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Dev Interview: Necromancer & Diablo I Anniversary Event

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We've interviewed Wyatt Cheng, Senior Technical Designer and Rob Foote, Senior Game Producer of Diablo and asked questions about the Necromancer and the Diablo I anniversary event.

Will Necromancer be gated by payment or F2P?

The Rise of the Necromancer pack will be payed. You will get two stash tabs, two character slots and cool cosmetics.

Witch Doctor is really similar to the Necromancer, will there be a WD rework to make them different from the Necromancer or will they be left as is?

The way how WD was designed leaves a lot of space for the Necromancer. While the Witch Doctor has a jungly vibe, tribal tones, creepy crawlies with snakes and spiders and bats, the Necromancer is going to be focused on the skeletons, he is a field commander of the dead and the introduction of a golem. We're stressing the themes of blood which are unique to the Necromancer.

One of the skills Command Skeleton helps to emphasize being the "Commander of Dead". A Rift Guardian Spawns, you click a button to command your skeletons to attack and they converge on that single target and you feel like you're your skeleton minions what to do.

So the Necromancer focuses on order whereas the WD is more wild and stuff running around?

They throw spiders and the spiders run in different directions

Are there any plans to revisit other classes from Diablo II and bring them to Diablo III in the future or this is a one time thing?

I don't have any announcements at this time, but the amount of work we put into the Necromancer is substantial. The last class we did was the Crusader, which was part of the expansion. Often when we're brainstorming new ideas, the entire team will work together to throw out ideas and once the Necromancer got tossed out as an idea it was a near unanimous agreement, like yes we should chase it. We thought, the class is one of the most ambitious thing you can take on in Diablo III. There's over 20 skills.

There are so many things that go into making a class, if you think about a Diablo class it's not just "six skills and you're done". It's over 20 skills we have to design, 5 runes for every single skill, every class has at least 16 passives and that's just the beginning. After that we'll have to come up with legendaries that help us to break the skills and allow new combinations or augment what's already there. Then we design sets. 

When the Rise of the Necromancer goes live, the Necromancer won't have all four sets. None of the classes started with four sets. One of the reasons is classes take on a life of their own after they are released. We want to design the third and fourth sets in conjunction with the community, hearing what people would like to see. There's a lot to class design and on top of all to that we're adding full voice recording and voice acting in all regions and languages for story mode as well.

Will there be any new changes to sets of the current classes or will the patch be more focused on the Necromancer?

We've been working a lot on existing class sets and I don't think there are any super major reworks, but we'd like to revisit some of the play styles for some sets, by adding a complementary legendary for example adding a little something to the Zunimasa WD set. I can also say that for the Crusader, we'd like to have a look at Armor of Akkhan and we posted a blog about that last week. So, I don't think we are looking at something as big as the Necromancers. Nothing major is planned.

Switching between sets is challenging and what's happening in 2017 is we're introducing the Armory (an in-game equipment manager) that will allow to save a build and with the push of a button you'll be able to swap back and forth between two sets and not just items. It's going to change your skills, gems, passives, Kanai's Cube powers a really quality of life improvement and you will be able to save 5 loadouts per character.

D3_EquipmentManagerArmory_TF_00.pngD3_EquipmentManagerArmory_TF_02.png

Does "Rise of the Necromancer" pose a new a model that you feel Diablo should move towards?

We have no announcements to make about future content. The team has been working so hard on the Necromancer as well as the anniversary event patch and two new zones are coming as well. The two new zones aren't part of the Rise of the Necromancer pack. Everyone will get them for free. We've got the Shrouded More and the Temple of the Firstborne and for people who decided they don't want the Necromancer pack, you still get the content.

2017 is a big year for Diablo. It's the 20th anniversary for Diablo on December 31 and that kind of helped us making this anniversary patch. Frank talked about it in the opening ceremony (retrovision). We're really putting a real visual filter on the game, when you enter this area and you will be able to fight through 16 levels and basically it will feel very similar to the Diablo I experience, you'll fight original bosses. Diablo obviously at the end and it's going to PTR next week.

Will it have scalable difficulty?

It pulls in the difficulty of the game. We had to draw a line of like how much of it is Diablo I and how much it is Diablo III. At the end of the day, it's a recreation in the D3 engine and one of the thing that we felt was important was that you're using your character. It feels like they were transported to a Diablo I world so we adopted the difficulties system of Diablo III and of course, items are Diablo III as well, the dungeons, monsters, music, sound effects those are all a tribute to Diablo I.

Other subtle things that make you feel nostalgic is your character will snap as you move.

When designing the Necromancer, are you looking to maintain the feel of the Necromancer, especially in his sets and legendaries?  Are you sticking to the "core of the Necromancer" or are you reinventing him for Diablo III?

I would say it's a little bit of both. We're not looking to recreate the Necromancer one-for-one, but reimagine what the Necro would be like if it were properly in Diablo III. While we are bringing forth a few skills like Corpse Explosion and Bone Spear, we're also adding new ones like Blood Rush, which is a mobility skill that allows you to teleport (similar to Wizard), you shed your skin and your blood travels through the air and reconstitutes at your destination. When we look at the Necromancer, it's not Xul from Heroes of the Storm or the same Necromancer from Diablo Ii, but they are the Priests of Rathma.

What's the story behind the new zones? Are they tied to the D3 story or aren't they going to push the story forwards?

The Shrouded More is an outdoor zone and it's not part of the campaign, but there are elements of a story. It's part of the world like Ruins of Sescheron. they are not like a giant campaign around it, but it'll be available. The Shrouded More leads to Temple of the Firstborne and lorewise, the Temple is one of the oldest area in the Sanctuary, but there's not more I'd like to reveal about that today.

With the Diablo I remake are there going to be aspects of the game brought in like negative effect (shrines)?

A lot of the Diablo I recreation is focused on the mood, visuals, music, the gameplay under the hood is D3 gameplay, you'll be using your D3 skills and you'll be using D3 items. We'll have a few transmogs that are anniversary celebratory as well as items, like a Goldly Plate of the Whale.

D3_GodlyPlateOfTheWhale_Tooltip_TF_00.png

For participating in the entire event there's a new Legendary gem reward which sockets in your Head slot. It will be Diablo III's first Legendary head gem.

Will it be similar to Gem of Ease? 

It's not supposed to be an end-game greater rift pushing gem. It's more thematic, it's the soulstone that in Diablo I Aidan crushed into his head. So the idea of this tribute dungeon is that you can take this gem and so it builds up energy and periodically releases it and has a level up effect. When you level up or Paragon level up, it augments what's going to happen (aside from the usual breaking up cosmetics), but it's really fun (it won't be used for GR pushing).

The event will happen during January and recurring in future every January as part of the celebration.

Do boss mechanics stick more to Diablo I boss mechanics?

It's not 100% Diablo I and it's not 100% Diablo III. It's just a recreation in the D3 engine. We tried to match the spirit of what the Butcher fight was like in Diablo I. And the visuals are different for the boss.

D3_17thAnn_HellLvls_TF_03.png

Are there any plans to add more cow-themed gear?

There's no cow level.

Are there any other plans to focus on Diablo II in future years?

I think the reason why we picked Diablo I as the anniversary it's because it started it all. It started as a quick-to-design anniversary, but the team grew more passionate about it.

The legendary gems and Kanai's Cube are game-changing effect, will you be adding something similar in the future?

Nothing specific comes to mind. We have a lots of features, the two new zones, the Necromancer the anniversary event.

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    • By Starym

       
      We have a brand new PTR up for D3 and there's quite a few skill changes for Barbarians, Crusaders and especially Necromancers, not just to their stats but to how the actually work. There's also a LOT of legendary item and set number tweaks, the general gist of which is higher numbers! And finally we also get some bug fixes and some GR map tuning as well.
      PTR (source)
      Table of Contents:
      Classes Items Adventure Mode  

      CLASSES
      Barbarian Skills Battle Rage Bloodshed Has been redesigned: Deal damage equal to 20% of your recent Critical Hits to enemies within 20 yards every 1 second. Note: Bloodshed caused performance issues when encountering high enemy density, particularly when combined with Whirlwind, Pain Enhancer, and Gem of Efficacious Toxin. Crusader Skills Blessed Hammer Limitless Has been redesigned: Increase the damage of Blessed Hammer to 640% weapon damage as Holy and increase its area of effect by 20 yards. Note: The extra projectiles created by this rune were causing performance issues in cases with high enemy density. 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. Necromancer Passives Fueled By Death The movement speed bonus from this passive can now exceed the 25% cap Bug Fixes Fixed an issue which prevented Army of the Dead from sometimes triggering when the player is immediately afflicted by a monster’s crowd control after casting it Fixed an issue where enemy monsters could heal themselves when striking another monster afflicted by Leech Fixed a bug which caused Skeletal Mages to sometimes spawn up in the air Fixed an issue where the firewall left behind by Arcane Orb – Scorch was not dealing damage Fixed an issue which caused Skeletal Mages to lose their target when players used Command Skeletons to attack the same target Fixed an issue which caused connection issues when players used a channeling skill while attempting to force move at the same time Return to Top
      ITEMS
      General Many Legendary and Set items have had their drop chance increased Legendary Items Barbarian Bracers of Destruction Seismic Slam deals 300–400% 400-500% increased damage to the first 5 enemies it hits. Bracers of the First Men Hammer of the Ancients attacks 50% faster and deals 150–200% 300-400% increased damage. Fury of the Vanished Peak No longer rolls Legendary-strength bonus to Seismic Slam damage as an inherent affix. Can still roll 10-15% as a random affix. Reduces the Fury cost of Seismic Slam by 40-50% and increases its damage by 400-500%. 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. Gavel of Judgement No longer rolls Legendary-strength bonus to Hammer of the Ancients damage as an inherent affix. Can still roll 10-15% as a random affix. Hammer of the Ancients returns 20–25 Fury if it hits 3 or fewer enemies. The damage of Hammer of the Ancients is increased by 400-500% and it returns 25 Fury if it hits 3 or fewer enemies. 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: The Legendary power on this item is currently not functioning; this will be fixed in an upcoming patch Girdle of Giants Seismic Slam increases Earthquake damage by 80–100% 200-250% for 3 seconds. Skull Grasp Increase the damage of Whirlwind by 250–300% 400-500% Standoff Furious Charge deals increased damage equal to 200–250% 400-500% of your bonus movement speed. Crusader Blade of Prophecy No longer rolls a bonus to Condemn damage as an inherent affix. Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450%. 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%. 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%, 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. Gyrfalcon’s Foote Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500%. 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%. 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%. 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% and Impale it returns 10–15 Hatred if it hits an enemy already Impaled. 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%. 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. The Fist of Az’Turrasq Exploding Palm's on-death explosion damage is increased by 250–300% 400-500%. damage reduction for 7 seconds. 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. 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%. 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 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. 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% 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%. The Legacy of Raekor (4) Set Furious Charge gains the effect of every rune and deals 300% 500% increased damage. (6) Set Every use of Furious Charge increases the damage of your next Fury-spending attack by 750% 1500%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks. Crusader Armor of Akkhan (6) Set While Akarat's Champion is active, you deal 600% 900% increased damage and take 15% 20% less damage. 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% for 2 seconds. (6) Set The attack speed of Punish and Slash are increased by 50% and deal 800% 1600% of your Thorns damage to the first enemy hit. Demon Hunter Embodiment of the Marauder (6) Set Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% 2100% increased damage for every active Sentry. Natalya’s Vengeance (6) Set After casting Rain of Vengeance, deal 500% 750% increased damage and take 60% reduced damage for 10 seconds. Unhallowed Essence (6) Set Your generators, Multishot, and Vengeance deal 40% 70% increased damage for every point of Discipline you have. Monk Monkey King’s Garb (6) Set Has been redesigned. Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 600% for each stack of Sweeping Wind you have. 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% and your Seven-Sided Strike detonates your Exploding Palm. Necromancer Pestilence Master’s Shroud (6) Set Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500%. 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% 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 seconds worth of Haunt damage. (6) Set Soul Harvest consumes your damage over time effects on enemies, instantly dealing 300 1200 seconds worth of remaining damage. Wizard Firebird’s Finery (6) Set Your damage is increased by 120% 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. 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. Return to Top
      ADVENTURE MODE
      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. Reduced the fog effect in the Shrouded Moors tilesets in Rifts and Greater Rifts. 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
      PTR ONLY
      D’jank Miem Players can exchange Blood Shards with this vendor for bags containing Legendary items Return to Top
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