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Patch 2.4 Patch Notes

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The next content Patch for Diablo 3, Patch 2.4, is currently in development being tested on Public Test Realms. This Patch features Class Changes, New Zones, Features, Season 5 and more! Below, you'll find the latest preliminary Patch Notes with Table of Content for quick access to the area of your interest!

  • Please note that due to the Public Test Realm's nature, these Patch Notes aren't final and may change at any time during the development process.

Table of Content

 

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Blizzard Icon Patch 2.4.0 Patch Notes


PTR-Only Changes
  • Set Dungeons
    • The objectives of a Set Dungeon will now appear in a window when you enter the dungeon
    • The specific buffs that aid in tracking related objectives in Set Dungeons now have unique icons
    • All Set Dungeon Achievements now have unique names
    • All Unique monsters in Set Dungeons now have specific names
    • The Shadow's Mantle
      • The first objective has been redesigned
      • Chain bonus damage Impale hits on 15 consecutive enemies 5 times
  • The Reflects Damage affix has been removed from monsters in the Natalya's Vengeance dungeon
  • The Jailer affix has been removed from the following Set Dungeons
    • Immortal King's Call
    • Unhallowed Essence
    • Zunimassa's Haunt
  • Several Set Dungeons have received changes to their difficulty:
    • Crusader:
      • Thorns of the Invoker
      • Seeker of the Light
  • Demon Hunter:
    • The Shadow's Mantle
  • Monk:
    • Inna's Mantra
    • Monkey King's Garb
    • Raiment of a Thousand Storms
    • Uliana's Strategem
  • Wizard:
    • Vyr's Amazing Arcana
  • Bug Fixes
    • Fixed an issue that prevented Mac players from launching the PTR client
    • Fixed and issue that could sometimes cause gems to be consumed by Kanai's Cube when augmenting an item with the Caldesann's Despair recipe
    • Fixed several issues that caused Rift Guardians to sometimes fail to use some of their abilities
    • Fixed an issue that caused Action Combat to award too much Experience from multipliers
    • Fixed an issue that prevented Crowd Control resistance from being applied to monsters under certain condidtions
    • Fixed an issue that caused Flying Dragon to proc more often than intended
    • Fixed an issue that caused The Shadow's Mantle (2) Set Bonus to increase the damage done by your pets
    • Fixed an issue that prevented Wand of Woh from applying its bonus to Explosive Blasts cast by Etched Sigil
    • Fixed an issue that caused Set Dungeon totems to sometimes vanish after they have appeared
    • Fixed an issue that prevented some Rain of Vengeance runes from maintaining the Natalya's Vengeance Set Dungeon objective
    • Fixed an issue that prevented the Monkey King's Garb and Zunimassa's Haunt Set Dungeons from always having the correct number of enemies
    • Fixed an issue that caused the Tal Rasha's Elements Set Dungeon Exorcist objective to always fail
    • Fixed an issue that prevented several Set Dungeon achievements from being granted
    • Fixed an issue that caused Fire Grates in the Tal Rasha's Elements and Uliana's Strategem Set Dungeons to be marked as enemies
    • Fixed an issue that prevented players from repeatedly re-entering the Thorns of the Invoker Set Dungeon
    • Fixed an issue that prevented the Set Dungeon entrance portals from appearing on the mini-map

 

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PATCH FEATURES
New Feature: Greyhollow Island
The mysterious forested locale of Greyhollow Island is now open for exploration! Inhabited by new enemies and steeped in intrigue, brave the wilds and unravel the enigma behind the isle's mysterious inhabitants. Be forewarned, however; the land itself is hungry for blood.
To learn more about Greyhollow Island, click here.
 
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New Feature: Expanded Zones
The Sanctuary you know grows a little bit larger! Two existing zones are receiving new, fully explorable additions, featuring new bounties and events. Survive the hunting grounds of the fierce yeti in the Eternal Woods, a new branch of The Ruins of Sescheron zone. Leoric's Manor becomes a bit grander beyond the collapsed stairwell in Act I, opening up the Royal Quarters for curious treasure hunters.
 
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New Feature: Set Dungeons
Test your mettle against one of twenty four custom designed set dungeons! Each dungeon features a pre-generated, static course designed entirely around a specific class set. Don all six pieces of your chosen set and visit Leoric's Library to obtain a clue on where these hidden trials are located. Hunt down your dungeon of choice and master it to unlock exclusive cosmetic rewards for one, more, or for the truly dedicated, all of these challenges!
 
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New Feature: Empowered Rifts
Spend your gold to empower a Greater Rift, granting a fourth opportunity to upgrade a Legendary Gem. Gold costs vary based on the tier of Greater Rift level attempted, and bonus upgrades are granted only to those who complete the rift, so spend wisely!
 
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New Feature: Season Rebirth
Transition seamlessly from Season to Season with the new Season Rebirth feature! This option allows you to instantly transform a non-Seasonal hero to a fresh level 1 Season hero, maintaining their name and hours played. All gear is removed and automatically mailed to you in the non-Season, providing up to thirty days to reclaim the items at a later time. Paragon level, completed achievements, and other accomplishments also remain behind with your non-Seasonal heroes.
 
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New Feature: Revised Buff Bar
A cleaner, clearer user interface makes its way to all platforms with our revised buff bar! Static buffs have been removed from the buff bar area, replaced by new indicators and timers that have been added to the skill bar. We've also included a collapsible buff-holder, which condenses party and group buffs and can be expanded by moving your cursor over the indicator, revealing all your buffs at a moment's glance.
 
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New to PC: Action Combat
The popular console version of Action Combat makes its way to PC! Massacre, Destruction, and Trap Mastery bonuses are now granted to players who chain together death, destruction, and clever play. Earn bonus experience, a temporary boost to movement speed, or a buff to your resource generation through smart and tactical play.
 
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GENERAL

  • Stash Tabs
    • A sixth Stash tab is now purchasable for 500,000 gold
    • One additional Stash tab per season (up to 4) will also be available to unlock by completing Seasonal objectives
    • Cosmetic pets now pick up gold for you

 

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CLASSES

  • Taunt now causes monsters to consistently attack you
  • Barbarian
    • Active Skills
      • barbarian_battlerage.pngBattle Rage
        • Skill Rune - Ferocity
          • Movement speed bonus increased from 10% to 15%
      • barbarian_furiouscharge.pngFurious Charge
        • Skill Rune - Dreadnought
          • Maximum number of charges increased from 2 to 3
      • barbarian_groundstomp.pngGround Stomp
        • Skill Rune - Deafening Crash
          • Now also reduces the cooldown to 8 seconds
      • barbarian_leap.pngLeap
        • Skill Rune - Iron Impact
          • Has been redesigned
            • Gain 150% increased Armor for 4 seconds when you land
      • x1_barbarian_warcry_v2.pngWar Cry
        • Duration increased from 60 to 120 seconds
        • Skill Rune - Hardened Wrath
          • Has been redesigned
          • For the first five seconds, gain an additional 60% Armor
        • Skill Rune - Invigorate
          • Life regeneration granted increased from 8315 to 13411
      • barbarian_whirlwind.pngWhirlwind
        • Attack speed will no longer cause Whirlwind to attack faster; instead the resource cost and damage will scale with attack speed
        • Skill Rune - Dust Devils
          • Increased the movement speed of the tornadoes
    • Passive Skills
      • barbarian_passive_inspiringpresence.pngInspiring Presence
        • Group Life regeneration increased from 2% to 3%
      • barbarian_passive_juggernaut.pngJuggernaut
        • Crowd Control reduction amount increased from 30-50%
      • barbarian_passive_noescape.pngNo Escape
        • Now also affects Seismic Slam
      • barbarian_passive_poundofflesh.pngPound of Flesh
        • Has been redesigned
          • When you are healed by a health globe, gain 2% of your maximum Life per second and 4% increased movement speed for 15 seconds. This bonus stacks up to 5 times.
      • x1_barbarian_passive_swordandboard.pngSword and Board
        • Has been redesigned
          • While wielding a shield, reduce all damage taken by 30% and all Fury costs by 20%

 

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  • Crusader
    • Active Skills
      • x1_crusader_blessedhammer.pngBlessed Hammer
        • Skill Rune - Icebound Hammer
          • Has been removed
          • Replaced with
            • Crushing Blow
              • The hammer Slows enemies it passes through and has a 35% chance to explode on impact, dealing 460% weapon damage as Physical and Stunning enemies within 6 yards for 1 second
      • x1_crusader_bombardment.pngBombardment
        • Skill Rune - Barrels of Tar
          • Has been removed
          • Replaced with
            • Barrels of Spikes
              • Each barrel also deals 1500% of your Thorns damage on impact
              • Has been redesigned
              • Damage of each barrel is increased by 200% of your Thorns
      • x1_crusader_consecration.pngConsecration
        • Skill Rune - Frozen Ground
          • Has been removed
          • Replaced with
            • Bed of Nails
              • Enemies in the area of the Consecration also take damage equal to 100% of your Thorns every second
      • x1_crusader_ironskin.pngIron Skin
        • Skill Rune - Reflective Skin
          • Has been redesigned
            • Your Thorns damage is increased by 100% 300%
              • Note: This bonus is now in the same category as the Thorns of the Invoker (6) Set Bonus
      • x1_crusader_steedcharge.pngSteed Charge
        • Skill Rune - Ramming Speed
          • Has been removed
          • Replaced with
            • Spiked Barding
              • Deals 500% of your Thorns damage every second as you run
      • x1_crusader_sweepattack.pngSweep Attack
        • Skill Rune - Frozen Sweep
          • Has been removed
          • Replaced with
            • Inspiring Sweep
              • Every use of Sweep Attack increases your Armor by 20% for 3 seconds
    • Passive Skills
    • Bug Fixes
      • Fixed an issue that prevented the extra hammers created by Blessed Hammer - Limitless from benefitting from the Guard of Johanna damage bonus
      • Fixed an issue that caused enemies hit by the extra hammers created by Blessed Hammer - Limitless to be counted toward the Drakon's Lesson damage bonus
      • Fixed an issue that could sometimes prevent the increased Thorns value from Iron Maiden from updating

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  • Demon Hunter
    • Demon Hunters may now use Quivers while wielding a melee weapon
    • Active Skills
      • demonhunter_chakram.pngChakram
        • Skill Rune - Shuriken Cloud
          • Duration increased from 2 to 10 minutes
          • Now has a 10 second cooldown
      • demonhunter_multishot.pngMultishot
        • Skill Rune - Burst Fire
          • Has been removed
          • Replaced with
            • Wind Chill
              • Enemies hit are Chilled and have a 10% chance to be Critically Hit for 3 seconds
        • Skill Rune - Suppression Fire
          • Number of enemies affected increased from 2 to 4
      • demonhunter_sentry.pngSentry
        • Skill Rune - Guardian Turret
          • Damage reduction increased from 15% to 25%
      • demonhunter_shadowpower.pngShadow Power
        • Life per Hit increased from 16093 to 26821
        • Life per Hit is now increased by 25% of your Life on Kill
        • Skill Rune - Blood Moon
          • Now doubles the total Life per Hit granted by Shadow Power
        • Skill Rune - Well of Darkness
          • Discipline cost reduced from 10 to 8
      • demonhunter_smokescreen.pngSmoke Screen
        • Skill Rune - Special Recipe
          • Discipline cost reduced from 10 to 8
      • demonhunter_strafe.pngStrafe
        • Attack speed will no longer cause Strafe to attack faster; instead the resource cost and damage will scale with attack speed
      • x1_demonhunter_vengeance.pngVengeance
        • Now also increases your damage done by 40%
        • Skill Rune - Dark Heart
          • Has been redesigned
            • Now reduces all damage taken by 50%
        • Skill Rune - From the Shadows
          • Freeze duration increased from 2 to 3 seconds
    • Passive Skills
    • Bug Fixes
      • Fixed an issue that prevented Cold attacks from applying Numbing Traps the first time they damaged an enemy with Iceblink equipped
      • Fixed an issue that prevented special attacks made by Sentries with the Embodiment of the Marauder (4) Set Bonus from applying Numbing Traps
      • Fixed an issue that prevented Numbing Traps visual effect from being displayed on monsters

 

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  • Monk
    • Active Skills
      • monk_blindingflash.pngBlinding Flash
        • Skill Rune - Soothing Light
          • Has been removed
          • Replaced with
            • Crippling Light
              • Enemies that are Blinded deal 40% reduced damage for 5 seconds after the Blind wears off
      • monk_fistsofthunder.pngFists of Thunder
        • Skill Rune - Static Charge
          • Now only has a chance to proc when the Monk that applied the effect hits an affected enemy
      • x1_monk_innersanctuary.pngInner Sanctuary
        • Skill Rune - Safe Haven
          • The Life per Second contribution has been reduced from 30% to 7%
      • x1_monk_mantraofhealing_v2.pngMantra of Healing
        • Skill Rune - Sustenance
          • The passive Life per Second contributed to your group has been reduced from 30% to 7%
      • x1_monk_mystically_v2.pngMystic Ally
        • Should now more consistently attack targets closer to you
          • Skill Rune - Enduring Ally
            • The passive Life per Second contributed to your group has been reduced from 30% to 7%
          • Skill Rune - Fire Ally
            • Explosion damage increased from 290% to 480% weapon damage
            • Number of allies reduced from 10 to 5
    • Bug Fixes
      • Fixed an issue that could sometimes prevent Sweeping Wind - Master of Wind from Freezing enemies
      • Fixed an issue that caused Exploding Palm - Impending Doom to overwrite other players' Exploding Palms
      • Fixed an issue that prevented the Exploding Palms applied by the Uliana's Stragegem (2) Set Bonus from benefitting from Way of the Hundred Fists - Assimilation's damage bonus
      • Fixed an issue that caused the Life per Second contribution from Inner Sanctuary - Safe Haven, and Mystic Ally - Enduring Ally to be increased by the Life per Second from other skills

 

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  • Witch Doctor
    • Active Skills
      • witchdoctor_firebats.pngFirebats
        • Skill Rune - Cloud of Bats
          • Radius increased from 12 to 15 yards
      • witchdoctor_graspofthedead.pngGrasp of the Dead
        • Skill Rune - Rain of Corpses
          • Duration in which the total damage is dealt reduced from 8 to 3 seconds
          • The effects of this rune can now stack
      • witchdoctor_haunt.pngHaunt
        • Skill Rune - Draining Spirits
          • Damage type changed from Cold to Physical
      • witchdoctor_hex.pngHex
        • Skill Rune - Toad of Hugeness
          • Will now lick and slow enemies, rather than swallow them, while you have the Spirit of Arachyr (4) Set Bonus equipped
      • witchdoctor_horrify.pngHorrify
        • Cooldown reduced from 12 to 10 seconds
        • Skill Rune - Frightening Aspect
          • Armor bonus increased from 35% to 50%
      • witchdoctor_locust_swarm.pngLocust Swarm
        • Skill Rune - Diseased Swarm
          • Increased from 75% to 750% weapon damage
      • witchdoctor_massconfusion.pngMass Confusion
        • Skill Rune - Paranoia
          • Damage amplification increased from 20% to 30%
      • witchdoctor_soulharvest.pngSoul Harvest
        • Cooldown reduced from 15 to 12 seconds
        • Skill Rune - Languish
          • Now grants 10% Armor per stack, up to a maximum of 5 stacks
      • witchdoctor_spiritbarrage.pngSpirit Barrage
        • Weapon damage increased from 425% to 600%
        • Skill Rune - Phlebotomize
          • Has been redesigned
            • Now grants 6437 Life each time Spirit Barrage hits
        • Skill Rune - Manitou
          • Damage increased from 2900 to 6000% weapon damage over 20 seconds
      • witchdoctor_wallofzombies.pngWall of Death
        • Cooldown reduced from 12 to 10 seconds
        • Skill Rune - Severance
          • Has been redesigned
            • Now increases movement speed by an additional 100%
      • witchdoctor_spiritwalk.pngSpirit Walk
        • Damage increased from 1000% to 1200% weapon damage
        • Skill Rune - Surrounded by Death
          • Duration increased from 4 to 5 seconds
          • Damage increased from 1000% to 1250% weapon damage
    • Passive Skills
      • witchdoctor_passive_creepingdeath.pngCreeping Death
        • DoT duration increased from 300 to 3600 seconds
      • witchdoctor_passive_spiritvessel.pngSpirit Vessel
        • No longer reduces the cooldown of Spirit Walk, Horrify, and Soul Harvest by 2 seconds
        • Note: The cooldowns of these skills have been reduced to compensate

 

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  • Wizard
    • Shields granted by skills now scale with your maximum Life
    • Active Skills
      • wizard_diamondskin.pngDiamond Skin
        • Damage absorbed changed from 93337 to 20% 40% of your Life
        • Skill Rune - Crystal Shell
          • Damage absorbed changed from 186675 to 40% 80% of your Life
      • wizard_magicweapon.pngMagic Weapon
        • Skill Rune - Deflection
          • Damage absorbed changed from 10728 to 4% of your Life
      • wizard_spectralblade.pngSpectral Blade
        • Skill Rune - Barrier Blades
          • Damage absorbed changed from 10728 to 4% of your Life
      • wizard_slowtime.pngSlow Time
        • Skill Rune - Point of No Return
          • Stun duration increased from 3 to 5 seconds
    • Passive Skills
      • x1_wizard_passive_arcaneaegis.pngDominance
        • Damage absorbed changed from 16093 to 2% of your Life
      • wizard_passive_galvanizingward.pngGalvanizing Ward
        • Damage absorbed changed from 81536 to 30% 70% of your Life
    • Bug Fixes
      • Fixed an issue that prevented Arcane Torrent, Disintegrate, and Ray of Frost's damage from updating if your attack speed changed while channeling
      • Fixed an issue that caused Meteor - Star Pact to gain the damage bonus for spending Arcane Power when automatically cast by Tal Rasha's (2) Set Bonus, or Etched Sigil

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  • Bug Fixes
    • Fixed an issue that could prevent you from clicking on some portals while you had certain skills bound to Left Mouse Button

 

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ITEMS

  • Thorns damage granted by socketing a Marquise Topaz gem rank or higher in a weapon has been greatly increased
  • The damage range of the Thorns affix on items has been increased
    • Note: This change is retroactive for existing gear
  • Life per Hit granted by socketing an Amethyst into a weapon has been greatly increased for all ranks
  • unique_ring_001_x1_demonhunter_male.pngBand of Hollow Whispers
    • The duration of the Haunt cast by this item has been increased
    • This item will now cast Haunt more often
    • The cast range of this item has been increased
    • Note: These changes will apply retroactively to existing items
  • unique_sword_1h_018_1xx_demonhunter_maleBorn's Defiance
    • (2) Set Bonus
      • Has been changed from Monster Kills grant +20 Experience to Increases bonus Experience by 20%
  • Boyarsky's Chip
    • New Legendary Gem
    • Adds 30000 Thorns damage
    • Thorns damage increased by 1500 per rank
    • At rank 25 your Primary skills Taunt the first enemy hit or 2 seconds
  • [d3iconitem=unique_helm_012_1xx_demonhunter_male]Cain's Fate
    • (2) Set Bonus
      • The Experience bonus has been increased from 30% to 50%
  • craftingplan_smith_12_legendary_unique_sPlan: Corruption
    • Now rolls with guaranteed Increased Gold and Health Globe Pickup Radius, and Increased Health Globe and Potion Healing
  • unique_pants_006_p1_demonhunter_male.pngDepth Diggers
    • Can now drop for Wizards
  • unique_amulet_008_x1_demonhunter_male.pnEndless Walk
    • Has been redesigned
      • (2) Set Bonus
        • While moving, damage taken is reduced by up to 50%
        • While standing still, damage dealt is increased by up to 100%
  • unique_amulet_109_x1_210_demonhunter_malHalcyon's Ascent
    • Replaced the guaranteed Cooldown Reduction roll with a socket
  • unique_sword_1h_set_03_x1_demonhunter_maIstvan's Paired Blades
    • Each stack now also increases your damage and Armor
  • unique_ring_014_x1_demonhunter_male.pngLegacy of Nightmares
    • Has been redesigned
      • (2) Set Bonus
        • While this is your only item Set Bonus your damage dealt is increased by 800% 100% and damage taken is reduced by 4% for every Ancient item you have equipped
  • Mantle of Channeling
    • New Legendary Shoulders
      • While channeling Whirlwind, Rapid Fire, Strafe, Tempest Rush, Firebats, Arcane Torrent, Disintegrate, or Ray of Frost, you deal 20-25% increased damage and take 25% reduced damage
  • unique_gem_011_x1_demonhunter_male.pngMoratorium
    • Damage staggered increased from 25% to 35%
  • unique_gem_019_x1_demonhunter_male.pngMutilation Guard
    • Life threshold required to activate the secondary effect increased from 30% to 50%
  • [d3iconitem=unique_ring_018_x1_demonhunter_male]Nagelring
    • Level required for this to drop has been raised from 11 to 40
  • unique_ring_017_x1_demonhunter_male.pngOculus Ring
    • No longer rolls with guaranteed Attack Speed, Reduced Damage from Elites, or Resistance to All Elements
    • Now rolls with a guaranteed socket
    • Bonus damage increased from 30-40% to 70-85%
    • The damage bonus provided by this item is now multiplicative with other sources of damage
    • The damage bonus provided by this item no longer stacks with overlapping zones
    • Damage zone now spawns at a random location near the monster that was killed
    • The chance to summon a zone is now 100%
  • unique_shoulder_101_x1_demonhunter_male.Profane Pauldrons
    • No longer drop
  • Several existing Legendary items have been updated to include a unique Legendary power
    • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
  • unique_chest_012_x1_demonhunter_male.pngAquila Cuirass
    • Legendary Power added
      • While above 75-85% primary resource, all damage taken is reduced by 50%
  • unique_ring_008_x1_demonhunter_male.pngJustice Lantern
    • Legendary Power added
      • Gain damage reduction equal to 50-65% of your Block chance
  • unique_belt_008_x1_demonhunter_male.pngString of Ears
    • Legendary Power added
      • The melee damage reduction is now a Legendary Power and has been increased from 20-25% to 25-30%

 

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  • Class-Specific Items
    • Barbarian
      • Band of Might
        • New Legendary Ring
          • After using Furious Charge, Ground Stomp, or Leap, gain 50-60% damage reduction for 8 seconds
      • Blade of the Tribes
        • New Legendary Mighty Weapon
          • War Cry and Threatening Shout cause an Avalanche and Earthquake
          • Rolls with +150-200% Earthquake damage
      • Blade of the Warlord
        • New Legendary Mighty Weapon
          • Bash consumes up to 40 Fury to deal up to 500-600% increased damage
      • unique_barbbelt_001_x1_demonhunter_male.Dread Iron
        • Now rolls with +150-200% Avalanche damage
      • unique_helm_set_05_x1_demonhunter_male.pThe Legacy of Raekor
        • Has been redesigned
          • (2) Set Bonus
            • Furious Charge refunds a charge if it hits only 1 enemy
          • (4) Set Bonus
            • Furious Charge gains the effect of every rune and deals 400% increased damage
          • (6) Set Bonus
            • Every use of Furious Charge grants a stacking effect that increases the damage of your next Fury-spending attack by 300%
          • Every use of a Fury-spending attack consumes up to 5 stacks
      • unique_helm_set_15_x1_demonhunter_male.pMight of the Earth
        • (2) Set Bonus
          • Reduce the cooldown of Earthquake, Avalanche, Leap, and Ground Stomp by 1 second for every 40 Fury you spend
        • (4) Set Bonus
          • Leap causes an Earthquake when you land
          • Leap gains the effect of the Iron Impact rune and the duration is doubled
        • (6) Set Bonus
          • Increases the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear, and Seismic Slam by 800%
      • Oathkeeper
        • New Legendary Mighty Weapon
          • Your primary skills attack 50% faster and deal 150-200% increased damage
      • Skular's Salvation
        • New Legendary Bracers
        • Increases the damage of Ancient Spear - Boulder Toss by 100%
        • When your Boulder Toss hits 5 or fewer enemies the damage is increased by 150-200%
      • Vambraces of Sescheron
        • New Legendary Bracers
        • Primary skills heal you for 5-6% of your missing Life
  • Crusader
    • Akkhan's Addendum
      • Akarat's Champion gains the effects of the Prophet, and Embodiment of Power runes
    • unique_helm_set_10_x1_demonhunter_male.pArmor of Akkhan
      • (2) Set Bonus
        • Reduce the cost of all abilities by 50% while Akarat's Champion is active
      • (4) Set Bonus
        • Reduce the cooldown of Akarat's Champion by 50%
      • (6) Set Bonus
        • While Akarat's Champion is active, you deal 450% increased damage
    • Akkhan's Manacles
      • New Legendary Bracers
      • Blessed Shield damage is increased by 400-500% for the first enemy it hits
    • Akkhan's Leniency
      • New Legendary Two-Handed Flail
      • Each enemy hit by your Blessed Shield increases the damage of your Blessed Shield by 25-30% 15-20% for 3 seconds
    • p2_unique_bracer_110_demonhunter_male.pnBlade of Prophecy
      • Now rolls with +75-100% Condemn damage
    • Bracer of Fury
      • New Legendary Bracers
      • Heaven's Fury deals 300-400% increased damage to enemies that are Blinded
    • [d3iconitem=p2_unique_bracer_110_demonhunter_male]Drakon's Lesson
      • Shield Bash damage bonus increased from 150-200% to 300-400%
    • [d3iconitem=p1_crushield_norm_unique_01_demonhunter_male]Frydehr's Wrath
      • Now rolls with +150-200% Condemn damage
    • unique_flail_2h_104_x1_demonhunter_male.Golden Flense
      • Now rolls with +150-200% Sweep Attack damage
    • unique_mace_1h_103_x1_demonhunter_male.pJace's Hammer of Vigilance
      • Now rolls with guaranteed primary attribute
    • unique_crushield_102_x1_demonhunter_maleJekangbord
      • Now rolls with +150-200% Blessed Shield damage
    • Norvald's Favor
      • New Set
        • (2) Set bonus
          • Every enemy killed while Steed Charge is active extends the duration by 0.5 seconds
          • Gain 100% increased damage while Steed Charge is active and for 5 seconds after Steed Charge ends
    • unique_gloves_set_12_x1_demonhunter_malePride of the Invoker
      • No longer roll with guaranteed Critical Hit Chance
    • Renewal of the Invoker
      • Now roll with guaranteed sockets
    • unique_helm_set_01_p1_demonhunter_male.pRoland's Legacy
      • (6) Set Bonus
        • Attack speed bonus increased from 30% to 50%
        • Each stack now also reduces damage taken by 10%
        • Duration increased from 3 to 5 seconds
    • Shield of Fury
      • New Legendary Crusader Shield
        • Each time and enemy takes damage from your Heaven's Fury, it increases the damage they take from your Heaven's Fury by 15-20%
    • unique_helm_set_12_x1_demonhunter_male.pThorns of the Invoker
      • Has been redesigned
        • (2) Set Bonus
          • Your Thorns damage now hits all enemies within a 15 yard radius around you
          • Each time you hit an enemy with Punish, or Slash, or block an attack your Thorns damage is increased by 50% for 2 seconds
        • (4) Set Bonus
          • You take 50% less damage for 8 20 seconds after casting Bombardment
        • (6) Set Bonus
          • Attack speed of Punish, and Slash increased by 50% and deal 600% of your Thorns damage to the first enemy hit
    • p1_crushield_norm_unique_02_demonhunter_Unrelenting Phalanx
      • Now rolls with +45-60% Phalanx damage
    • Warhelm of Kassar
      • New Legendary Helm
        • Reduce the cooldown and increase the damage of Phalanx by 45-60%
  • Demon Hunter
    • unique_quiver_102_x1_demonhunter_male.pnBombardier's Rucksack
      • Now rolls with +75-100% Sentry damage
    • Chain of Shadows
      • New Legendary Belt
        • After using Impale, your Vault costs no resource for 2 seconds
    • [d3iconitem=unique_handxbow_001_x1_demonhunter_male]Danetta's Hatred
      • (2) Set Bonus
        • Now also increases the damage of Vault by 800%
    • unique_quiver_007_x1_demonhunter_male.pnDead Man's Legacy
      • Now rolls with +75-100% Multishot damage
    • Elusive Ring
      • New Legendary Ring
        • After using Vault, Shadow Power, or Smoke Screen, take 50-60% reduced damage for 8 seconds
    • unique_helm_set_07_x1_demonhunter_male.pEmbodiment of the Marauder
      • (4) Set Bonus
        • Now also increases the damage of Sentries by 200%
      • (6) Set Bonus
        • Damage bonus per active Sentry increased from 100% to 400%
        • Damage bonus now also applies to Companion and Vengeance
    • Fortress Ballista
      • New Legendary Hand Crossbow
      • Attacks grant you an absorb shield for 4-5% of your maximum Life, stacking up to 10 times
    • unique_xbow_002_x1_demonhunter_male.pngHellrack
      • Now rolls with guaranteed primary attribute
    • unique_handxbow_101_x1_demonhunter_male.K'mar Tenclip
      • Now rolls with +75-100% Strafe damage
    • Karlei's Point
      • New Legendary Dagger
        • Impale returns 15-20 Hatred if it hits an enemy that has already been Impaled
    • Lianna's Wings
      • New Legendary Hand Crossbow
        • Shadow Power also triggers Smoke Screen
          • Note: This item adds a 2.5 second cooldown to Shadow Power
    • Lord Greenstone's Fan
      • New Legendary Dagger
        • Every second gain 250-300% increased damage for your next Fan of Knives
        • This effect can stack up to 30 times
    • unique_helm_009_x1_demonhunter_male.pngNatalya's Vengeance
      • (2) Set Bonus
        • Rain of Vengeance cooldown reduction increased from 2 to 4 seconds
      • (6) Set Bonus
        • Damage reduction increased from 30% to 50%
    • unique_chest_set_14_x1_demonhunter_male.The Shadow's Mantle
      • Helm and Shoulder pieces have been added to this set
      • Has been redesigned
        • (2) Set Bonus
          • All Your damage is increased by 1000% while you have a melee weapon equipped
        • (4) Set Bonus
          • Shadow Power gains the effect of all runes and lasts forever
        • (6) Set Bonus
          • Impale deals an additional 40,000% weapon damage to the first enemy hit
    • Sword of Ill Will
      • New Legendary Sword
        • Chakram deals 1.0-1.4% increased damage for each point of Hatred you have
    • unique_helm_set_03_p2_demonhunter_male.pUnhallowed Essence
      • (4) Set Bonus
        • Damage bonus and damage reduction increased from 20% to 40%
      • (6) Set Bonus
        • Damage bonus now also applies to Vengeance
    • [d3iconitem=p3_unique_handxbow_005_demonhunter_male]Valla's Bequest
      • Now rolls with +75-100% Strafe damage
    • Visage of Gunes
      • New Legendary Helm
        • Vengeance gains the effect of the Dark Heart rune
    • [d3iconitem=unique_xbow_102_x1_demonhunter_male]Wojahnni Assaulter
      • Now rolls with guaranteed primary attribute
    • Zoey's Secret
      • New Legendary Belt
      • You take 6-7% less damage for each Companion you have active
  • Monk
    • Bindings of the Lesser Gods
      • New Legendary Bracers
        • Enemies hit by your Cyclone Strike take 150-200% more damage from your Mystic Ally for 5 seconds
    • Cesar's Memento
      • New Legendary Bracers
        • Enemies take +300-400% increased damage from your Tempest Rush for 5 seconds after you hit them with a Blind, Freeze, or Stun
    • unique_fist_009_x1_demonhunter_male.pngThe Fist of Az'Turrasq
      • Exploding Palm's on-death explosion bonus damage has been increased from 75-100% to 250-300%
    • unique_spiritstone_004_x1_demonhunter_maGyana Na Kashu
      • Now rolls with +75-100% Lashing Tail Kick damage
    • unique_spiritstone_009_x1_demonhunter_maInna's Mantra
      • (6) Set Bonus
        • Has been redesigned
          • Gain the effects of every Mystic Ally rune at all times and your damage is increased by 50% for each Mystic Ally you have
    • unique_combatstaff_2h_001_x1_demonhunterInna's Reach
      • Bonus Mystic Ally damage increased from 20-25% to 75-100%
    • Kyoshiro's Blade
      • New Legendary Fist Weapon
        • When the initial impact of your Wave of Light hits 3 or fewer enemies, the damage is increased by 200-250%
        • Increases the damage of your Wave of Light by 150%
    • Kyoshiro's Soul
      • New Legendary Belt
        • Sweeping Wind gains 2 stacks every second it does not deal damage to any enemies
        • Rolls with 100-125% Sweeping Wind damage
    • Lefebvre's Soliloquy
      • New Legendary Shoulders
      • Cyclone Strike reduces your damage taken by 40-50% for 5 seconds
    • unique_helm_set_11_x1_demonhunter_male.pMonkey King's Garb
      • Has been redesigned
        • (2) Set Bonus
          • Your damage taken is reduced by 5% 50% for each stack of while Sweeping Wind you have is active
        • (4) Set Bonus
          • Every Second Sweeping Wind spawns a decoy next to the last enemy you hit that taunts nearby enemies and then explodes for 500% weapon damage for each stack of Sweeping Wind you have
        • (6) Set Bonus
          • Lashing Tail Kick, Tempest Rush, and Wave of Light consume a stack of Sweeping Wind to deal 1000% increased damage
    • Pinto's Pride
      • New Legendary Bracers
        • Wave of Light also Slows enemies by 80% for 3 seconds and deals 125-150% increased damage
    • Rivera Dancers
      • New Legendary Boots
        • Lashing Tail Kick attacks 50% faster and deals 250-300% increased damage
    • unique_spiritstone_007_x1_demonhunter_maTzo Krin's Gaze
      • Wave of Light bonus damage increased from 20-25% to 125-150%
    • p1_fistweapon_norm_unique_02_demonhunterVengeful Wind
      • Number of Sweeping Wind stacks increased from 3 to 6-7
  • Witch Doctor
    • Lakumbra's Ornament
      • New Legendary Bracers
      • Reduces all damage taken by 5% for each stack of Soul Harvest you have
    • unique_ceremonialdagger_009_x1_demonhuntManajuma's Way
      • (2) Set Bonus
        • Hex - Angry Chicken bonus damage increased from 200% to 400%
    • Mordullu's Promise
      • New Legendary Axe
        • Firebomb generates 100-125 Mana
    • unique_helm_set_09_x1_demonhunter_male.pRainment of the Jade Harvester
      • (2) Set Bonus
        • Instant Haunt damage dealt increased from 10 to 120 seconds worth
      • (4) Set Bonus
        • Now also reduces the cooldown of Soul Harvest by 1 second when you cast Haunt or Locust Swarm
      • (6) Set Bonus
        • Increased the amount of DoT damage detonated by Soul Harvest to 300 seconds worth
    • Ring of Emptiness
      • New Legendary Ring
      • You deal 75-100% increased damage to enemies affected by both your Haunt and Locust Swarm
    • Staff of Chiroptera
      • New Legendary Staff
      • Firebats attacks 100% faster and costs 70-75% less Mana
    • unique_ring_101_x1_demonhunter_male.pngThe Tall Man's Finger
      • The damage bonus the single Zombie Dog is granted has been tripled
        • This change will apply retroactively to existing items
    • Vile Hive
      • New Legendary Mojo
        • Locust Swarm gains the effect of the Pestilence rune and deals 45-60% increased damage
      • Voo's Juicer
        • New Legendary Dagger
          • Spirit Barrage gains the effects of the Phlebotomize and The Spirit is Willing runes
          • Rolls with +45-60% Spirit Barrage damage
      • Wilken's Reach
        • New Legendary Mojo
          • Removes the cooldown of Grasp of the Dead
          • Rolls with +45-60% Grasp of the Dead
  • Wizard
    • Ashnagarr's Blood Ring
      • Increase the potency of your shields by 75-100%
    • Deathwish
      • New Legendary Sword
        • While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 75-100%
    • unique_helm_set_02_p2_demonhunter_male.pDelsere's Magnum Opus
      • (4) Set Bonus
        • Has been redesigned
          • You take 50% reduced damage while inside your Slow Time. Allies gain half this benefit
      • (6) Set Bonus
        • Damage bonus increased from 750% to 1500% 2000%
    • Etched Sigil
      • New Legendary Source
        • Your Arcane Torrent, Disintegrate, and Ray of Frost also cast your other damaging Arcane Power Spenders every second
    • [d3iconitem=unique_helm_set_06_x1_demonhunter_male]Firebird's Finery
      • (2) Set Bonus
        • Cooldown reduced from 300 to 60 seconds
      • (4) Set Bonus
        • Dealing Fire damage causes the enemy to take the same amount of damage over 3 seconds, stacking up to 3000% weapon damage as Fire per second. After reaching 3000% damage per second, the enemy will burn until they die.
      • (6) Set Bonus
        • Your damage is increased by 100% for each enemy that is burning. Elites that are burning increase your damage by 1500% 1000%.
    • unique_gloves_set_06_x1_demonhunter_maleFirebird's Talons
      • Replaced the guaranteed Attack Speed roll with Critical Hit Chance
    • Hergbrash's Bindings
      • New Legendary Belt
        • Reduces the Arcane Power cost of Arcane Torrent, Disintegrate, and Ray of Frost by 50-65%
    • Primordial Soul
      • New Legendary Source
        • Elemental Exposure's damage bonus per stack is increased to 10%
    • The Shame of Delsere
      • New Legendary Belt
        • Your Signature Spells attack 50% faster and restore 9-12 Arcane Power
    • unique_amulet_007_x1_demonhunter_male.pnTal Rasha's Allegiance
      • No longer rolls with guaranteed Vitality
    • unique_helm_010_x1_demonhunter_male.pngTal Rasha's Elements
      • (4) Set Bonus
        • Increased duration from 6 to 8 seconds
      • (6) Set Bonus
        • Increased damage bonus from 150% to 200%
        • Increased duration from 6 to 8 seconds
        • Has been redesigned
          • Attacks increase your damage by 300% for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 second.
    • unique_orb_003_x1_demonhunter_male.pngTriumvirate
      • Arcane Orb damage bonus increased from 75-100% to 150-200%
    • The Twisted Sword
      • New Legendary Sword
        • Energy Twister damage is increased by 75-100% for each Energy Twister you have out
    • Unstable Scepter
      • New Legendary Wand
        • Arcane Orb's explosion triggers an additional time
        • Rolls with 50-65% Arcane Orb damage
  • Several existing class-specific Legendary items have been updated to include a unique Legendary power
    • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
    • Barbarian
      • Standoff
        • Legendary Power added
          • Furious Charge gains increased damage equal to 200-250% of your bonus movement speed
    • Crusader
      • Heart of Iron
        • Legendary Power added
          • Gain Thorns equal to 400-500% of your Vitality
      • Hammer Jammers
        • Legendary Power added
          • Enemies take 300-400% increased damage from your Blessed Hammers for 10 seconds after you hit them with a Blind, Immobilize, or Stun
    • Demon Hunter
      • Dawn
        • Legendary Power added
          • Reduces the cooldown of Vengeance by 45-60%
      • Manticore
        • Legendary Power added
          • Reduces the cost of Cluster Arrow by 75-100%
          • Now rolls with +30-40% Cluster Arrow damage
      • Sin Seekers
        • Legendary Power added
          • Rapid Fire no longer has a channel cost
          • Now rolls with +45-60% Rapid Fire damage
    • Monk
      • Balance
        • Legendary Power added
          • When your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance
          • Now rolls with +150-200% Tempest Rush damage
    • Witch Doctor
      • Last Breath
        • Legendary Power added
          • The 15-20 second Mass Confusion cooldown reduction is now a Legendary Power
      • Thing of the Deep
        • Legendary Power added
          • The 20 yard Pickup radius is now a Legendary Power

 

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  • Bug Fixes
    • Fixed an issue that prevented the 50% damage bonus from Focus from increasing Thorns damage
    • Fixed an issue that caused the Natalya's Vengeance (2) Set Bonus to sometimes reduce the coolown of Rain of Vengeance faster than intended
    • Fixed an issue that caused the Locust Swarms cast by Wormwood to generate Fetishes from Belt of Transcendence
    • Fixed an issue that could sometimes prevent Flying Dragon from increasing attack speed by the correct amount
    • Fixed an issue that caused the attack speed buff granted by Flying Dragon to be removed when using a potion
    • Fixed an issue that prevented Teleport - Calamity from being counted as a resource spending attack while Aether Walker was equipped
    • Fixed an issue that caused Archon - Wave of Destruction to grant Chantodo's Resolve stacks
    • Fixed an issue that prevented Fate of the Fell from duplicating the ground effect from Heaven's Fury - Blessed Ground
    • Fixed an issue that prevented the Phalanxes that spawned from Falling Sword - Rise Brothers from benefitting from the Seeker of the Light (6) Set Bonus
    • Fixed an issue that prevented the Thorns bonus provided by Heart of Iron from updating when some sources of Vitality were changed
    • Fixed an issue that caused Hack to deal damage more than once per attack

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ADVENTURE MODE

  • A new recipe has been added to Kanai's Cube
  • An arrow will now indicate the location of the Keywarden if you are in a zone where one is present
  • The names and descriptions of the Keywardens and the items they drop have been changed to correspond to the respective realms their machines open and the organs dropped in those realms
  • Bounties
    • Numerous bounties have been added to the game
    • The helpful locator ping now shows up instantly for boss, and dungeon clear bounties
    • The number of act specific crafting materials contained in Horadric and bonus caches has been increased from 4 to 5 on Torment X

 

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  • Nephalem Rifts
    • The amount of progression granted by progress orbs in Nephalem and Greater Rifts has been increased
    • The number of progression orbs dropped by Rare monsters has been increased from 3 to 4
    • The total amount of progress required to complete a rift has been increased
    • Several new tile sets based on the new zones introduced in Patch 2.3.0 and 2.4.0 have been added for Nephalem Rifts
    • New snow and forest themed monster population types have been added for Nephalem Rifts
  • Pylons
    • Conduit
      • Reduced the number of enemies that can be hit by each damage pulse
    • Shielding
      • Duration increased from 30 to 60 seconds
    • Speed
      • Now also grants 30% attack speed

 

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  • Bug Fixes
    • Fixed an issue that caused Conduit pylon to deal damage while players were ghosts
    • Fixed an issue that caused Power Pylon to provide it's bonus for longer than the intended duration under certain circumstances

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CRAFTING

  • Death's Breath icon and tooltip color has been changed to teal
  • Bug Fixes
    • Fixed an issue that prevented crafted Legendary items from displaying the correct stat roll ranges

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MONSTERS

  • Experience granted by all monsters at level 70 has been increased
  • Monster health has been reduced in solo, 2, and 3 player Greater Rifts
  • Packs with the Frozen affix now have an increased delay between their Frozen casts
  • Ghom
    • All versions
      • Now more reliably spawns slimes on ranged targets
      • Extended the damage range on his breath attack to more closely match the visual
      • Increased breath attack damage, but it now deals its damage over 2 seconds
    • The Foul Desecrator
      • Slightly increased Gas Cloud damage
  • Morlu Incinerators
    • Greatly increased the cooldown of their teleport
  • Winged Assassins
    • Slightly reduced damage dealt
  • Wraiths
    • Reduced the range of their Soul Siphon attack
    • Reduced damage dealt
  • Rift Guardians
    • Rift Guardians will now teleport to a player if there is a very long walking distance between them
    • Rift Guardians now drop a guaranteed Forgotten Soul at Torment VII and have a chance, increased by difficulty level, to drop a second Forgotten Soul
    • Agnidox
      • Fire Nova projectile damage radius has been slightly reduced to more closely match the visual effect
      • Reduced the number of projectiles that Fire Nova creates
      • Now has a melee attack
    • Blighter
      • Melee attack damage type changed to Physical
      • Poison attack radius has been slightly reduced to more closely match the visual effect
    • Bloodmaw
      • Leap attack damage radius has been slightly reduced to more closely match the visual effect
      • Significantly reduced the attack speed granted by Frenzy
    • The Choker
      • Greatly reduced the radius of his large AoE attack
      • Slightly reduced the number of small AoE explosions that follow the large AoE attack
      • Reduced the maximum number of slimes summoned by 1
      • Now summons slimes more frequently
    • Cold Snap
      • Now summons Frozen pulse orbs more frequently as he loses health
      • Now begins casting Frozen bombs sooner
      • Reduced the number of Frozen bombs he summons by 1
    • Ember
      • Increased Meteor impact damage, but it will now do more consistent damage throughout the encounter
      • Can no longer cast two Meteors at the same time
      • Now casts Meteor more frequently when his health drops below a certain threshold
      • Meteor damage radius has been slightly reduced to more closely match the visual effect
      • Meteors now target a random player
      • Increased summoned Fallen Magus heath
      • Increased the minimum number of Fallen Lunatics that can be summoned
      • No longer runs from pets
    • Hamelin
      • Melee attack damage increased
      • Credit for killing him, and completing a rift, will now be granted immediately upon death
    • Infernal Maiden
      • Reduced the number of projectiles created by her Fire Nova attack
      • Fire Nova projectile sized has been slightly reduced to more closely match the visual effect
      • Mortars created by her spin attack now target players
    • Lord of Bells
      • Can no longer cast Threatening Shout
      • Melee attack damage type changed to Physical
    • Perendi
      • Collapse Ceiling is no longer tied to his melee attack
      • Collapse Ceiling is now cast on a random player
      • Now occasionally teleports to a random player
      • The Armored Destroyers now descend from the sky when summoned
      • Increased summoned Armored Destroyer damage
    • Raiziel
      • Lightning projectiles damage type changed to Holy
    • Rime
      • Melee attack damage type changed to Physical
      • Melee attack damage has been increased
    • Saxtris
      • Now summons adds less frequently
      • Now summons tornadoes more frequently when his health drops below a certain threshold
    • Stonesinger
      • No longer spawns clones
      • Now summons stone turrets that fire mortars and can be destroyed
      • Now has a charge attack
      • Now has a knockback
    • Tethrys
      • Melee attack damage type changed to Physical
    • Voracity
      • Melee attack damage type changed to Physical
  • Bug Fixes
    • Fixed an issue that allowed Agnidox to sometimes cast fireballs twice in rapid succession
    • Fixed an issue that could prevent the Lord of Bells from attacking

 

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USER INTERFACE

  • Very large floating damage numbers will now be abbreviated
    • An option has been added to truncate disable the abbreviation of very large damage numbers
  • New item comparison tooltips have been added for followers
  • Skill buttons now flash when their cooldown has completed.

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      To report any issues you experience while playing, please visit the PTR Bug Report forum.
      For additional information on how to participate in the PTR, click here.
      General Quality of Life Philosophy For this patch, we wanted to include a few frequently requested Quality of Life changes and focused on better celebrating and indicating Primal Legendary drops. Five (5) additional Armory tabs have been added for all characters, bringing the total to 10 Greater Rift Keystones are now stored in the Materials tab Any existing Greater Rift Keystones in both inventory and stash have been automatically moved Primal Legendaries are now marked by a red beam when they drop Primal Legendaries on the ground are now indicated by a red pentagram icon on the mini-map Primal Legendaries now have a red border and updated background on their icons Greater Rifts Philosophy The gameplay of micro-managing Paragon points during the course of a Greater Rift doesn't feel like especially engaging gameplay, nor was it consistent with the other existing rules of entering a Greater Rift. In addition, the below change to matchmaking is to make it much easier for all players to find groups for Greater Rifts, as the previous window (only between Greater Rifts) is typically very small. Paragon points can no longer be swapped while a Greater Rift is open Players can now be matched into public games where a Greater Rift is open Players who join in this manner will not be able to enter the active Rift Players inside the Rift will be able to continue with no additional difficulty scaling until the run has been completed Seasons Season 16: Season of Grandeur The buff for Season of Grandeur has been implemented This buff gives all Seasonal players the legendary power from Ring of Royal Grandeur This buff does not stack with additional Ring of Royal Grandeur (either equipped or in Kanai's Cube) Unlike previous Seasonal buffs, this buff will not apply to Non-Seasonal players When completing a Greater Rift level 70 solo for the first time in a Season, a Primal Legendary is guaranteed to drop from the Rift Guardian Class Set Changes Philosophy We are taking another tuning pass across all class sets to improve class and set diversity at higher level Greater Rifts. Please note that these values are not final and we anticipate some adjustments to occur during the course of PTR. All Classes Legacy of Nightmares The (2) Set bonus has been increased from 100% to 500% Barbarian The Legacy of Raekor The (6) Set bonus has been increased from 2800% to 7000% Immortal King's Call The (6) Set bonus has been increased from 1500% to 4000% Might of the Earth The (6) Set bonus has been increased from 5600% to 20000% Wrath of the Wastes The (6) Set bonus has been increased from 3000% to 10000% Crusader Thorns of the Invoker The (2) Set bonus has been increased from 140% to 350% The (6) Set bonus has been increased from 5400% to 15000% Roland's Legacy The (4) Set bonus has been increased from 3300% to 13000% The (6) Set bonus has been increased from 50% increased Attack Speed to 75% Seeker of the Light The (6) Set bonus has been increased from 2000% Blessed Hammer damage to 12000% Demon Hunter Embodiment of the Maruader The (6) Set bonus has been increased from 3000% to 12000% Unhallowed Essence The (6) Set bonus has been increased from 100% to 350% Natalya's Vengeance The (6) Set bonus has been increased from 3500% to 14000% The Shadow's Mantle The (2) Set bonus has been increased from 1200% to 6000% The (6) Set bonus has been increased from 50000% to 75000% Monk Uliana's Strategem The (6) Set bonus has been increased from 2100% to 9000% Inna's Mantra The (6) Set bonus has been increased from 150% to 1500% Monkey King's Garb The (6) Set bonus has been increased from 1000% to 1500% Raiment of a Thousand Storms The (2) Set bonus has been increased from 100% to 400% The (6) Set bonus has been increased from 13000% Dashing Strike damage to 60000% The (6) Set bonus has been increased from 1300% Spirit Generator damage to 6000% Necromancer Trag'Oul's Avatar The (6) Set bonus has been increased from 3300% to 3800% Witch Doctor Spirit of Arachyr The (6) Set bonus has been increased from 4500% to 9000% Helltooth Harness The (2) Set bonus has been increased from 1500% to 3000% The (6) Set bonus has been increased from 4400% to 9000% Raiment of the Jade Harvester The (2) Set bonus has been increased from 560 seconds to 35000 seconds The (6) Set bonus has been increased from 1650 seconds to 10000 seconds Zunimassa's Haunt The (6) Set bonus has been increased from 5500% to 15000% Wizard Tal Rasha's Elements The (6) Set bonus has been increased from 750% to 3000% Delsere's Magnum Opus The (6) Set bonus has been increased from 3800% to 8500% Vyr's Amazing Arcana The (6) Set bonus has been increased from 50% bonus damage to 100% How to Particpate
      To participate in the public test, you must have a Diablo III game license attached your Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
      Step 1: Create a PTR account. To create a PTR account, log in to Blizzard Battle.net Account Management and double-click on your Diablo III game license; this will bring you to the game management page. On this page, click "Create a PTR account.
      If you've participated in any previous Diablo III PTR, the "Create PTR account" button may not appear. This is because you've already created a PTR account and can therefore skip this step.
      Step 2: Once you have created a PTR account, installed the Blizzard Battle.net desktop, and logged in with your Blizzard Battle.net credentials, select "Diablo III" from the main menu on the left-hand side of the application.
      Step 3: On the Diablo III screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select "PTR: Diablo III" from this drop-down menu before proceeding.
      Step 4: You should now have the option to install and play the patch.
      The PTR is available in all supported languages, and accounts from all regions are eligible to participate.
      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback!
      A new Diablo patch will hit test realms this week. Check out the official patch notes!
    • By positiv2
      This thread is for comments about our Divinity Conquest Guide.
    • By Deadset
      Deadset gets his hands on Diablo: Immortal and an interview with the devs!
      With a world of mixed feelings surrounding the new Diablo announcement, our Diablo 3 guide writer, Deadset, got the chance to sit down with Wyatt Cheng and Joe Hsu for an interview, as well as spend time testing Diablo: Immortal. Check out what the developers had to say, as well as Deadset's thoughts on the announcement.
      Preface
      This past Blizzcon marks several ‘firsts’ for me. The first time I cross half the globe, from windy Eastern Europe to the unrelenting Californian sun. The first time I attend Blizzcon, a convention I have dreamed of since I was a child. And somehow, regrettably, the first time ever that I am scared to address the community, that I struggle to find answers and solace for the road ahead. Rest assured, I am no less disheartened and apprehensive than any of you by the news that the solitary confirmed Diablo project in sight is, indeed, a mobile game.
      I will not mince words: the timing, framing and setup for the Diablo: Immortal announcement was poor. There’s little more to add to this conversation that hasn’t already been said, memed about or depressed over, and from this point on I will simply try to address the new game itself.
      I was able to test the demo with extended, uninterrupted access. I had the chance to talk with developers both on and off the show floor, in interviews and community conversations. I pride myself in always delivering honest, factual and impartial information, colored only by my perception of good game design and love for Sanctuary. The things we all share in the hardcore Diablo community.
      So let’s talk.
      Impressions of the Game
      Gameplay 
      I hung out and spoke a lot with Rhykker during the convention and I will echo his overall sentiment in many regards - including the fact that Diablo: Immortal is quite possibly the best handling mobile game I have ever played (high bar, I know), with the most tactile and satisfying combat in its genre and medium. This is not surprising for a Blizzard title, and Diablo 3 has been widely regarded as having the best feeling combat among its competitors, but it’s still important to stress that the level of polish and excellence of control over the character that is signature for the company is not lost in the translation to mobile.
      There is also a surprising amount of manual skill - both for an aRPG and a mobile game - that you can apply to your play, with multi-skill interactions and positioning interplay that is rare for the medium and indeed, the preceding titles in the series. There were demonstrations of the Wizard using the Ice Crystal to refract Ray of Frost onto multiple enemies, the Crusader’s Falling Sword turned into a two-step active ability that can be used to either engage or reposition, or the Monk’s Kick, the heir to Dashing Strike, that can be bounced off walls for multiple successive hits. While that is an undeniable positive and an evolution of Diablo 3’s handling, it was also pretty evident that developers are still getting the hang of mobile aiming, as some skills felt better than others (i.e. the Wizard’s Meteor has a rather tight targeting reticle that swept too quickly over the battlefield to reliably get a good hit in).

      The game is touted as a full-fledged Diablo MMO, with all the open world, constant live updates and content patches that will entail. Its pure multiplayer structure will require an internet connection and will not allow for immediate drop in-and-outs, though that wasn’t immediately obvious in the demo where you spend the ‘learning’ half of it solo. You will encounter up to 6 players in the questing environment, and up to 4 players in the instanced dungeons - and even though the latter can be soloed, they will remain tuned for a full party (and thus more challenging). There was a reassuring sense of difficulty to the demo, and even trash monsters inflicted a significant amount of damage that required attention and quick work with the health potion. The potion is handled in a Diablo 3-esque fashion - based on a 15-second cooldown, but with a heal over time as opposed to D3’s instant effect. Death was handled in a Softcore manner, with a very generous 5 second timer until respawn - though that might be adjusted in the final version of the game, as there was mention of up to 30 second penalty timer to encourage better play. As far as I could tell, Hardcore was off the table due to the relative instability of internet connections on mobile (see more on that in the interview below).
      Graphics
      The outrage over the UI structure being very similar to other Netease titles like ‘Crusader of Light’ and ‘Endless of God’ is understandable, but kinda overstated - most mobile MMOs and action RPGs use very similar controllers and interface (see Lineage, Darkness Rises, Alliance x Empire).

      A large portion of the (demonstrated) game however is built with adapted Diablo 3 assets - an issue that is disappointingly danced around, and is very obvious if you have spent any significant time in Diablo 3 (however tastefully rearranged and retouched, you will recognize numerous structures, tilesets and monsters). References to future bosses like a “giant spider” (no doubt Queen Aranae’s cousin) or a “clone of Zoltun Kulle” (come on…) don’t help much to inspire the ‘new title’ feel. It’s all topped off with the inclusion of the exact cast of characters from Diablo 3 (albeit strangely missing the Witch Doctor), even though Immortal is supposedly situated closer to Diablo 2 lore-wise. Despite the above, I don’t really doubt technical and artistic skill is necessary for the assets’ translation to a mobile device, and it makes for an unbelievably polished, if disturbingly familiar graphical experience. In terms of artistic feel, you will like the game if you were satisfied with Diablo 3 visuals, and there is a pleasant darker tinge to everything - if not a complete reversion to a more grounded and gothic journey.
      Oh, and blood is jarringly absent.
      The game was demonstrated on a Galaxy S9 and to give credit where it’s due, it blows my mind that such visuals are available on a mobile device. There were no lags, frame drops or technical issues that I can point out, though again - the 6-player open world was not active for the demonstration. Sadly there was no way for me to minimize the app or test it unplugged, so I could not tell the effect it had on the battery after extended 45 mins. - 1 hour of uninterrupted playtime.
      Misconceptions
      To finalize my impressions from the game and the numerous talks I’ve had with developers, I would quickly like to clear up some misconceptions that I see floating around as best I could:
      Lack of a resource system (mana or otherwise): This is still in the experimentation stage. Think of resource as a variable that enables the use of a skill, similarly to cooldowns and charges. Unlike say MOBA games, mana in aRPGs is usually a mechanic that the player works to overcome rather than play around. Currently charges replace mana as means of non-timer use of a skill that doesn’t clutter up the limited UI space.
      Team size and Blizzard to Netease ratio: This is a twofold misconception. First, there’s the concern that Blizzard have simply dumped the IP onto a Chinese company with very little involvement on their part. From talks with developers I get the sense this is not true at all, and the team size on the Blizzard side is at least comparable to the one from Netease. There’s also concern that Diablo developers working on the mobile title are taking up resources from the unannounced PC game, which I was told is not true. In fact, during various conversations devs have expressed genuine surprise at the growth rate of Blizzard as a company - which raises entirely new concerns, but team size for PC should not be affected by the mobile title.
      Claims of racism due to the elimination of the Witch Doctor: The Monk in Immortal is clearly dark skinned (both in cinematics and ingame), so that one is out, I believe. I will not make any claims to Chinese audiences' cultural preferences one way or the other. To be honest I simply think Witch Doctors never quite grabbed people as much as Necromancers, and it became even more obvious when the latter were added to the game. Two poison-heavy, curses-spreading, summon-reliant characters are a bit much for a single game, no matter how much they tried to spin the difference in D3.
      If you have any additional concerns or questions about the gameplay of Immortal specifically, I can try to answer - please don’t hesitate to list them below.
      Onto the interview!

      Interview on Diablo: Immortal
      I conducted this interview with Wyatt Cheng (lead designer) and Joe Hsu (senior producer) from the Diablo: Immortal team on the second day of BlizzCon, a few hours before the World Q&A panel. It reflects both the Future of Diablo panel information, as well as my own thoughts from playing the demo.
      Interview with Wyatt Cheng and Joe Hsu
      + Show- Hide I think what surprised me the most is the announcement of a second ‘portable’ Diablo title, so close to the announcement and release of the Diablo 3 adaptation for Nintendo Switch. What inspired that?
      Wyatt Cheng: The projects are being worked on by multiple teams, and so the Diablo 3 on Switch was started, and then we partnered with Iron Galaxy, and they worked on the Switch. One of the great things about having multiple projects in the pipe is that we can provide the Diablo community with more content. The timing wasn’t something that we strategically planned, honestly we’re just trying to bring everything to the community as quickly as we could - it’s just how long the development of these individual projects took.
      Joe Hsu: We think about it as the same type of platform - we just want to bring more Diablo to the fans.
      Wyatt Cheng: And of course, Diablo 3 on Switch is very substantially similar to the console and PC experience, whereas Diablo: Immortal is a brand new game. 
      Speaking from experience, the Switch version does indeed translate the Diablo 3 experience faithfully. What about the mobile experience though, how much Diablo is in there - skill trees, item choices, etc.?
      Wyatt Cheng: Unfortunately, not all of our systems are worked out yet. I think a big one players have been wondering about is the itemization system, since the items are a key part of the Diablo experience. We’re still working on that. Couple of things that are very important to us, 1) we want to ensure there is some depth for our core gamers to have something to sink their teeth into that isn’t over-simplified; and 2) we are going to have legendary powers. We really liked the way that the legendary powers changed the way that you play Diablo 3, and we’ll be looking to bring that to Diablo: Immortal as well.
      As for other systems, I think back to both Diablo 2 and Diablo 3 with regards to skills and endgame progression, what happens after you hit max level. We’re still working out the details on that, and we’ll be taking inspiration from all three entries in the series, but we may evolve some of those systems as well. 
      Just to make sure - considering the trimmed down skill system (12-ish) and (for the moment) the very bare-bones itemization that just bumps up defenses, health or damage, is it still reasonable to expect theorycrafting and a level of complexity to the game?
      Wyatt Cheng: Yes. Definitely. That’s what I was kind of alluding to earlier, saying that we still want there to be meaty systems in place. The itemization that we have now is mostly a placeholder, there to get the game to a playable state. Sort of ‘getting to the 20% mark’ - or as they call it in the Silicon Valley, MVP (minimum viable product). We wanted to work on killing monsters and making the combat feel fun first, but part of that is knowing that an item dropped to the ground and in our heads we imagine that this item feeds into a bigger game. Right now the itemization that you see in the demo is honestly exactly like it was really early in development, and currently we have a lot of designs on paper to what we want the itemization to be. And it’s pretty different from what is available in the demo today. 
      And skill customization is still part of the idea? Considering we had 5 fixed skills in the demo, and just 12 promised by the presentation.
      Wyatt Cheng: There is definitely going to be about 12 or more skills per class, and then you choose 5 of them for your current build. When we look at the way Diablo 3 (post-RoS) legendary items change the way certain skills worked, we feel like that was very similar in functionality to the way skill runes (introduced with vanilla D3) altered the way your skills function. It’s almost the same thing sometimes, like “Rend stacks twice” could easily be a legendary item or a rune power, because there was no clear definition of what was supposed to be one or the other. And while it’s still okay for us to have many systems and functions in the game, we want to ensure legendary items take the stage for changing how your skills work. Then, we’ll look at the supporting systems and what else they can do. 
      Joe Hsu: And besides supporting systems, we make sure that the feel of the game is very much Diablo - how it looks, how the action plays out. And then our lead artist Richie Marella spends a lot of time to make sure that the tone and the overall style fit within the Diablo universe. 
      We did mention that legendaries are meant to change the way you play, but how about the way you look? It was mentioned during the presentation, but when you equipped anything in the demo, it didn’t change the visuals of the character.
      Wyatt Cheng: Items will change the way your character looks, they just don’t in the demo. During the panel we showed some concept art for the gear progression, and we only have concept art to show right now because we don’t have all the art assets in place.
      Bringing it back to gameplay, how will Diablo: Immortal handle difficulties? We had the old school Normal to Nightmare to Hell progression in Diablo 2, and then in Diablo 3 we could adjust difficulty on the fly. Are we due for another change?
      Wyatt Cheng: I have to preface this by saying this is all work in progress, so this could change between now and release. But the way we’re currently thinking about the game, is because it is a shared online world, the difficulties - if we have too many - will fragment players away from each other, while we want players to run into each other within their server community. So we’re looking at a single difficulty for the level-up experience, and then possibly when you reach max level - and we haven’t decided on a max level yet either, but when you do reach the end - you then have an Adventure Mode-like system, where the whole game becomes max level for you as well. Difficulties past that, well - again, this is all in flux - we may be looking to leverage our instanced dungeons for that, as well as a few other endgame systems which are yet to be designed as well. 
      Are we looking at a mode split of Hardcore / Softcore and Seasonal / Non-Seasonal like in Diablo 3?
      Wyatt Cheng: I love hardcore, but for Diablo: Immortal - again, this is current thinking - we are not prepared to have it. We think mobile phones are totally ready for a top tier action RPG experience, but we’re not sure the mobile platform will be right for a hardcore experience. Blizzard has a strict policy that if your hardcore character dies, even if it’s due to the loss of internet connection, he stays dead. This is of course done to prevent cheating. That said, it is nice to be able to play with something at stake - and something that we did in RoS was to introduce the extra augmentation roll to the gem when you don’t die in a Greater Rift run, so this way you have an incentive to try avoiding death. We could look at systems that ratchet up what the stakes are, so that you care about not dying, without having to go all the way to hardcore. 
      On the topic of Seasons, we’re still figuring this out, but we’re thinking that over the long term, there are multiple ways to keep the game fresh. One is Seasons, for sure, but another is to grow the universe with live content updates. The latter is how we’re currently thinking about it; from the beginning, we’re planning to be able to expand the game with content updates over time. You can see World of Warcraft follows that model, and it’s just a different way of approaching that problem. And we have other ideas as well! These are just two. 
      We’ve talked about dungeons a little bit, and I want to expand on that. The demo had a very ‘fixed’ approach to its layout, monsters and composition. Is that temporary, or a conscious move from the randomized dungeons toward a more balanced, almost raid-like endgame activities?
      Wyatt Cheng: The demo is definitely very fixed. For the live game, the outdoor world will be fixed because we’re crafting a shared world that we want to feel like a familiar place. The monster spawns, chests, shrines and events will be random though, so there will be variance in the world even when the geometry is static. For the instanced dungeons, we’re still exploring our options. It’s kind of a trade-off, like you said we could create that ‘raid environment’ but even there we’re looking to have random events, randomly placed monsters. We are trying both fixed and random layouts right now internally, and we’ll see what we end up with.
      Those dungeons won’t run themselves though. Who will you be grouping up with in Diablo: Immortal? How much of the cooperative multiplayer vs. shared world MMO are we talking here?
      Joe Hsu: It is a mobile MMO. In public zones you might run into players that you know, or ones you don’t, but you can definitely make friends with them. Multiplayer is very much in the heart of Diablo: Immortal and we plan to bring all of Battle.net’s features into the game, so you can play with your friends, or talk to them when they’re not ingame. We plan to fully support the social aspect of the game.
      Speaking of “friendly” activity, will I be able to battle players in some way? Is PvP part of Diablo: Immortal?
      Wyatt Cheng: You’re not alone, a lot of players in the Diablo community are passionate about PvP and we’ve heard that for sure. We want the outdoor areas to be places where your interactions with players will be friendly and social, so when you see somebody out there you’re happy to see him. However we’re thinking about ways to introduce conflict between players. It’s really too early to say, a lot of experimentation to be done still. What I can say is that there’s many ways that people can have a confrontation without it needing to be a totally fair, MMR-based esport. That’s the extreme. I don’t think we wanna be that. 
      Speaking of portability and the Switch version, a great feature of that is the suspend function that allows you to pause and resume anywhere. Is anything like that in store for Diablo: Immortal?
      Joe Hsu: We’re planning on different features that will accommodate the lengths of different play sessions. So if you have just 2 minutes, maybe you organize your stash or do a short quest; if you have 15, you call up your friends to do a dungeon and so on. It is a MMO though, so players will have to be aware of the time they can commit.
      Wyatt Cheng: I hate to draw too many comparisons to World of Warcraft, but we do look to all Blizzard games for inspiration. And in that game you can quit anytime, but you tend to hearth back to town and exit there. Similarly, in Diablo: Immortal you could quit at any point, but you might die to some monster attacking you. But if you town portal - we’re also thinking of picking the Westmarch waypoint from a map rather than using a portal, but that’s a technicality - that is a safe place to log off. But if you’re in the middle of an instanced dungeon with your friends, you should try to finish it - there will be no resuming from where you left off.
      Taking other very popular mobile games into account, I can’t not ask about your feelings on emulation? Will it be accounted for, actively pursued, or anything in between? And let’s not forget emulation will ease streaming the game quite a bit.
      Wyatt Cheng: I don’t think we’re gonna go out of our way to hunt down and ban people using an emulator, but I’m also a little apprehensive - and the reason I hesitate is because I don’t know if the game experience will be the best. Even if I map movement to keyboard keys, and then use my mouse to click and drag the abilities, I don’t know if that’s a more fun way to play. Comparing our control scheme for thumb movements to dragging the mouse, it seems like an uncomfortable way to play. While we wouldn’t stop it, I don’t know if people would like it that way - but that’s up to the individual player.
      On the streaming side, I would like to explore ways for people to stream natively on their phone, because we definitely want to be able to embrace the streamer community. That’s an aspirational statement though, not a promise - just my feelings as a designer, ignoring engineering limitations.
      We talked a fair bit about mechanics, but story-wise the game is set to fill an important gap in Diablo history - the space between Diablo 2 and Diablo 3. Does a mobile device lend itself to storytelling of such scale and importance?
      Wyatt Cheng: It’s challenging for sure, but it’s not a new challenge. If you think about it, truthfully, even with Diablo on PC is a difficult game to tell a story, because people are skipping through most of it in clicking frenzy. We’re trying to employ a lot of these different techniques where you can maybe watch a short, nice cutscene the first time you enter a zone, and then you move on.
      Sometimes I think telling a story is both the questline but also the setting, and letting aspects of the world tell the story. So when you enter the Shassar Sea, and as you’re wandering through, all of sudden there’s demonic corruption spreading in the desert, which ties into your main questline to cleanse it. This way you start absorbing the story almost through osmosis. We’ll have story there for the people who want it, but we’re also cognizant that for many people the main goal is to get loot, so they can just focus on that, too.
      Is it possible for you to talk about the payment system of Diablo: Immortal?
      Joe Hsu: Right now we’re really focused on gameplay. At Blizzard our core value is gameplay first, so we want to figure that out and make sure the game is awesome, and then we’ll worry about everything else later. We’re not ready to talk about it this time.
      And of course, the most important question - will there be a cow level?
      Wyatt Cheng: We’ll see, still too early to say. (laughs) And of course, it goes without saying, we’d be keeping that a secret.
       
    • By Zadina
      Wyatt Cheng and Matthew Berger talked about the lore of Diablo Immortal and showcased some of its zones, instanced dungeons and of course its classes.
      Given the backlash the announcement of Diablo Immortal caused, the panel started with Wyatt Cheng repeating that they love their passionate community and that there are multiple Diablo projects in the works.
      Matthew Berger then proceeded to a rundown of the lore and timeline of the Diablo universe, highlighting some major characters. At the aftermath of the destruction of the Worldstone by Tyrael at the end of Diablo 2, in Diablo Immortal we learn that some corrupted fragments of the Worldstone have survived.
      Puris the Decimator, who was available at the BlizzCon demo, is one of the game's bad guys. The main antagonist is Skarn, the Herald of Terror and Diablo's lieutenant, who is trying to resurrect his master.


      Your allies include Valla the Demon Hunter, her master Josen, Jacob Staalek (he holds Eldruin while Tyrael is “dead”) and Deckard Cain.
      The devs then showcased some of Diablo Immortal's outdoor zones.
      Bilefen

      It's a swampy island, whose main town is Port Justinian. The Wizard Jin is at the Bilefen and the Kikuras Rapids dungeon is also located there. A Worldstone fragment is corrupting the whole area.
      Zoltun Kulle's Library

      The wizard has a number of caches throughout Sanctuary and this is one of them.  Another corrupted Worldstone fragment is here. The area is guarded by a curator, which is actually a copy of Zoltun Kulle who doesn't realise it's a copy.
      Shassar Sea

      Young Valla and her master Josen are trying to find a demon nest that has formed in the area.
      In Diablo Immortal, instanced dungeons are areas where monsters stay dead when you kill them and have unique mechanics that cannot be found in outdoor zones. Three dungeons were shown.
      Tomb of Fahir
      You must unlock seals to proceed through the dungeons. There's a Broodmother boss and a lot of arachnoids!
      Kikuras Rapids

      You ride a raft to access it. Wyatt Cheng described it as "a theme park water ride with monsters trying to kill you". There's a Fetid Patriarch boss.
      Forgotten Tower
      It's the same area as Act I from Diablo 2. The Forgotten Tower is the home of the Countess and you will find out that her cultists have managed to bring her back to life.
      Afterwards, we learned the story and saw some skills of the six Diablo Immortal classes.
      Barbarian
      Furious Charge: Makes use of touch controls by aiming skill Hammer of the Ancients Throw: Throw an enemy to another enemy. Necromancer
      Command Skeletons Corpse Lance Skeletal Spikes: Summons bones from the ground to impale enemies. Crusader
      Blessed Shield: Can be aimed, damages enemies on the way out and back in and whoever doesn't get killed, get gripped to melee range. Sweep Attack: Gain damage and range the longer you hold your thumb on the skill. Falling Sword: Adjusted to be a two stage ability, target a location drops a sword on a location. Then activating the ability a second time causes you to crash down from above. Can use other abilities in between first and second activation. Wizard
      Μeteor Ray of Frost: Two-step activation - start the channel and end it. Ice Crystal: Two-step ability. First, you place the crystal Then with the second activation or when its duration expires, the crystal explodes. Can combine it with Ray of Frost. Demon Hunter
      Daring Swing: Reposition yourself from one position of the battlefield to another, while shooting from an advantageous position Strafe Rain of Vengeance Monk
      Seven-Sided Strike Kick: You can use it off of walls to rebound off them and then hit enemies Imprisoned Fists: Punch the spirit out of an enemy A very brief Q&A followed. A couple of fans prefaced their questions by apologising for the other fans' negative reactions. Here are the answers:
      Too early to say if Mephisto is in Diablo Immortal. Some of the Prime Evils are returning faster than they should. They are currently looking at what itemisation will be like. Legendary powers will be present. They will also add socketing and other ways to upgrade/improve items. Haven't figured out business model. Gameplay first. Team thinks there is some middle ground between everything being soulbound and the auction house in regards to trading in Diablo Immortal. We will probably see the history of other classes (not just the Demon Hunters) in the game, since it covers a big time frame lore-wise.