it’s veering into massively multiplayer territory. To be clear, this is a philosophy rather than a tech limitation. We find that the game stops feeling like Diablo and the world feels less dangerous when you see other players too often or in too high numbers.

     


    Towns become social hubs where you can run into other players once key segments in the story are completed

     

    I’ll break down our experiences during the playtest with some examples. Dungeons and key story moments are always private—just the player and their party. Once story moments are complete and towns turned into social hubs, you’d run into a few people in town. While on the road, you’d sometimes run into a player here and there. And then finally, if you went to a location where a world event was happening, you would see a larger congregation of players trying to defend against an attack by a cannibal horde or trying to take down Ashava, the demonic world boss we showed at BlizzCon.

     

    It’s worth calling out that while some coordination is helpful during these events, you are never forced to join a party. Solo players can walk in, help complete the event, and claim a reward. We think this seamless approach to multiplayer is working well and look forward to sharing more about this approach with you. In our tests so far, the world feels alive and dynamic without compromising the feel of Diablo. And for players that do want to party up against the minions of Hell, we have new tools available to find a group, whether by activity or proximity in the game world.

     


    The World Boss Ashava shown during Blizzcon 2019 in Scosglen can spawn in the Dry Steppes as well

     

     


    ITEMS AND PROGRESSION


    One of the things that was very useful about our two-day playtest was that we could get better feedback on progression as there was a sense of permanence. Gear and skill choices you make on day one have an impact on day two (though some people chose to roll alts as we had multiple classes to test). A friend of mine used to say that Diablo is the game that you keep playing inside your head and Diablo IV is no different. In addition to the official play time allotted to the team during the playtest, I could feel the game lingering in my mind, thinking about the items that could possibly drop for my build, and talents I could finally unlock to get me those key skill interactions.

     

    You might have already read the developer blog by David Kim shortly after last BlizzCon. In it, he describes new affixes and itemization philosophies. We’ll have a beefier update on items later in the year, but in the meantime, here are some items that dropped during the playtest to whet your appetite!

     

     

     

    Various items from the playtest utilizing the new attribute system. Note that the item icons are not final art

     


    OTHER THOUGHTS


    The overall feedback from the team was that even at these early stages, Diablo IV is very fun to play. The classes especially are going down a promising path that we’re excited about. We’re taking cues from what makes the Barbarian’s Arsenal system or the Druid’s shapeshifting feel special and looking for ways to apply similar innovations to all classes (more on this in a future update).

     

    The playtest was also a really good way to put our tech through its paces. Since we played at home, we got to test the game on a lot of different setups—from graphics cards, to screen aspect ratios, to network speeds. We also had the opportunity to exercise our client-server technology, including deploying builds with fixes to bugs during the playtest.

     

    Of course, we still have a lot of work ahead of us and to be clear, we are not at an Alpha or Beta stage yet. We don’t typically discuss our early milestones publicly during the course of development, but we think it’s especially important to continue to share our progress during a year without a BlizzCon. Also, this was an important milestone for the team as we feel it corroborated that we have all the key ingredients for a great Diablo IV (of course, we’ll continue to seek feedback and iterate as we drive to completion).

     

    We hope you’ve enjoyed this update and, as always, we welcome you to share your thoughts on the platform of your choice—whether it’s our own forums, other sites, or social media, we read and appreciate your comments and feedback. We were happy to see lots of great discussion after our last blog (which seeded a bunch of conversations on our end as well).

     

    We are also excited to see the range of topics you want to hear about. Based on your response so far, we think talent trees are by far what you’re the most eager to discuss, so we’ll make sure to queue that up for our very next blog. Items continue to be a popular topic and there was also a lot of interest in music. We are shooting to have more updates around those topics later in the year. Let us know how that sounds.

     

    Thank you for taking the time to read this update. We can’t wait to share more of Sanctuary with you!

     


    Development is well underway outside the Dry Steppes. More of Sanctuary awaits in coming updates!

     

     

    -Luis Barriga-
    Game Director, Diablo IV Team

    Posted in: Latest News From Diablo IV Team In New Update!
  • published the article Blizzard Joins IGN's Summer of Gaming and Early D3 Art

    Blizzard Joins IGN's Summer of Gaming

    In the wake of the COVID-19 pandemic, almost every gaming convention in 2020 has been cancelled or postponed. These conventions act as major marketing sources for video game publishers and developers, and there is a huge void to fill in these conventions absences. Last month, IGN announced that they'd be stepping up to provide a 'Summer of Gaming' event that will start in June and is providing big name companies across the industry a place to showcase their upcoming releases, developer interviews, gameplay demos, and everything else you'd expect from a major gaming convention.

     

    Earlier this week IGN announced that Blizzard would be joining the long list of developers already signed up for the event. While there is still no schedule and Blizzard hasn't announced what they plan on showcasing during the event, the possibility remains to that they might show something for the Diablo franchise. There is a lot to discuss for Diablo since Blizzard has already announced they plan on delivering the next Diablo IV development update towards the end of June, Diablo Immortal is scheduled to begin regional testing midyear, and recent rumors point to an unannounced Diablo II remaster in the works.

     

     


    Early Diablo III Environment Art

    As recently reported on PureDiablo, some early development art from Blizzard North's version of Diablo III has surfaced on the internet. Blizzard North's Former Senior 3D Artist Oscar Cuesta has posted some of his work from the early days in Diablo III's development, showing off some pieces of work from zones called Winterstone, Skyreach, as well as his designs for the dungeon's under Tristram. Cuesta does note in the descriptions on these pieces that they are low polygon counts because they were being used to fill in base colors on the maps. These were far from finished products and not indicative of what the final game may have looked like, but you can certainly get the feel for the direction their were going for.

     

    Below are a couple of the pieces, but check out all of Cuesta's galleries here.

     

     

     

    Posted in: Blizzard Joins IGN's Summer of Gaming and Early D3 Art
  • published the article Project Fenris Vendor Build Discovered

    Project Fenris Vendor Build Discovered

    As reported on our sister site MMO-Champion, Blizzard has deployed an encrypted Project Fenris build to their CDNs today. As you may recall, in 2018 Kotaku had reported that Project Fenris was the working title for Diablo IV. Encrypted builds cannot be datamined so there is no new information to be found here, but what does this vendor build mean? It's likely a development build that's hosted for employees that are working from home due to the COVID-19 pandemic.

    Posted in: Project Fenris Vendor Build Discovered
  • published the article More Rumblings on the Diablo Netflix Adaptation

     

    If you've been reading this site over the last year and a half then you've probably noticed I have a fondness for covering the long rumored Diablo Netflix series. We've known for quite a while that the series is a very real thing and, at this point, is basically one of Blizzard's worst kept secrets due to a leaked tweet from the potential showrunner and a public trademark filing. The most recent development comes in the form of yet another confirmation of the series with a LinkedIn profile found by GameSpot. The profile in question is for Nick van Dyk, President of Activision Studios, which clearly confirms all of the rumors we've been following on the development of the animated series.

     

    * Executive producer of Diablo, a TV adaptation of Blizzard Entertainment’s IP, rendered in anime style. The show is currently in pre-production for distribution worldwide through Netflix.

    Now we know that the show is still in pre-production, so we might not see anything of it this year. Unfortunately, we still know nothing about the plot of the show, but there is a clue in the cancelled comic that Blizzard was going to publish with Titan Comics. Before its cancellation, we knew that the story for the comic was to focus on Lilith, the creation of Sanctuary, and the birth of the Nephalem and after announcement of Diablo IV those plot points make a lot sense. Could the animated series be written to cover that same story? There are a vast amount of half-told stories and lingering lore threads that could fill countless episodes worth of content with stories from the Diablo franchise, but focusing on Lilith's backstory or potential lead-ins into Diablo IV's story seem like safe bets.

    Posted in: More Rumblings on the Diablo Netflix Adaptation
  • published the article Patch 2.6.8 PTR Update & Season 19 Ending March 1st

    Blizzard has just released a patch for the 2.6.8 PTR with some bug fixes and balances changes. The entire updated patch notes are below with the changes highlighted in red, but it looks like the big take aways are the developers are addressing some performance issues for the new Witch Doctor's set and smoothing out the playability of the Barbarian and Wizard sets. The devs also note they're keeping an eye on Crusader performance because the balance changes for the Valor set may not have been enough to bring Crusaders more in line with the performance of other classes.

     

    We also have confirmation via Twitter with the usual two week warning that Season 19 will be ending on March 1st.

     

     

    Originally Posted by Nevalistis (Official Post)

     

    Patch 2.6.8 PTR Begins 2/6

    The two-week PTR testing period for 2.6.8 begins February 6 and we need your help to make Season 20 better than ever!

    We’ve got three brand-new class sets to dig into, an armful of Legendary item changes, and a pretty crazy game-changing Season mechanic that’s bound to blow the lid off your traditional build approach. Check out the preliminary patch notes below and start theorycrafting; Patch 2.6.8 is on its way!


    Table of Contents

    Please note that this is a preview for PTR content, which is subject to change.


    PTR Details

    We’ll be conducting the Patch 2.6.8 PTR over the course of two weeks, starting Thursday, February 6. During the course of PTR, there may be periodic maintenances, outages, hotfixes, or minor patches.

    There will be two buffs active to help you on your PTR journey: increased Legendary drop rate and double Blood Shard drops. You can also buy customized gear we’re focused on testing from the special PTR vendor, D’jank Miem, who will exchange Blood Shards for class-specific bags full of Legendary items that need your testing!

    Feedback should be provided in the PTR Feedback forum while bug reports should be provided in the PTR Bug Report forum. Clearly separating these discussions allows your designers and quality assurance testers to home in on the information they need most.

    Return to Top


    PTR Goals

    With another new game-impacting Seasonal buff and entirely new class sets to experiment with, we know it’ll be very tempting to get your hands on as much as you can! To help guide your focus, here are our priorities in terms of what we’d most like to see tested.

    • Barbarians, Witch Doctors, and Wizards heavily testing their new class sets and item changes
      • Please note when providing feedback about these class sets to avoid mixing/matching with the Season buff, mentioned below. While that feedback is valuable, it’s best kept separate to ensure we’re reviewing the long-term strength of these sets beyond Season 20.
    • Experimentation with the Season of the Forbidden Archives mechanic, with emphasis on finding bugs and testing functionality

    Return to Top

    PTR Tips

    As with our previous PTRs, this testing period will have a short duration. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started.

    • Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing.
    • For example, if you’re primarily a Wizard player, consider what changes impact the Wizard specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself.
    • Prior to the start of PTR, consider stocking up on items like Puzzle Rings and Bovine Bardiches. Having these available after you import your character can make any necessary PTR farming much faster!
    • Try to break things! Just tell us when you do so we can make sure that the patch launch is as smooth as possible.
    • When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Was there something “off” that you noticed? Did something seem wrong or insufficient? Suggestions are always welcome but identifying the issues themselves is most important.

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    Patch Notes

    Below you will find the patch notes for the latest PTR patch for Diablo III, Patch 2.6.8.

     


    Last updated February 14 @ 11:00 a.m. PST.


    PATCH 2.6.8

    Table of Contents:

    Note: The following changes apply to both PC and Console versions of Diablo III unless otherwise noted.

    Note: Changes between PTR patches have been denoted in RED.


    General

    • Infernal Machines and Organs are now subject to vacuum pick-up
    • Crafting plans from Bounty Caches are now guaranteed to drop unless all plans have been learned
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    Seasons

    • A new Season Theme has been added for Season 20, the Season of the Forbidden Archives:
      • For the duration of Season 20, all slots in Kanai's Cube will be able to select Legendary powers from Weapon, Armor, or Jewelry
        • This means you could select three Armor powers, three Weapon powers, three Jewelery powers, or any other combination thereof across all categories
        • Items are not self-additive or multiplicative (meaning, you cannot stack multiples of the same item's power)
        • Once the Season has ended and characters roll over to Non-Season, players will have all currently active powers in their Kanai's Cube reset
        • Developer's Note: As we outlined in our Developer Insight blog, we want to continue to get creative (and maybe a little crazy) with the Season Themes and powers we add to the game. We heard from some players that they preferred themes that made your character directly feel more powerful rather than needing to focus on the environment around you. If that describes you, then the Season of Forbidden Archives should be right up your alley, and we're really interested to see how this changes the game for Season 20.
    • Two new Seasonal rewards are available for players who fully complete the Season 20 Journey, including a new portrait frame and pet
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    Classes

    • Crusader
      • Developer's Note: We're not convinced that this change has fully reigned in Crusader performance to be more in line with other classes. We'll be continuing to keep an eye on overall Crusader performance (as well as performance among the other classes) as we move into 2.6.8 and beyond.
      • Heaven's Fury
        • The animation for the Fires of Heaven rune can no longer be cancelled early.
    • Witch Doctor
      • Spirit Barrage (Phantasm)
        • The periodic attacks from Spirit Barrage (Phantasm) are now twice as slow, but twice as powerful
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    Items

    • Developer's Note: With Patch 2.6.8, we're adding three(!) new class sets with similar goals to those we included in the previous patch. Each set was designed primarily with boosting long-requested skills and play styles we lifted directly from community feedback. Frenzy, Spirit Barrage, and Hydra were requests that offered a lot of opportunity for gameplay exploration, and we're looking forward to seeing what players do with these new tools at their disposal. Additional changes to associated supplemental Legendaries have been included to round out these builds. It is critical when providing feedback on these sets to include whether or not you were using the Season 20 buff during your testing; while feedback of any kind is welcome, we're especially interested in Non-Seasonal testing as that will better reflect the long-term performance of these sets.
    • Mantle of Channeling
      • The bonus granted by this item now occurs 1 second after channeling has begun
    • Barbarian
      • Developer's Note: We wanted to provide an alternative method to gaining the benefit of the 2-Piece bonus of Horde of the Ninety Savages. Adding in Frozen as an option allows this benefit to work on bosses, provides an alternative gearing option, and should work better in groups without having to remove an option for play.
      • New Class Set: Horde of the Ninety Savages
        • 2-Piece Bonus: Double the effectiveness of all Shouts. Feared and Frozen Enemies take double damage.
        • 4-Piece Bonus: Each stack of Frenzy reduces damage taken by 5% 6%. Frenzy lasts twice as long.
        • 6-Piece Bonus: Frenzy deals 1000% increased damage per stack.
      • Undisputed Champion
        • Frenzy gains the effect of every rune and deals 300-400% increased damage.
      • Bastion's Revered
        • Frenzy now stacks up to 10 times and hits an additional time per stack. Each additional hit will chain to any enemies within 15 yards and the damage is split between all affected enemies.
    • Witch Doctor
      • Developer's Note: Many of the changes we made for the Witch Doctor focused on improving the set's survivability and server performance. We also improved the behavior of Big Bad Voodoo, so it should be much less likely to be left behind!
      • New Class Set: Mundunugu's Regalia
        • 2-Piece Bonus: Big Bad Voodoo now follows you and lasts twice as long.
          • Big Bad Voodoo will now follow you more closely, across zones, and correctly in groups
        • 4-Piece Bonus: Gain 50% 60% damage reduction for 30 seconds when you enter the Spirit Realm.
        • 6-Piece Bonus: Spirit Barrage deals increased damage equal to 100 times 50% of your Mana Regeneration per Second.
          • Developer Note: This isn't actually a buff or a nerf; it's a rewording to make the functionality of this bonus more clear.
      • The Barber
        • Instead of dealing direct damage, your Spirit Barrage now accumulates on the target. When you stop casting, it explodes dealing 225-250% 400-500% of the accumulated damage to all enemies within 15 yards.
        • Is now classified as a Ceremonial Knife, with a base 1.4 attack speed
      • Gazing Demise
        • Spirit Barrage gains the Phantasm rune. Each active Phantasm lasts twice as long, increases the damage of Spirit Barrage by 40-50% 100-150%, and also increases the attack rate from Manitou spectres.
        • PTR CHANGE: The attack rate granted to Manitou specters has been slightly reduced.
      • Ring of Emptiness
        • You deal 250-300% increased damage to enemies affected by both either your Haunt and or Locust Swarm.
    • Wizard
      • Developer's Note: Wizard encountered a lot of bugs with its new class set, so please make sure to check the Bug Fixes section below for additional detail! We did consider adding another skill into The Typhon's Veil, but we believe there's more work to do first on Wizard Legendary options to make choices outside of the Etched Sigil/Deathwish/Mantle of Channeling combo more appealing. We're looking at this now as a longer term goal, as we have plans to do much larger overall balance passes in the future after all the new class sets have been added to the game.
      • New Class Set: The Typhon's Veil
        • 2-Piece Bonus: Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two.
        • 4-Piece Bonus: Damage taken is reduced by 8% for each Hydra head alive as long as there is one available. Each time you take damage, a Hydra heads dies. Heads cannot die more than once every 2 seconds
        • 6-Piece Bonus: Hydras deal 1000% 1200% increased damage for each Hydra head alive.
      • Serpent's Sparker
        • You may have one extra Hydra active at a time and they deal 450-600% 350-450% increased damage.
      • The Magistrate
        • Frost Hydra Your Hydras now periodically casts Frost Nova and deal 450-600% 350-450% increased damage.
      • Etched Sigil
        • The bonus granted by this item now occurs 1 second after channeling has begun.
      • Deathwish
        • The bonus granted by this item now occurs 1 second after channeling has begun.
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    Bugs

    • Several issues with adding/removing players to group and starting new games as a group have been resolved
    • Captain Crimson's Trimmings
      • Fixed an issue where the set bonus did not increase damage reduction when using Devour - Voracious
    • Barbarian
      • Fixed a bug where Threatening Shout (Grim Harvest) would not activate when enhanced by the Horde of the Ninety Savages set bonus
    • Crusader
      • Corrected the spelling of “Imperius” on the flavor text for several pieces of the Aegis of Valor set
      • Fixed an issue where the bolts cast by Fist of the Heavens - Divine Well failed to zap enemies
    • Demon Hunter
      • Fixed an issue where In-geom was not properly dropping for Demon Hunters
    • Wizard
      • PTR CHANGE: Arcane Dynamo should now properly apply to extra Hydra heads created by The Typhon's Veil
      • PTR CHANGE: Fixed a bug where active Shields would not prevent Hydra heads from dying while utilizing The Typhon's Veil
      • Fixed a bug where Arcane Torrent would get an extra damage multiplier from Etched Sigil and Deathwish
      • Fixed a bug where Hydra (Frost Hydra) was getting a damage bonus instead of Attack Speed bonus from its owner's Attack Speed; this rune now benefits from Attack Speed in the same manner as other Hydra runes
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    PTR Only Changes

    • Djank Mi'em's Bag of Fortunes now also include crafting materials
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    Posted in: Patch 2.6.8 PTR Update & Season 19 Ending March 1st
  • published the article Darkening of Tristram Now Live

    The Darkening of Tristram

     

     

    Every year on January 3rd, a special event takes place in Diablo III, The Darkening of Tristram. This event looks to emulate the nostalgia of the original Diablo as well as offering up achievements and cosmetic rewards that are only obtainable during the month of January. If you've missed out on the event in previous years or are seeking to finish all of the achievements, don't delay. You only have until January 31st to acquire all of the rewards that await you beneath Tristram.

     

    The full details of the event can be found below.

    Theros Beyond Death

     We'd also like to highlight one of our sister sites in the the Magic Find group, MTGSalvation has a list of all of the current Theros Beyond Death Spoilers if you're interested in learning more about the upcoming Magic: The Gathering expansion.

     

     

    Originally Posted by Blizzard Entertainment (Official Post)

     

    Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you.

    Read on for more, including a closer look at the anniversary dungeon and its unique rewards.

    portal 550x309.jpg


     

    Stop the Cultists

    Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . .

    cultists 550x309.jpg


     

    Explore the Cathedral

    Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . .

    Patch243-FirstLook-Embed_D3_Event_MB_550x309.jpg


     

    Discover Precious Loot

    What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more.

    While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out!

    Anniversary Event Items 550x309.gif


     

    Your Journey Begins…

    Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists have begun appearing since December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST.

    Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . .

    Posted in: Darkening of Tristram Now Live
  • published the article Happy Birthday Diablo!

     

    As with the beginning of every New Year's celebration, we celebrate the release of the original Diablo from way back in 1996. For 23 years we've been killing demons, exploring dungeons, and vainly fought against the corrupting influence of the Lord of Terror. Many fans of the game have literally grown up with the Diablo franchise and it's something that continues to remain important to us all. With the coming New Year, it's fitting to celebrate this particular anniversary as we look forward to Diablo IV and where this next iteration of the game will take us. 

     

    What are your New Year's hopes for Diablo? More impactful themed seasons in Diablo III? More details on the end game systems for Diablo IV? A release date for Diablo: ImmortalI? Let us know in the comments below, our forums, or our Discord!

    Posted in: Happy Birthday Diablo!
  • published the article Ban Wave Just in Time for Christmas

     

    In recent days there has been another round of bans being given out for Season 19. While Blizzard never officially announces ban waves, we can see the effects from names disappearing on the leaderboards. This is likely a combination of bans for the usual mix of botters as well as a follow up on the exploit that was fixed just the other week. Most of the focus lately has been on discussions and feedback for Diablo IV, but it's good to see Blizzard still committed to Diablo III. Expect the ban waves to continue from Season to Season and for Blizzard to possibly take further steps to combat the botting issues the game faces as well as other third party programs. Senior Game Producer Matthew Cederquist have been very active on the forums lately and has not been shy about issuing ultimatums to botters.

    Posted in: Ban Wave Just in Time for Christmas
  • published the article Patch 2.6.7b Now Live

    Following Blizzard's recent statement on an exploit found in the Season 19 Pandemonium buff, they have now released a patch fixing the exploit.

     

    Originally Posted by Nevalistis (Official Post)

     

    Below you will find the patch notes for the most recent update for Diablo III, Patch 2.6.7b.


    Last updated December 11 @ 4:00 p.m. PST.


    PATCH 2.6.7b - v.64706

    Table of Contents:

    • Bug Fixes

    Note: The following changes apply only to the PC version of Diablo III.


    Bugs

    • Season Theme Buff - Pandemonium
      • Fixed an unintended use of Game Mechanics involving the Seasonal Theme
        • As a byproduct, players are now required to be in the same "world" as the monster they slay for the purpose of gaining or maintaining stacks of Pandemonium. A world is defined as either within the boundaries of a Rift (both Greater and Nephalem) or in the same zone of the world map.
      • Fixed an issue where the Pandemonium buff would fall off of players once their Cheat Death passive activated
    Posted in: Patch 2.6.7b Now Live
  • published the article Diablo II Ladder Reset On Friday, December 6

    Diablo II Ladder Reset On Friday, December 6

     

     

    For those that might be feeling a bit nostalgic lately, there is a ladder reset for Diablo II coming later today. See Blizzard's post below for all the details.

     

    Originally Posted by Nevalistis (Official Post)

     Greetings adventurers,

     

    Darkness gathers and it is once more time to fight the evils that lurk below Sanctuary. The next Diablo II ladder reset is scheduled for Friday, December 6 at 5:00 PM PT!

     

    We’ll see you in a couple weeks for the latest ladder reset!

     

    Cheers,

    Diablo Community Team

    Posted in: Diablo II Ladder Reset On Friday, December 6