Diablo III Season Five Postmortem

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A look at the legacy of Season Five, and how it has shaped the game.

What will we think of when looking back at Season Five?


Another Season has come to pass in Sanctuary, and with it some pretty massive revelations. We saw a rise in certain playstyles, reactions from Devs, changes in Team Diablo, No-Boss runs, Banwave after Banwave, and even new ways to play the game.


So what is the lasting impact of Diablo Season Five?


Disclaimer: This post is purely the opinion of the author, Realbookwurm, and is intended to review from the broad community perspective what Season Five was like to many players. Many arguments here have subjective components, and as such should not be taken as fact. Your mileage or experience probably varied. 


Let us start with the bad, and work our way to the good stuff, since there is a lot more that Season Five has done to impact the game positively than negatively.


The Ugly



  • Set Dungeons: While the concept is novel, the execution and reality did not meet the standards of the community by-and-large. Born as an attempt to give players a specific goal, something which Diablo often lacks, the idea was sound. Why not create a scenario where players can demonstrate mastery of a Set's mechanics, and even be rewarded in game for the their efforts? Well, the schism between great idea and the reality is probably most related to the actual objectives of the dungeons. Some set dungeons were quite easy to grasp and execute, the Immortal King's Dungeon for an example. Others suffered from mechanics that were unclear, counter-intuitive or just plain at the mercy of RNG. Firebird's Finery Dungeon asked players to die on purpose. Shadow's Mantle Dungeon gave an objective that failed players for consecutive hits on an enemy. Jade Harvester Dungeon gave you invisible enemies, and penalised you for not killing them. Wrath of the Wastes Dungeon put you in a Melee build and told you not to take ANY physical damage. The number of dungeons which seemed to nail it were small, and the ones that frustrated players seemed numerous.  


  • Power Creep: While this is always present, Season Five saw an unprecedented leap forward in the average player's experience. From people doubling their highest Greater Rift, to Paragons running into the thousands, the whole game now has a higher bar set. There were many reported situations of public groups that would kick people for "only being Paragon 800" or similar. Players in groups cleared Greater Rifts well past the 105 mark, while solo saw numbers in the 90s. Season 4 had not even saw the group move past 90, so seeing people now doing it alone has really driven this point home. 


  • Paragon Disparity: This point is substantially tied to the previous issue, but deserves a special nod, as many player find themselves on one side of the divide or the other. The group meta saw legitimate players spanning well into several thousand paragons, and on the flip side any number of posts in r/Diablo's reddit detailing solo player journeys saw people hitting new highs in the hundreds. While many were not directly affected by this divide, the solo leaderboards closed in a stranglehold not from the Solo players themselves, but instead were mainly comprised of group players who then leveraged their superior paragons and gear in order to also dominate in this area. 


  • No-Boss Runs: This one was saved for last on this list, because it is a bridge between the two previous issues listed, and The Worst issue which is near the end of this editorial. While it was not a new idea, the prevalence of this phenomenon in Season Five had new levels of impact. The idea behind a No-Boss Runs is that players in a group (or even solo) run an extremely high greater rift level (usually higher than could actually be cleared) and play up until the rift guardian is spawned. Players then exit the game and make a new rift, repeating the procedure. The result is massive amounts of XP gained, lending handily to the paragon disparity. Since the rift guardian is usually the bulk of time spent in a rift, and nets significantly less experience per time spent comparative to the rest of the rift, this practice born of pragmatism characterized greater rift pushing this season. 



The Bad



  • Lost Devs: This season saw the departure of many strongly talented figures from Team Diablo, and while some could potentially return, others are lost for good. How this will affect the game moving forward remains to be seen, but the figures lost were those who had direct and observable impact on the game as a whole.


  • Class Diversity: In what always results in a continued struggle, Diablo's developers yet again took painstaking efforts in balancing, with a goal of roughly approximating all sets to be equal in terms of power. Once more, we saw a season ruled by flavor-of-the-month builds, and a particular class warping the entire group meta in around itself. While Season Four was the Year of the Monk, Season Five will forever be the Year of the Wizard. Like the Static Charge Monk of yester-season, the strength of the Energy Twister Wizard left an indelible mark on the group play of Diablo, and even caused a series of severely hard-hitting changes to several class and item mechanics. Health Globe spawning as a purposeful mechanic has all but been removed from the game, and the warp was so massive that even other classes had their skill mechanics changed thanks to the Wizard build in question.  






  • Buff UI: While this issue is actually part of larger change that has positively impacted the game, it also has some quirks that presented and still require a clean up. The changes to the Buff UI that came baked into Patch 2.4 are overall successful. Making the bar more concise, it grew in Season Five to be the tool of information it was also supposed to be, and no longer is quite the source of player focus it once was. While the goal of making players engage the game (not their buff bar) seems to have been achieved, the improvements have left some aspects seemingly unpolished. The two most common issues that now seem to arise in discussion are the lack of drop shadow on stack numbers, and the paragon point allocation button covering part of the bar itself. With some minor tweaks, these could be changed and really let the newly designed buff bar come into its own glory. Rightfully so, as it now is leagues ahead of its old counterpart! 


  • Stash Tab: While this might be a confusing place to find the stash tab, please read on as to why it finds a home here. Many players, myself included, were ecstatic about the inclusion of this reward. To me, the gaining of the extra space was massive, and let me fully devote a tab of stash to each class, as I am an alt-a-holic. I did not have any issue with the implementation, but the implementation was inline with how I play the game already. For many players, the implementation did not line up with their playstyle, or desired mode of play, and this is what lands the stash tab here. Like a billion dollars in the bank, it's great for those who have it, and not so much so for those who don't. I play seasons exclusively now in Diablo, and even quit during the interseason period to recharge and play other games. While Seasons are on, I religiously play each weekend with some friends, and manage to go far in, or complete the season journey. Getting the stash tab for me was merely a consequence. Now, my playstyle is not the only one. Many players don't play seasons. Others, are not as able or willing to devote the many hours needed to get to where I do. As a result, many groups found themselves left out, or struggling with a game (something we play for fun) to get what they felt was necessary to enjoy the game. This lack of fun for those players, well it's rough. I applaud the developers for setting a standard which players must achieve to be rewarded optional content in the game. Likewise, I see the strong argument from those who do not like being forced to play a game mode they do not enjoy in order to get access to something they want, and sometimes feel compulsion to gain. I am not sure what the right answer here is, and as such it remains in the murky waters of mixed. My only input is that I do think there is strong value in rewarding players for certain achievements. The term reward is defined as "a thing given in recognition of one's service, effort, or achievement." Perhaps the discussion should focus not on what is wrong, but what else can be opened as an avenue for others to also achieve. 


The Good



  • Single Player XP: Wait, wasn't there something about paragon disparity earlier? Yes, but there is strong hope for solo players, and Season Five gave the most compelling evidence. While by season's close the gap was huge, the early reports of the season saw solo players hitting 70 in roughly the same time as partied groups. This was the first time this had occurred in season play without some form of XP exploit being used. The main driver behind this was the addition of bonus kill-streaks which had previously been seen in console versions. Additionally, changes were made to group dynamics and xp sharing. More changes are coming with Season Six, meaning the outlook for this aspect is high. Perhaps this issue will eventually see a form of parity between groups and solo players. Certainly, we are seeing that goal closer than further as of writing.




  • Death's Breath: They're a distinct color now, making them much easier to distinguish. This optimizes time spent while farming, and is a seemingly small, yet huge-in-impact change that I have yet to see a complaint about. An all around victory. 


  • New Zones: For those who saw the Diablo panel at Blizzcon this year, the amount of changes coming with 2.4 seemed impossibly large. Since Season Five is a child of Patch 2.4, the addition of new zones with the patch meant that many players saw these sights for the first time in season. From minor additions with the Library at Leoric's Manor, to the entire zone replete with new mobs, tiles and lore (Greyhollow Island) there is not a fair argument against these additions. Free is free, but quality additions for free are just gravy!


The Great




  • Empowered Rifts/Caldesann's Despair: While Wyatt Cheng (@Candlesan on Twitter) might hide his despair of this change behind a weak anagram, finally having a viable and impactful gold sink enter the game has many of the Diablo 1% jumping for joy. With so much gold coming from regular farming of high torments, and trips to The Vault, the community saw gold inflation in the highest order. With so many sources of generation, and few sources of loss, the amount players had stashed away became looney (Canadian money jokes). The idea of slightly lessening the time needed to level gems, and thus getting to imbue gear with the new enchanting recipe in Kanai's Cube faster, all while making gold worthwhile again was a massive victory for Team Diablo. It addressed an issue in a creative, fun, and engaging way that had players wanting to play the game more. It also diversified to a greater extent what players did while playing at endgame, and I think it is easy to classify this as an example of creative game design which resulted in a victory. 




  • Haedrig's Gift: The thorn in my side, (I played Invoker's Burden Crusader this Season) I have to admit that this feature was a success from the community perspective. I will freely admit that I was bent out of shape with the announcement of this feature, and still question its merit. However, I was shown how my opinion here is narrow, and needs broader context. As a gamer who loved the early adventure games such as Sierra's King's Quest line, or the amazing LucasArt's Monkey Island series, I lamented the inclusion of "free sets" as a softening up of gaming culture, and an attempt to cater to those who want things without working for them. I also still question if this sped up the progression of seasonal character too much, leading to faster burn-out or season completion. The second point I hold true to, the first, I was gravely mistaken on. While I can be crusty old gamer who complains about walking uphill to school both ways "back in my day," I also have my scope wrongly adjusted to those old games. Many old computer games are famously confusing and difficult at times, and often lead to out-of-the-box or just plain weird solutions. These games also could often be played, once you knew what to do, in a matter of hours. You might sink lots of time into solving the puzzles initially, but the actual game length is relatively short. Now, we have a whole genre of game with the word massive in its title. These are games where a player can take an hour just to make a character's appearance right if they so choose. In this wave of massive gameplay comes things like Diablo, which actually never end. Sure you can beat the game, but that's not the goal for most. Set dungeons still leave the stopping point role unfulfilled. Instead we continue to push hard, faster and further a group each season, and many players were not having fun anymore trying to keep up. Enter the Gift, and now player who might have never even owned a full set before are getting a chance to explore the game in new and exciting ways. This is obviously a positive, and something that is good for the health of the game. In practice my Softcore Crusader who received Invoker's Burden through the Gift, and my Hardcore Crusader who farmed the pieces had very little difference of experience. It was a small gap in time spent between their progression, several hours to be fair. My enjoyment was no less on my softcore crusader, and progression only felt slightly slower on my hardcore one. The upshot? It let players with limited time, or perhaps those who don't spend hours talking theorycraft on the forums to be able to get moving faster and enjoying themselves sooner. Thus, I have to concede this to the clear win category. 


  • Diablo Unannounced Project/Job Postings: While this isn't anything related with the Season, it did come to light during the season, and had a measurable effect on the community. The posting of various jobs to Blizzard's career page, and the mention in those posting about a "Diablo Unannounced Project" have many speculating. With the possibility of another Diablo III expansion, to another game set in the Diablo universe, to Diablo IV, the community is abuzz with theories. Only time will tell exactly what it is that Blizzard has up their sleeve, but many remain exceptionally excited for whatever that could be. More Diablo is always welcome.


  • Kanai Event: Like the previous entry, this is more something that merely came to light during Season Five, and is not a direct product of it, but it certainly merits mention. The event consisted of a longstanding mystery of Kanai's Throne Room finally being revealed. Since the arrival of Ruins of Sescheron in Patch 2.3, there were cryptic in game clues and references to the "right time" in Kanai's Throne Room. The right time turned up in Season Five, with the Kanai's Stomping Ground event coming to life in March. This tribute is touching and tasteful on behalf of Blizzard, and is set to outlive this past season, by coming around each March. More can be read about the event and the person it honors here. 


  • Legacy of Nightmares/Invoker's Burden: These two sets might not share anything in mechanics, but what makes their birth in the Season 5 meta important is that both represent a paradigm shift in what makes a character powerful in Diablo. Firstly, let's examine Invokers. This set, also known as the Thorns Set, offers a look into a world where Crit Chance/Crit Damage stats and Sheet DPS are utterly irrelevant. This change was lauded by many long term pundits of the game, who often argued that Crit was a stat too crucial to DPS output. This new way of thinking about how you get your damaged threw convention out the window, and did so successfully. 97,786 is how much DPS when my Invoker Crusader cleared his first 70 Greater Rift, something I know because I immortalized it via screen capture.28rp37o.jpg With DPS figures ranging in the 2-3 million range for well-geared and high paragon toons, the idea that 97,786 could do anything of impact seemed astounding. It still is, if you think about Diablo convention to this point. This brings us to Legacy of Nightmares, another fly-in-the-face of conventional Diablo 3 Since the Loot 2.0 revamp, sets have been king of DPS. Some argue the lack of true diversity is gone in builds, something Vanilla had a surprising amount of in contrast. Few arguments could be mounted for anything but set based builds of late, and enter unique_ring_014_x1_demonhunter_male.pngThe Legacy of Nightmares . The "No-Set Set" gave rise to a new and exciting branch of gameplay that satisfied many of the prior complaints of too heavy reliance on set bonuses. While the issue is still not dead, after all Wizards couldn't seem to materialize a competitive build with LoN, it went on to dominate the solo leaderboards for classes like Crusader and Demon Hunter. I will state there is much work to be done here, but like Apollo 11, this was a "Giant Leap" for Diablo III. 


Now, the heart of article is revealed. We have made it this far, and now the rock bottom and the sky-high aspects of Season Five come to light. 


The Worst



  • A Support Meta/Single DPS Gameplay: This is probably not a twist(er) to those who played Season Five, as we saw a worrying trend that began in Season Four take a whole new level of notoriety in Season Five. In a game that is all about smacking skeletons until they collapse, a striking meta emerges where 75% of a Four-man group are not doing it. David Brevik (you know, the guy who envisioned Diablo and worked so hard to make the game a reality) stated fondly of working on the first Diablo "I clicked on the mouse, and the warrior walked over and smacked the skeleton down. And I was like, ‘Oh my god! ...That was awesome!'" Thus was born the Action Role Playing Game, or ARPG. This quote characterizes what makes the arpg so special, and for many what their first Diablo experience was like. With this in mind, consider a situation where only one out four in a party are doing the skeleton smacking. Change might be good, but such a dramatic shift away from what seems so core to the arpg and the Diablo experience is nearing criminal. The reaction from the developers behind the game seems to be in vein with my own take on the situation, as they have mobilized en masse to try and cull this type of gameplay. Even well-known community figures admit that they only partake in it because it is the most efficient, not because it's what they enjoy. It is how to climb the leaderboards, for better or worse. Worse, really. This will likely be the most remembered aspect of Season Five looking back. Actually, strike that. The most remembered thing about Season Five, the thing that will put it down in the history books as what went right is: 


The Win



  • Season Five saw the purge of the Botter, and humans attaining victory. An update to Blizzard's Warden, in conjunction with well timed and decisive waves, saw the leaderboards all but purified of those who chose to break the Terms of Service by utilizing suspect third party softwares. Whether you and Brother Chris played Diablo 24/7, or you used a software which rhymes with MurboMud, or maybe plotted your trips through Sanctuary using some GPS, you probably saw the boot. While not all elicit software users were burned by the righteous fires of the purge, a great chunk saw, and thus now fear the Light. Whatever this means moving forward, the message has been sent, and the result are clear for all to see: Play by the rules, or risk consequences. Exceptionally well played on Blizzard's part with timing and deployment, the banwave has many of the jaded questioning if perhaps there is much to be said about the game after all. Excellent work to Blizzard, and I personally hope that you keep this momentum you've gained. 





Season Five has come and gone, and with it a new legacy was born. What the full effect is still remains to be seen, but we can assess some core principles in the immediate. What we know is that like any Season, there are going to be bad aspects, and those that make us remember exactly what has us logging in again and again and again. Season Five seemed to polarize the issues, making the extremes of the bad, as well as the good, more apparent than ever. In the end there more good than bad, and this should have all fans of the franchise reaching for that mouse.


Personally, I had a great time in Season Five, and I am looking forward to Season Six, which will begin as follows: 

  • North America: Friday, April 29 @ 5:00 p.m. PDT
  • Europe: Friday, April 29 @ 5:00 p.m. CEST
  • Asia: Friday, April 29 @ 5:00 p.m. KST


I want to thank readers, and now that I have said my piece, I open the comment box to all of you below. Do you agree or disagree with my take? Let me know! 


In the meantime, happy farming! 

Edited by Realbookwurm

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Great article! I definitely agree with your points but I feel like you forgot to mention how upset many players got with the addition to insane skill damage on legendary items like The Gavel of Judgment or Tzo Krin's Gaze thus removing some creativity to changing builds up. In know Quin ranted a lot about how he did not like this. I was rather indifferent about the issue but I know from the forums that many people hated it.

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Good stuff.  In reference to the extra stash tabs, I would call it bad if not ugly,  Of course, you've heard me gripe about this before. biggrin.png


You said that you come from a gaming culture that believes in working for rewards, so from that perspective, the seasonal cache tab reward is good.  For the most part, I agree.  The problem in this case is, lack of storage is such an issue in this game that offering a fix for it via a reward is ludicrous.  It's like they said, "Oh, your game crashes to the desktop every 30 minutes?  Do well enough in the next season and you can earn a fix for that!"  Seriously--if they said this, I'd consider it no more ridiculous than earning new stash tabs.  When part of the game is broken, don't ask me to "earn" a patch for it.


But I realize I'm on the extreme end of wanting storage.  I could easily put to use 10 times as much stash space.  So considering the normal players, ok, they want to offer the tabs as rewards.  They still messed it up, and here's why:


In-game rewards fall into two categories--cosmetic and useful.


Cosmetic: wings, transmorgs, pets, banners, etc.  It's perfectly ok to lock these things up to where the casual player simply can't get them.  No matter how cool I think those wings look, if I can't put in the time to get them, it doesn't hold back my game.


Useful: armor, weapons, skills, recipes, NPCs, maps, waypoints, stash tabs, etc., etc.  Anything effecting actual gameplay.  It is never ok to lock these things completely away from the casual player.  Non-casual players will earn these things a lot sooner and faster and more often, but the casual player will get there eventually.  They may go a really long time before they finally get to Cube a Furnace, but it will happen and be really cool when it does.


Extra Stash Tabs are useful items (very useful) that have been completely locked away from the casual player.  No matter how long I keep playing the game, an extra stash tab won't finally "drop" (because the Season expires before I can get there.)  Then they add insult to injury by locking them away from even some non-casual players by requiring a game mode they don't enjoy.  All this for something that should have been considered a fix--not a reward--in the first place.



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    • By Starym

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Monk Skills Tempest Rush Flurry Reduced the maximum number of stacks from 500 to 100 Necromancer Skills Command Skeletons Commanding your Skeletal Warriors will break crowd control effects on them Skeletal Warriors will no longer die after taking too many hits Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game. Devour Voracious Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts. Simulacrum Added a glow to the skill icon to indicate when Simulacrum is active. Skeletal Mage This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max. Bone Armor Essence cost removed Can now be cast while moving Army of the Dead Frozen Army The pulsing damage from this rune has been spread out Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount. 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Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450% 600-800%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Bracer of Fury Heaven's Fury deals 150–200% 300-400% increased damage to enemies that are Blinded, Immobilized, or Stunned. Denial Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 30–40% 100-125%, stacking up to 5 times. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% 60-80% for 10 seconds. Max 10 stacks. Fate of the Fell Gain two additional rays of Heaven’s Fury. Heaven's Fury gains two additional rays and has its damage increased by 150-200% 375-500% Frostburn No longer smart drops for Crusader. Frydehr’s Wrath No longer rolls Legendary-strength bonus to Condemn damage as an inherent affix. Can still roll 10-15% as a random affix. Condemn has no cooldown and has its damage increased by 450-600% 600-800%, but instead costs 40 Wrath. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Golden Flense No longer rolls Legendary-strength bonus to Sweep Attack damage as an inherent affix. Sweep Attack restores 6 Wrath for each enemy hit and has its damage increased by 225-300% Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Gyrfalcon’s Foote Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500% 275-350%. Jekangbord No longer rolls Legendary-strength bonus to Blessed Shield damage as an inherent affix. Can still roll 10-15% as a random affix. Blessed Shield ricochets to 6 additional enemies and has its damage increased by 300-400% 225-300%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Demon Hunter Dead Man’s Legacy No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix. Legendary power now also increases Multishot damage, now reads Multishot hits enemies below 50-60% health twice and its damage is increased by 125-150% 150-200%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Karlei’s Point The damage of Impale is increased by 60-80% 225-300% 300-375% and Impale it returns 10–15 Hatred if it hits an enemy already Impaled. Lord Greenstone’s Fan Every second, gain 160–200% 300-400% increased damage for your next Fan of Knives. Stacks up to 30 times. Manticore No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix. Reduces the Hatred cost of Cluster Arrow by 40-50% and increases its damage by 250-300%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Yang’s Recurve Multishot attacks 50% faster and its damage is increased by 125-150% 150-200%. Wraps of Clarity Your Hatred Generators reduce your damage taken by 30–35% 40-50% for 5 seconds. Monk Binding of the Lost Each hit with Seven-Sided Strike grants 3.0–3.5% 4-5% damage reduction for 7 seconds. Balance No longer rolls Legendary-strength bonus to Tempest Rush damage as an inherent affix. Can still roll 10-15% as a random affix. The damage of Tempest Rush is increased by 450-600% and when your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance.. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Cesar's Memento Enemies take 300–400% 600-800% increased damage from your Tempest Rush for 5 seconds after you hit them with a Blind, Freeze, or Stun The Fist of Az’Turrasq Exploding Palm's on-death explosion damage is increased by 250–300% 400-500%.  Incense Torch of the Grand Temple No longer rolls Legendary-strength bonus to Wave of Light damage as an inherent affix. Can still roll 10-15% as a random affix. Reduces the Spirit cost of Wave of Light by 40–50% and increases its damage by 450-500%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Scarbringer The damage of Lashing Tail Kick is increased by 300% 450-600% to the first 7 enemies hit Spirit Guards Your Spirit Generators reduce your damage taken by 30–40% 45-60% for 3 seconds. Necromancer Bloodsong Mail While in the Land of the Dead, Command Skeletons gains the effect of all runes and deals 100–125% additional damage and gains the effect of the Enforcer, Frenzy, Dark Mending and Freezing Grasp runes. Bloodtide Blade Death Nova deals 20–30% 80-100% increased damage for every enemy within 15 25 yards.. Dayntee’s Binding You gain an additional 40–50% damage reduction when there is an enemy afflicted by your Decrepify any of your curses. Defiler Cuisses Your Bone Spirit's damage is increased by 75–100% 400-500% for every second it is active. Fate’s Vow Army of the Dead now deals an additional 200-250% damage and gains the effect of the Unconventional Warfare rune. Golemskin Breeches Your Golem's damage is increased by 100–125% and You take 30% less damage while it your Golem is alive and the cooldown on Command Golem is reduced by 20-25 seconds. Leger’s Disdain Grim Scythe deals an additional 7–10% 65-80% damage for each point of essence it restores. Lost Time Your cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4–5% 8-10% for 5 seconds. Maximum 5 stacks. Maltorius’ Petrified Spike Bone Spear now costs 40 Essence and deals 375–450% 550-700% increased damage. Mask of Scarlet Death When paired with the Revive: Purgatory rune, the mega-revived monster will drop the same number of corpses were used to create it on death. This item will now attempt to give preference to the strongest monster to become the mega-revive when selecting a group of corpses. Nayr’s Black Death Each different poison skill you use increases the damage of your poison skills by 50–65% 75-100% for 15 seconds. Scythe of the Cycle Your Secondary skills deal 250–300% 350-400% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 4 seconds. Steuart’s Greaves You gain 40–50% 75-100% increased movement speed for 2 10 seconds after using Blood Rush. The Johnstone Each corpse consumed in the Land of the Dead gGrants a 50 stacks of Macabre Knowledge when Land of the Dead expires. Macabre Knowledge increases the damage of Corpse Lance and Corpse Explosion by 150–200% while outside Land of the Dead. Witch Doctor Bakuli Jungle Wraps Firebats deals 150–200% 250-300% increased damage to enemies affected by Locust Swarm or Piranhas. Mask of Jeram Pets deal 75–100% 150-200% increased damage. Staff of Chiroptera No longer rolls Legendary-strength bonus to Firebats damage as an inherent affix. Can still roll 10-15% as a random affix. Firebats attacks 100% faster, and costs 70-75% less Mana, and has its damage increased by 150-200% 125-150%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. The Short Man’s Finger Gargantuan instead summons three smaller gargantuans each more powerful than before that have their damage increased by 500-650%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Note: There is currently a bug which causes the new and old versions of the ring to not work when both are equipped; this will be fixed in an upcoming PTR patch Wizard Deathwish While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%. Etched Sigil Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second. While channeling Arcane Torrent, Disintegrate, or Ray of Frost, the damage of your Arcane Power Spenders is increased by 125-150% and you also cast one of your other damaging Arcane Power Spenders every second. Halo of Karini You take 45–60% 60-80% less damage for 3 4 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away Nilfur's Boast Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900% Orb of Infinite Depth Each time you hit an enemy with Explosive Blast your damage is increased by 4% 8-10% and your damage reduction is increased by 15% 20% for 6 seconds. This effect can stack up to 4 times. Ranslor’s Folly Energy Twister does 225-300% more damage and periodically pulls in lesser enemies within 30 yards. The Grand Vizier No longer rolls Legendary-strength bonus to Meteor damage as an inherent affix. Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 375-500% 300-400% Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Triumvirate Your Signature Spells increase the damage of Arcane Orb by 150–200% 300-400% for 6 seconds, stacking up to 3 times. Unstable Scepter No longer rolls Legendary-strength bonus to Arcane Orb damage as an inherent affix. The damage of Arcane Orb’s is increased by 350-450% and its explosion triggers an additional time.. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Wand of Woh No longer rolls Legendary-strength bonus to Explosive Blast damage as an inherent affix. The damage of Explosive Blast is increased by 300-400% and 3 additional blasts are triggered after casting Explosive Blast. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Set Items Barbarian Immortal King’s Call (6) Set While both Wrath of the Berserker and Call of the Ancients is active, you deal 400% 750% 1500% increased damage. Might of the Earth (6) Set Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 1200% 3000% 5600%. The Legacy of Raekor (4) Set Furious Charge gains the effect of every rune and deals 300% 500% 1000% increased damage. (6) Set Every use of Furious Charge increases the damage of your next Fury-spending attack by 750% 1500% 2800%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks. Wrath of the Wastes (4) Set During Whirlwind and for 3 seconds after, you gain 50% damage reduction and your applied Rends deal triple damage. (6) Set Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 800% 1700% 3400% 3000%. Bul-Kathos' Oath (2) Set Increases Fury Generation by 10 15 During Whirlwind you gain 30% 45% increased attack speed and movement speed Crusader Armor of Akkhan (6) Set While Akarat's Champion is active, you deal 600% 900% 1000% 1300% 1500% increased damage and take 15% 20% 50% less damage. Roland's Legacymonke (4) Set Increase the damage of Shield Bash and Sweep Attack by 2500% 3300%. Seeker of the Light (6) Set Increase the damage of Blessed Hammer by 1250% 1500% 2000% and Falling Sword by 500% 1000%. Thorns of the Invoker (2) Set Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 35% 115% 70% 140% for 2 seconds. Note: There is currently an issue which causes the actual Thorns increase to be 35% instead of 70%; this will be fixed in an upcoming PTR patch (6) Set The attack speed of Punish and Slash are increased by 50% and deal 800% 1600% 2700% 5400% of your Thorns damage to the first enemy hit. Demon Hunter Embodiment of the Marauder (4) Set Sentries deal 400% 100% 400% increased damage and cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do (6) Set Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% 2100% 2400% 2500% 3000% increased damage for every active Sentry Natalya’s Vengeance (6) Set After casting Rain of Vengeance, deal 500% 750% 2500% 3500% increased damage and take 60% reduced damage for 10 seconds The Shadow's Mantle (6) Set Impale deals an additional 40000% 50000% weapon damage to the first enemy hit. Unhallowed Essence (6) Set Your generators, Multishot, and Vengeance deal 40% 70% 100% increased damage for every point of Discipline you have. Monk Inna’s Mantra (6) Set Gain the five runed Mystic Allies at all times and your damage is increased by 125% 150% for each Mystic Ally you have out. Monkey King’s Garb (6) Set Has been redesigned. Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 600% 1000% for each stack of Sweeping Wind you have. Raiment of a Thousand Storms (6) Set Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% 13000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 1250% 1300% for 6 seconds. Uliana’s Stratagem (4) Set Your Seven-Sided Strike deals double 777% its total damage with each hit. (6) Set Increase the damage of your Exploding Palm by 250% 1800% 2100% and your Seven-Sided Strike detonates your Exploding Palm Shenlong's Spirit The damage of your Spirit Generators is increased by 1.5% 2% for each point of Spirit you have When reaching maximum Spirit, all damage is increased by 150% 200%, but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit Necromancer Bones of Rathma (6) Set Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%. Grace of Inarius (6) Set Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%. Pestilence Master’s Shroud (4) Set Each enemy you hit with Bone Spear, Corpse Lance or Corpse Explosion reduces your damage taken by 2%, up to a maximum of 50%. Lasts 15 seconds. (6) Set Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000% 4000% 3300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 2000% 1650%. Trag’Oul’s Avatar (6) Set Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%. Witch Doctor Helltooth Harness (2) Set Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed, taking 1500% weapon damage every second, and taking 20% increased damage from your attacks for 10 seconds. (6) Set After casting Wall of Death, gain 1400% 1700% 5100% 3700% 4400% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Note: This set bonus is being temporarily disabled to fix an issue with the set. It will be re-enabled in a later PTR patch. Note: The damage bonus for you against enemies affected with Necrosis causes performance issues when encountering high density. This change is not intended to be a nerf and, when coupled with the six-piece change, should be a net buff for the complete set. This change should not change the gameplay style of this set. Raiment of the Jade Harvester (2) Set When Haunt lands on an enemy already affected by Haunt, it instantly deals 120 480 560 seconds worth of Haunt damage. (6) Set Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 300 1200 1400 1650 seconds worth of remaining damage. Spirit of Arachyr (6) Set The damage of your creature skills is increased by 2400% 4500% 3900% 4500%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.  Zunimassa's Haunt (6) Set Enemies hit by your Mana spenders take 2500% 5500% increased damage from your pets for 8 seconds. Wizard Delsere’s Magnum Opus (6) Set Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% 4100% 3800% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities. Firebird’s Finery (6) Set Your damage is increased by 120% 200% 150% 250% 200% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited. Vyr’s Amazing Arcana (6) Set Increased number of Archon stacks gained when hitting with an Archon ability from 1 to 2 You also gain Archon stacks when you hit with an Archon ability. Archon stacks now also reduce damage taken by 0.15% and have their damage bonus increased to 18% 25% 50% Chantodo's Resolve (2) Set Every second while in Archon form you expel a Wave of Destruction, dealing 350% 600% 1000% weapon damage to enemies within 30 yards Every time you hit with an attack while not in Archon form, 350% 600% weapon damage is added to the Wave of Destruction, stacking up to 20 times Other Items Shields acquired by Necromancer players can now properly roll the +Max Essence affix Bug Fixes Fixed an issue where Mimics created from Rabid Strike were not correctly inheriting the player’s bonus damage from Lashing Tail Kick, Seven Sided Strike, Cyclone Strike, Exploding Palm and Wave of Light. Fixed an issue where after dying, the pet damage bonus granted from Jesseth Arms could sometimes be lost if skeletons are re-commanded onto the same target. Fixed an issue preventing the free Blood Nova granted by the Iron Rose from correctly granting the damage bonus from the Trag’Oul’s six-piece bonus. Fixed an issue causing certain items to drop for the Necromancer which are not able to be equipped by the class. Fixed an issue preventing Necromancer primary skills from taunting enemies when Boyarsky’s Chip is equipped. Fixed an issue which prevented the +% Thorns damage bonus granted by Aberrant Animator from applying correctly to items such as the Spear of Jairo Fixed an issue where you would not gain the buff from Crystal Fist when you had the buff from Channeling Pylon and Raiment of a Thousand Storms equipped (PTR Only) Fixed an issue with Etched Sigil where the internal cooldown for casting another spender was scaling with the item’s damage roll (PTR Only) Fixed an issue where minions summoned by the Demon Hunter's Companion skill would double dip on damage from the (6) Set bonus on Embodiment of the Marauder (PTR Only) Fixed an issue where Gargantuan would double dip on damage from the (6) Set bonus on Helltooth Harness (PTR Only) Fixed an issue where Hydra would double dip on damage from the (6) Set bonus of Tal Rasha's Elements Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen (PTR Only) Fixed an issue where equipping certain Legendary items to a follower would cause performance issues (PTR Only) Fixed an issue which caused the change to Dayntee's Binding to incorrectly affect existing versions of the item Fixed an issue where the Wave of Destruction was doing slightly less damage than intended (PTR Only) Fixed an issue where the Legendary power on Gavel of Judgement was not being applied when the item was equipped (PTR Only) Fixed an issue where the equipping the new version and then the old version of The Short Man's Finger would result in no Legendary power from either being applied (PTR Only) Fixed an issue where the legacy version of the Legendary power on Dayntee's Binding did not upgrade to the new version of this item’s power in Kanai’s Cube (PTR Only) Fixed an issue where you could equip the legacy and new version of the Legendary power on Gavel of Judgement at the same time (PTR Only) Fixed an issue where every rune except for Shattering Throw was not benefitting from the increased damage from Akkhan’s Leniency (PTR Only) Fixed an issue where where Lashing Tail Kicks cast by mimics spawned by Rabid Strike were not having their damage increased by Scarbringer (PTR Only) Fixed an issue where the new version of Fate's Vow was not displaying the correct visuals per rune selected with Army of the Dead (PTR Only) Fixed an issue where Fate's Vow was not providing the maximum bonus to Army of the Dead when used in Kanai’s Cube (PTR Only) Fixed an issue where it was possible to reach zero HP and live when using Haunting Visions and Simulacrum (PTR Only) Fixed an issue where the damage over time effect left on the ground by Meteor was not being increased by the legacy version of Nilfur’s Boast. Return to Top
      Rifts Reduced the number of deadends when Rifts choose the Temple of the Firstborn tileset Increased the amount of experience and Rift progress granted by the Hematic Disciple Increased the amount of experience and Rift progress granted by Blazing Guardians Increased the amount of experience and Rift progress granted by Smoldering Constructs Reduced the fog effect in the Shrouded Moors tilesets in Rifts The Shrouded Moors tileset and the large Temple of the Firstborn tileset can no longer be selected for Greater Rifts The amount of experience and Rift / Greater Rift progress that Shock Towers provide has been increased Shield Pylons no longer reflects damage back to attackers Note: Reflecting damage back to attackers caused performance issues when encountering high density. Return to Top
      Increased the amount of materials that the Challenge Rift Cache drops The Challenge Rift Cache now always drops 10 Death’s Breath Return to Top
      Bug Fixes Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs: Fallen Conjurer Fallen Peon Fallen Cur Fallen Grunt Fallen Overlord Fallen Slavelord Return to Top
      PTR ONLY
      D’jank Miem Players can exchange Blood Shards with this vendor for bags containing Legendary items Return to Top
    • By Stan

      Patch 2.6.1 is just around the corner and we're taking a closer look at some of its highlights in terms of skills and itemization.
      The main goal of Patch 2.6.1 is balance. Many class sets have been revisited and updated. Raekor & Uliana's Stratagem received numerical tweaks in power. Wrath of the Wastes got a damage boost and the damage reduction from the 4P set bonus lasts an additional 3 seconds. Blessed HammerLimitless has been redesigned, because it caused performance issues in high density areas. Arcane OrbFrozen Orb can now benefit from Audacity & Power Hungry passives, because its range has been increased to 40 yards. The vast majority of updates to Legendary items are number tweaks. Blizzard plans to deploy the last Patch 2.6.1 build to PTR this Thursday.
      - Update: Here are the probably final 2.6.1 patch notes.
      Blizzard (Source)
      The latest patch for Diablo III is on its way! Read on to learn more about incoming class set updates, skill changes, and balance passes coming in Patch 2.6.1.
      Class Set Revisions
      Following the release of the Necromancer, the theme of this patch is (appropriately) balance. We’ve taken a top-down look across all class performance in Greater Rifts, and made several changes to bring as many gameplay styles as close in line to each other as possible. Targeting the most popular or requested builds, we started with Class sets, and you can expect buffs coming your way no matter which hero is your favorite.
      While some sets, like Legacy of Raekor or Uliana’s Strategem, have simply received numerical tweaks in power, others have had minor functionality tweaks that make a big difference. For example, if you’re a big fan of spinning to win, you should revisit the Wrath of the Wastes set. In addition to getting a boost in damage, the damage reduction provided by the 4-piece set bonus now lasts an additional 3 seconds, making plenty of room to toss out a Rend without feeling too vulnerable.

      The Necromancer isn’t left out either; if you enjoy the bloody gameplay of Trag’Oul’s Avatar, the double-life cost from the 6-piece set bonus has been removed. Hardcore players may now feel a bit more comfortable experimenting with this set, enabling oodles of gore-tastic gameplay.  

      Skill Changes
      While most of the incoming changes are focused on items, there were some skills that needed tweaks to improve their overall performance. Skills are the stage upon which balance is built, so we identified a number of them that would benefit from more careful tuning and improved in-game performance .
      For example, Crusaders with a hankering for hammers will find that the Blessed Hammer (Limitless) rune has been redesigned. The additional projectiles were causing performance issues in high density areas, so we’ve compensated by increasing both the rune’s base damage as well as its area of effect.

      Other changes were more straightforward. We noticed, for example, that Arcane Orb (Frozen Orb) could not benefit from either the Power Hungry or Audacity passives due to its ideal explosion range. We’ve increased its range to 40 yards to make the intent of this skill’s synergies clearer.

      Item Revisions
      Like the changes made to class set items, we’ve targeted many Legendary items to help with tuning. The large majority of these are number tweaks, but keep an eye out for a few exceptions with broader updates!

      Patch 2.6.1 is well on its way and will make game play options more diverse than ever! What classic build are you looking forward to revisiting? Is there a play style you’ve always wanted to try that you plan on giving a whirl? Let us know in the comments below, or ask your questions about the upcoming patch. We’ll see you in Sanctuary!
    • By Stan

      Blizzard announced the release date of Season 12 and they're aiming to release the last Patch 2.6.1 PTR build this Thursday. 
      Season 12 starts on November 9. To find out more about Haedrig's Gift sets and rewards, have a look at our Season 12 overview. The last build focuses on bug fixes, tooltips and some community feedback requests. Stay tuned for more information.
      Blizzard (Source)
      Originally, this was scheduled to be our last patch. However, after continued observation of performance on the PTR (and passing on some additional feedback), we're in the process of generating a new build to release for testing sometime next week. We're going to aim for a Thursday release, but (as you all know is usually the case) that's a tentative date.

      The changes we're making were, primarily, bug fixes in tooltips and other behind the scenes needs... but while we were at it, there were a few last community feedback requests we saw in response to our last PTR patch. Some of those changes were low risk, so we're going to move forward with them. I look forward to seeing your feedback after the patch next week!
    • By Starym

      The end of Season 11 post is here and along with the usual instructions on what to expect and what happens when a Season ends, we also got the S11 end dates and, more importantly, S12 start dates! So get ready for October 20th, clear all your missing Conquests until then and prepare for Season 12, coming on November 9th!
      End of Season 11 (source)
      Here we are again, nephalem. As we prepare to close out another Season in Diablo III, it's time to take a moment to remember what you have achieved and ensure that you're ready for the next.
      If you haven't experienced the end of a Season, there's a lot to know about what happens to your gear, your progress, and your characters. Don't fret! We're here to give you a full overview of what to expect when the current Season ends and the next one begins.
      Table of Contents:
      Season Rollover Conquests Leaderboards Season End and Start Dates  
        The Season Rollover
      If you've played through a Season before, you'll know that all the gold, gear, and Paragon levels you earned don't just disappear. But what exactly happens to all that hard-earned progress when a Season ends? The short answer is that you get to keep just about all of it.
      Here's a list of all the rewards from this Season you can expect your non-Seasonal heroes to enjoy:
      Seasonal heroes will be converted to either non-Seasonal Normal or Hardcore mode heroes, as appropriate. There's no need to delete any characters to make room for them; your Seasonal heroes will continue to use the same slot they currently occupy in your roster after the rollover. You’ll also be able to use Season Rebirth to convert any non-seasonal character into a Seasonal level 1 character once the next Season begins.  
      Any gold you earn during the Season will transfer to your non-Seasonal heroes.  
      Paragon Experience
      The total amount of Paragon experience earned is the amount that rolls over, but not the raw total Paragon levels that you gained. For example, if your Seasonal heroes reached Paragon 300, and your current non-Seasonal heroes are already Paragon 400, your new non-Seasonal Paragon level will still be less than Paragon 700, since Paragon levels require more experience to earn the higher you go.  
      Blood Shards
      Similar to the way it works with gold, any Blood Shards you have available at the end of the Season will transfer to your non-Seasonal heroes. If your non-Seasonal heroes are currently at the Blood Shard cap, any Blood Shards you earn once the Season ends will temporarily ignore the cap. You can spend these at your leisure; however, you can’t pick up any additional Blood Shards until you are below the current cap.  
      Items that are currently equipped on a hero or in that hero's inventory will stay on that hero as it moves to a non-Seasonal game mode. Items that are in your Seasonal stash will be sent through the in-game mail system to your non-Seasonal heroes. These items can be claimed by any non-Seasonal hero up to 30 days from the time you first log in after the Season ends. To access these items on PC, enter a game and hit the Mail icon located in the lower left corner of your screen to open your inbox. Console players can do the same by visiting the mailbox found in any town hub. If you’ve unlocked Primal Ancient items by completing Greater Rift 70 on a Seasonal hero, you’ll also be able to obtain them on non-Seasonal heroes after the Season ends (if you have not previously unlocked them for non-Seasonal heroes).   
      Artisan Progress and Recipes
      If your Seasonal Artisans are a higher level than your non-Seasonal Artisans at the end of the Season, their level will transfer to your non-Seasonal Artisans. Any recipes you have on your Seasonal Artisans that are not available to your non-Seasonal Artisans will be transferred as well.  
      Shared Stash
      Any Shared Stash slots or tabs you purchase during a Season that are not currently available to your non-Seasonal heroes will be transferred accordingly.  
      Any achievements or achievement progress made during the Season is automatically applied to your non-Seasonal achievement profile. This happens in real time and does not require the Season to end first. Your achievement point total is also updated appropriately throughout the Season.  
      Kanai's Cube
      After the Season rollover, any Legendary Powers unlocked using Kanai’s Cube on a Seasonal Character will become available on non-Seasonal characters as appropriate. At the start of a new Season, Seasonal characters will not have access to any Kanai’s Cube Legendary Powers unlocked during previous Seasonal or non-Seasonal play.  
      Season 10 Rewards
      All players who reach level 70 on a hero in Season 11 will unlock exclusive transmogrification appearances for pants and boots. These appearances will unlock immediately upon hitting level 70 on a Seasonal hero, and will be available on Seasonal and non-Seasonal heroes alike (even before the Season concludes). To access your new appearances, simply visit Myriam the Mystic and open the Transmogrification tab. In addition, players can earn portrait frames and an exclusive pennant for completing various chapters of the Season Journey. Note: All heroes, rewards, and progress will convert to the appropriate non-Seasonal game mode. Any items, gold, Paragon experience, achievements, Artisan levels or recipes, Stash space, and Blood Shards earned on Normal Seasonal heroes will transfer to your Normal non-Seasonal heroes when the Season is over. Similarly, anything you’ve earned on Hardcore Seasonal heroes will transfer to your Hardcore non-Season heroes instead. 
        Season 11 Conquests
      Unlike other rewards, Conquests do not roll over at the end of the Season (because they aren’t available to non-Seasonal heroes). This also means that your non-Seasonal Achievement point total will not be affected by any Conquests you earn during a Season.

      Season 11 Leaderboards
      Once the Season ends, all Seasonal Leaderboards will be wiped and you’ll be unable to attain new Leaderboard ranks until the next Season begins. The results of the previous Season’s Leaderboards will remain available for viewing in-game for PC players. Once the new Season begins, PC players can view a handy dropdown menu to compare current and previous Season records. Similarly, console players will be able to view their rank for the previous Season.
      PC players can also view current and past Leaderboards on our website.

      In addition, the non-Seasonal Greater Rift Leaderboards on PC will be wiped sometime after the end of the Season. However, players on this platform can immediately compete in the currently active Era with their non-Seasonal heroes (including those who have just rolled over), and will not have to wait for the start of the next Season. 
      Season 11 End & Season 12 Start Dates
      You can sort through your rollover rewards and review your progress on the Leaderboards between Seasons. It’s a great time to reflect on the accomplishments you’ve made and enjoy the fruits of your pre- and post-Season loot hunts!
      Season 11 will be ending on the following dates and times:
      North America: Friday, October 20 @ 5:00 p.m. PDT  Europe: Friday, October 20 @ 5:00 p.m. CEST Asia: Friday, October 20 @ 5:00 p.m. KST Season 12 will begin about four weeks afterward on the dates below:
      North America: Thursday, November 9 @ 5:00 p.m. PDT  Europe: Thursday, November 9 @ 5:00 p.m. CEST Asia: Thursday, November 9 @ 5:00 p.m. KST Note: Season 12 will begin on a Thursday to ensure there is adequate time to respond to potential issues with Seasons before the weekend begins.
      For time zone assistance, check out this handy guide. We look forward to seeing you in Season 12!
      Ready for the Rollover?
      How have you fared during Season 11? What was the highest Greater Rift you reached? Did you complete any Conquests? Any other exciting accomplishments to share?
      Let us know in the comments!