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2.4.3 Patch Notes

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The new patch is here, bringing with it not only the Anniversary event, the new season and new legendary abilities, but also a lot of other changes such as an Overpower revamp, Rift tweaks and more!

Blizzard LogoBlizzard (source)

Diablo III patch 2.4.3 is now live in the Americas for PC, PlayStation 4, and Xbox One! Check out the full PC patch notes below to learn all about the latest changes. To view our console patch notes, click here.

Important: Please note that you will not be prompted to download patch 2.4.3 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after patch 2.4.3 is live until those regions have also patched.

Diablo III PATCH 2.4.3 - v2.4.3.42336

Visit our Bug Report forum for a list of known issues.

If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
 Table of Contents:

 GENERAL

New Feature: 20th Anniversary Event

  •  A mysterious group of Cultists is stirring up trouble! Hunt them down in Adventure Mode to uncover clues that reveal a portal into Tristram’s past, and rediscover the terrifying darkness that took hold of the town so many years ago…
  •  This event is only available in January
    •  Please note that the anniversary event features a pre-cursor event

 Hardware Support

  •  Support has been added for the Corsair Utility Engine (CUE) SDK and Razer peripherals
    • Supported backlit keyboards will respond to certain in-game situations like Legendary and Set item drops, characters leveling up, and more
    • Players will need to update their firmware for supported devices to use this feature
  • Added a 64-bit client as default for 64-bit Microsoft Windows operating systems
    • With this, players should see improvements to system performance and faster loading times
    • This change uses DirectX 11 natively, which brings support for normal maps, per pixel lighting and improved anti-aliasing options
    • The 32-bit client is still available as an option through the Battle.net Launcher
  • Added a screen space ambient occlusion (SSAO) pixel shader option
  • Added a large cursor option
  • Improved support for 60Hz+ monitors
  • Bug Fixes
  • Resolved an issue that could cause crashes in some instances

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 CLASSES

Barbarian

  • Overpower
    • Now has 3 charges
    • Cooldown per charge remains 12 seconds with a chance to be reduced slightly by critical strikes

Bug Fixes

  • Fixed an issue which caused Wave of Light to sometimes fail to deal damage when players were under the effect of Epiphany
  • Fixed a bug which prevented a Hydra from being spawned when two Mirror Images attempted to cast Summon Hydra at the same time
  • Fixed an issue which caused the active effect of Earth Ally and Fire Ally to not benefit from Attacks Per Second or +Mystic Ally damage
  • Fixed an issue which prevented the Archon version of Teleport from correctly incorporating the player’s attacks per second
     

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 ITEMS

Legendary Items

  • Red Soulstone Shard
    • New Legendary Gem
    • Periodically struggle for control, unleashing a ring of Fire that inflicts 12,500% weapon damage to enemies it passes through
    • With the above change, the primary effect of the gem deals significantly more damage at the gem’s base level, but scales more slowly with additional levels
    • After gaining a level, your resource costs are removed and cooldowns on skills are reduced by 75% for 30 seconds (Requires Rank 25)

Class Specific Items

  • New items have been added to the game
  • Crusader
    • Armor of Akkhan
    • Talisman of Akkhan (Amulet)
    •  Has been added as a 7th piece to Armor of Akkhan
    • The set’s current bonuses and powers remain the same
    •  This amulet will always roll with Critical Hit Chance in addition to 3 other random affixes
       
  • Some 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
  • With the below changes, the minimum levels required to use these items have been adjusted to match the level at which their corresponding skills unlock
  • Barbarian
    • Saffron Wrap
      • The damage of your next Overpower is increased by 40-50% for each enemy hit, up to a maximum of 20 enemies
  • Crusader
    • Faithful Memory
    • Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% for 10 seconds, stacking up to 10 times
  • Demon Hunter
    • Hellcat Waistguard
    • Grenades have a chance to bounce 3-5 times, dealing an additional 50% damage on each bounce
    • This bonus is increased to 800% on the final bounce
    • The following skills are affected by this power:
    • Cluster Arrow – Dazzling Arrow, Cluster Bombs, Loaded for Bear, and No Rune
    • Rain of Vengeance – Anathema
    • Strafe – Demolition
  • Monk
    • Rabid Strike
    • Spirit spenders that teleport you while Epiphany is active are also mimicked on a distant target for free
  • Witch Doctor
  • The Barber
    • Instead of dealing direct damage, your Spirit Barrage now accumulates on the target
    • When you stop casting, it explodes dealing the accumulated damage to all enemies within 15 yards
  • Wizard
    • Manald Heal
    • Enemies stunned with Paralysis also take 13,000-14,000% weapon damage as Lightning
       
  • The functionality of some items has changed
  • Crusader
    • Defender of Westmarch
    • Can no longer summon a wolf more than once per second
    • Damage done by the wolf is increased for each block made during the interim
  • Witch Doctor
    • Jeram's Bracers
    • The minimum level for this item to drop has changed from 12 to 31 in order to match the level at which Wall of Death unlocks
       
  • The following class set powers have received changes
  • Barbarian
    • Wrath of the Wastes
    • (6) Set Bonus
      Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 800%
    • The damage of your Dust Devils is increased by 180%
    • Please note that these changes will not be reflected in the item’s tooltip
  • Crusader
    • Roland's Legacy
    • (4) Set Bonus
      Increase the damage of Shield Bash and Sweep Attack by 1250%
    • (6) Set Bonus
      Every use of Shield Bash or Sweep Attack that hits an enemy grants 50% increased Attack Speed and 15% damage reduction for 8 seconds. This effect stacks up to 5 times.
  • Demon Hunter
    • Embodiment of the Marauder
    • (6) Set Bonus
      Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% increased damage for every active Sentry
  • Monk
    • Inna’s Mantra
    • (6) Set Bonus
      Gain the five runed Mystic Allies at all times and your damage is increased by 100% for each Mystic Ally you have out
  • Witch Doctor
    • Spirit of Arachyr
    • (6) Set Bonus
      The damage of your creature skills is increased by 2400%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.
  • Wizard
    • Delsere’s Magnum Opus
    • (6) Set Bonus
      Enemies affected by your Slow Time take 2800% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.
       
  • Bug Fixes
    • Hellfire Amulet
      • Fixed an issue where Fetishes spawned by this item with the Fetish Sycophants passive would not reduce the cooldown of Big Bad Voodoo correctly when Starmetal Kukri was equipped
    • Illusory Boots
      • Will now properly allow Crusaders using Steed Charge to pass through walls
    • Pinto's Pride
      • Fixed a bug where the bonus Wave of Light damage from this item was not being calculated correctly
    • Flail of the Ascended
      • Now takes into account +Shield Bash affix bonuses in its damage
      • Damage stacks will now persist when changing gear and picking up items
    • Faithful Memory
      • Fixed an issue where Faithful Memory was not properly buffing damage from certain Blessed Hammer runes
    • Fixed an issue which sometimes caused cosmetic pets to be dismissed unintentionally, requiring the player to resummon them through the collections UI
    • Fixed a bug causing transmogrify options to not properly unlock sometimes when first acquiring an item which grants a new transmogrify option
    •  Fixed a bug which caused the buff from the Legendary item Ahvarion, Spear of Lycander to end when changing floors in a Greater Rift
    • Fixed an issue which caused the Bones cosmetic pet to incorrectly produce sound when players interacted with some user interface elements
    • Fixed an issue which caused +Elemental damage bonuses on weapons to override the damage bonus granted to Ancient Spear by Skular’s Salvation and its elemental type
    • Fixed an issue which allowed Necrosis damage from the Helltooth Harness set to be reflected back by some enemies onto Witch Doctors using projectiles like Poison Dart

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 SEASONS

Season Journey

  • The Destroyer and Guardian tiers of the Season Journey will no longer require players to augment an Ancient Legendary item using level 30 or higher and level 40 or higher Legendary gems, respectively
  • Along with this, the Conqueror tier now requires players to augment one Ancient Legendary item using a Legendary Gem at level 50 or higher
  • Starting with Season 9, players will be able to complete the Sanctuary’s Most Wanted objective in the Season Journey across multiple games

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 ADVENTURE MODE

Bounties

  • The number of enemy kills required to complete the following Bounties has been reduced
    • Kill Aloysius
    • Kill Axegrave
    • Kill Bholen
    • Kill Captain Donn Adams
    • Kill The Crusher

Rifts

  • The Cesspools map has been adjusted
  • Enemy density and overall map size have been reduced
  • This area can now appear as the starting dungeon in Rifts and Greater Rifts

Greater Rifts

  • We have made a number of changes to improve the play experience of Greater Rifts
  • The Greater Rift progress bar now displays the percentage completion at the end of the bar when it is nearly filled
  • Monsters should now be more evenly distributed on each floor in Greater Rifts
    • Along with this, the experience and Greater Rift progression awarded for defeating many smaller monsters has been increased
  • The size of each floor in a Greater Rift is now more consistent
  • On average, a rift should take between two and four floors to clear
  • There is no longer an increased chance to see the same tile set when you venture down a floor in a Greater Rift
  • There is now a guaranteed area at the entrance of each floor with no monsters
    • This area is just large enough for ranged characters to maneuver
  • Several additional monster types can now appear as Champions and Elites
  • Greater Rifts now spawn Hellhide Tremors, Disentombed Hulks, Sand Dwellers, and Colossol Golgors with other monsters in somewhat larger groups
  • Greater Rifts now spawn somewhat fewer Sand Wasps and Fallen Grunts on floors where they appear
  • The stacking effect of the following is now cleared upon entering a Greater Rift
    • The items Lord Greenstone’s Fan, Fortress Ballista and Flail of the Ascended
    • The skills Arcane Dynamo and Mythic Rhythm
  • The gold reward and empower cost for Greater Rift 25 and above have been increased
  • The ratio between gold reward and empower cost remains about the same
  • Players will now get an extra chance to upgrade their Legendary Gems if they do not die in a Greater Rift

Greed’s Realm

  • The portal to Greed’s Realm will now close 60 seconds after opening Greed’s chest
    • With this, players may now open multiple portals to the realm in a single game

Zones

  • The waypoint for Pandemonium Fortress Level 2 in Adventure Mode has been moved from the entrance to the midpoint of the level in order to provide quicker access to some bounties
  • With this change, bounties requiring you to kill unique enemies will only spawn these enemies in the first half of the dungeon, and all monsters on the map will contribute to bounty progress

Bug Fixes

  • Fixed an issue preventing the scene for Bounty: Research Problems from spawning
  • Fixed bugs that led to large open areas with no monsters in some rooms in Greater Rifts, which was especially common near the entrance to certain floors

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 MONSTERS

Enemies

  • Quality of life improvements have been made to enemies
    • Several enemies that leap at the player can now be killed in mid-air, including Winged Assassins, Punishers, Lacuni Huntresses, and Burrowing Leapers
    • Several enemies that can become un-attackable, such as Sandsharks, Snakemen, and Rockworms now spend more time vulnerable. When these enemies do burrow or stealth, they no longer remain in this state for more than 3 seconds
    • In addition, emerging Rockworms now always show ground cracks to help attentive players avoid their initial attack
  • The Succubus' Bloodstar attack has had its damage reduced by 15% and the projectile's travel distance has been reduced
  • The damage from Khazra spears has been reduced by 15%
  • The damage from Ice Porcupine icicles has been reduced by 15%

Enemy Affixes

  • Shielding
    • Will now be cancelled immediately if the shielded monster is the last remaining monster in a pack
  • Reflects Damage
    • Now fires a projectile instead of instantly dealing damage to the player
    • The warning duration for this affix has been reduced from 2 seconds to 1, and its active duration has been reduced from 6 seconds to 4
  • Electrified
    • Crawling lightning generated by this affix now pierces, allowing it to damage multiple targets in succession
    • With this, the damage caused by this affix has been reduced by about 35%
  • Juggernaut
    • New enemy affix
    • Juggernaut monsters are permanently immune to crowd control effects, but move more slowly than normal monsters
    • Along with this change, enemies with this affix take 30% more damage from all sources
    • Only a rare Elite enemy can be a Juggernaut

Bug Fixes

  • Fixed an issue which caused Winged Assassins to sometimes travel across the ground instead of through the air when leaping
  • Fixed an issue which prevented Greater Rift Guardians from reliably teleporting to players when they spawned more than a few screens away
  • Fixed an issue which sometimes cause Rift Guardians to spawn in a location where they couldn’t be targeted

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 BOSSES

Belial

  • Now transitions more swiftly between his normal and larger version boss phases

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 ACHIEVEMENTS

Bug Fixes

  • Fixed the wording on the “Socket To Me” achievement to clarify that socketing only one gem is required

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 QUALITY OF LIFE

Dyes

  • Can now be accessed through a new tab at the Mystic
    • This includes Collector’s Edition dyes
  • With this change, dyes will no longer be sold by vendors

Bug Fixes

  • Fixed display and text issues with some skills and items
  • Fixed an issue causing keybind issues when the UI was hidden
  • Fixed a bug which caused Followers to sometimes become idle in combat
  • Fixed an issue which prevented Followers from being dismissed while they were incapacitated in battle
  • Fixed an issue which allowed pets and Followers to be attacked immediately after exiting a portal

 

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Awwww yiss. No more dyes taking precious inventory slot. No more travelling between towns to look for specific dyes. No more relogging to check vendors and pray for the dye you want to be available. This is probably the feature I like the most in this patch; that is before they give us the Necromancer.

Edited by Valhalen
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The portal to Greed’s Realm will now close 60 seconds after opening Greed’s chest

  • With this, players may now open multiple portals to the realm in a single game

i like this the most for now
cant wait for the necro to arrive

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4 hours ago, Rankrage said:

The portal to Greed’s Realm will now close 60 seconds after opening Greed’s chest

  • With this, players may now open multiple portals to the realm in a single game

This is awesome, given that every public game ALWAYS has the portal open.

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Hell yeah! Super excited to start a Crusader for this season. Can we expect some new 2.4.3 guides soon on Icy Veins?

Edit: NVM looks like the 2.4.2 guides seem OK no big rush, not a huge meta shakeup

Cheers, Coodu

Edited by Coodu

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1 hour ago, Blainie said:

This is awesome, given that every public game ALWAYS has the portal open.

Honestly I wasn't aware that multiple greed runs is a thing, although I mainly play solo or with friends and never had too much of a reason to go there more than once but I may miss something :)

For me the greatest QoL addition is the leaper mechanic change, I always hated their immunity, especially since I mainly play with ranged classes. 

Overall I think it's a nice package they delivered even though it doesn't have too much game/meta-changing feature but the adjustments and the few new legendaries seems interesting enough to explore them further

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14 minutes ago, Marvus said:

Honestly I wasn't aware that multiple greed runs is a thing, although I mainly play solo or with friends and never had too much of a reason to go there more than once but I may miss something :)

I normally stack my Puzzle Rings and go in with a Broken Crown to farm gems in early-season. I generally do it with a group of 4, blast through T13 and enjoy the free legendaries and shards. 

It's not bad with a quick group.

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On 1/5/2017 at 4:04 PM, Blainie said:

I normally stack my Puzzle Rings and go in with a Broken Crown to farm gems in early-season. I generally do it with a group of 4, blast through T13 and enjoy the free legendaries and shards. 

It's not bad with a quick group.

Thanks for the info, maybe we'll utilize this in the current season :)

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23 hours ago, Marvus said:

Thanks for the info, maybe we'll utilize this in the current season :)

Definitely do it. It's the easiest way to push for a full set of Flawless Royal gems.

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      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.
    • By Starym
      Update:
      Blizzard have denied Kotaku's claims of the planed announcement and Schreier has removed his tweet, but still claims the video was made. Check out the full article on the matter here.
      __________________________________________________________________
      That's right, it seems Blizzard did indeed have a plan for the opening ceremony of this year's BlizzCon, and all the fallout from the Diablo Immortal announcement wasn't supposed to happen at all, they had it all planned out. According to Kotaku's Jason Schreier, based on info from "two people familiar with Blizzard’s plans" Immortal's announcement was intended to immediately be followed by the announcement of Diablo 4, which would have completely satisfied both the crowd at the convention, as well as the fans watching back home.
       
      So why was this cancelled at the last minute? Well, according to the same sources, the team wasn't ready to announce the game as it's undergone at least two iterations over the past years, with as many different game directors. And so the devs didn't want to announce anything because the game might change again before it's ready to see the light of day.
      Now the questions becomes will Blizzard change their already changed minds and announce D4 after all, especially after all the negative feedback and fan backlash to Immortal? Well, Diablo's community manager Brandy "Nevalistis" Camel tweeted this today:
      If you were in Blizzard's shoes right now, would you just go ahead and announce what everyone has been waiting for, despite the game not really being anywhere near completion, and already having changed so much with the likelihood of changing again?
      The (real) Lord of Terror almost showed up at BlizzCon and may show up soon yet!
    • By Starym
      It seems the Kotaku leak wasn't that solid, at least when it comes to the timing. Jason Schreier gave an update on the matter, saying Blizzard have disputed the claims of his sources that the announcement was supposed to happen at BlizzCon. However, he still stands by the fact the video was made, which suggests he's actually seen it, and he's apologized for the misinformation (and deleted his original tweet about the fact - but you can still see it in our article).
      This is actually extremely weird news, as it made so much more sense that Blizzard did actually know what they were doing when they planned to end the opening ceremony with a Diablo 4 video, but something happened which made them cancel it last minute. As it stands (if we're to believe Schreier), it seems a video was made, but was never planned to be shown at BlizzCon, meaning they did in fact think showing off Immortal as the final/big announcement of the opening ceremony was a good idea. That did not turn out to be the case.
    • By Stan
      Diablo: Immortal is the first mobile MMOARPG entry in the history of the Sanctuary, coming to iOS and Android. The story picks up where Diablo II: Lord of Destruction left off. Here's a look at the announcement and gameplay trailers.
      The official website is now up, allowing you to pre-register for the game.
      Cinematic Trailer
      Enter the world of Diablo Immortal, a new entry in the Diablo universe. Taking place between the events of Diablo II: Lord of Destruction and Diablo III, this mobile massively multiplayer online ARPG is a true Diablo hack-and-slash adventure, all in the palm of your hand.
      Gameplay Trailer
      Diablo is coming to mobile! The newly-announced title is coming to Android and iOS soon.