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A new build went live with changes to Primal Ancient items. Now they are much more rare, drop with perfect stats and salvage into 15 Forgotten Souls.
All Legendary and Ancient items have a chance to roll as Primal Ancient Primal Ancient items are much rarer than Legendaries or Ancient items and will always roll with perfect Ancient stats. They start dropping as soon as you reach Greater Rift 70 Solo (different gating applies to Hardcore, Seasonal & non-Seasonal Heroes) Primal Ancient items salvage into 15 Forgotten Souls According to a blue post, the Mystic will also yield only perfect rolls. Below, you can find all the changes that come with the latest build, full 2.5.0 patch notes are available here. Blizzard Entertainment (Source)
PTR 2.5.0 Patch Notes: Build 43687
Demon Hunter Impale Ricochet Fixed a bug where the second bounce granted by this rune would sometimes fail if enemies were packed tightly together. Adventure Mode
Primal Ancient Items
Legendary and Set items will now have a chance to roll as Primal Ancient These items are much more rare than Ancient items and have perfect Ancient-level stats on all affixes, including the item’s Legendary Power Note: Primal Ancients will only begin dropping after a character on the player’s account has reached Greater Rift 70 Solo There are separate unlocks for normal and Hardcore characters, as well as Seasonal and non-Seasonal characters The stats on these items will be tailored to the character class you are playing when the item first drops Primal Ancient items salvage into 15 Forgotten Souls Ancient Items Now salvage into 3 Forgotten Souls Class Specific Items Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power Demon Hunter Holy Point Shot Impale throws two additional knives Note: Each enemy can only be hit once per skill use Note: This change is still being tested and evaluated Bug Fixes The Legacy of Raekor Fixed a bug where the 6 piece bonus of this set would not buff Earthquake damage Greater Rifts Additionally, several quality of life changes have been made The frequency of several tilesets in Greater Rifts has been adjusted Caves, Keep Depths and Zoltun Kulle’s Archives will appear less often Stinging Winds, Festering Woods, Pandemonium, Tristram Cathedreal, Arreat Crater and Realm of the Banished will appear more often The Flooded Causeway and Westmarch locations will no longer appear on the first floor of Greater Rifts The number of Spear Throwing Goatmen and Skeleton Archers that appear in Greater Rifts has been reduced in certain enemy populations Bug Fixes Fixed an issue that caused a specific enemy population of Triune Cultists in Greater Rifts to spawn the wrong ratio of minions What do you think about these changes or Primal Ancient items in general?
Challenge Rifts are a different beast to master as opposed to Greater Rifts. Joe Shely talks more about how to keep the experience fresh and discusses Rift fishing.
The main goal of changes to Greater Rifts was to reduce variation while keeping the play experience different at the same time.
Blizzard Entertainment (Source)
Hi all, Joe Shely here.
I’d like to talk about our philosophy for the design changes we make that affect Greater Rifts and how we think about Rift “fishing.”
When you are pushing Greater Rifts (either to improve your highest Greater Rift rank or to increase your maximum Legendary Gem rank), you start to encounter situations where you’re selecting a Rift that you may not be able to complete.
Whether you can complete that Rift or not depends on three factors:
Your character’s overall power, including how much main stat you have, your Critical Strike chance, etc. This is the largest factor and comes primarily from your gear. How well you execute your character’s build. For example, maximizing Focus and Restraint uptime, getting the most value out of each Convention of the Elements cycle, and so on. How well you adapt to the various challenges the dungeon throws at you. These include things like dungeon layout, number of branching paths, room size, enemy population type, and which Rift boss you encounter. In other words, Greater Rifts require some combination of three things: Power, Execution, and Adaptability.
If we wanted to, we could make every Rift roll the same tile-set, layout, population, and boss. That would put all of the focus on execution. This can be fun in short bursts, and in fact Challenge Rifts do exactly this at a fixed power level. Each time a new Challenge Rift is introduced you’ll be presented with a new character and build to try. We plan to introduce new Challenge Rifts frequently to keep the experience fresh.
Greater Rifts are a different beast.
You spend a lot of time with the same character. That character’s power level doesn’t change very fast, especially in the late game when you’re running with a complete set of well-rolled items. And your execution—the buttons you’re pressing—doesn’t change very often. You improve over time and might try a new build, but overall this value is fairly static…so we need to look elsewhere to keep Greater Rifts fun to play again and again.
This is where adaptability comes in. We design monsters, Rift Guardians, affixes, and dungeon layouts that throw a wide variety of challenges at you—within reason.
Your experience should vary from one Rift to the next, but if it varies too much, it feels like whether you can complete a Rift is entirely out of your control. Our target with Rift changes has been to reduce that variation while keeping the play experience different from Rift to Rift.
If you step into a Rift and see that the first floor is a cave, or the first population has a lot of Writhing Deceivers and you instantly know that Rift will be impossible to complete, then the cave tile-set or the monster probably needs tweaking.
Along these lines, we reduced the average size of a Rift floor in Patch 2.4.3 to increase the number of floors you see in a given Rift, placing less emphasis on the tile-set or population of a given floor. We also made improvements where a specific monster or tile-set was out of line, like fixing big empty areas in the Heaven tile-set or making Writhing Deceivers emerge more quickly from hiding.
Now, when you’re pushing the absolute limit of your character’s power and execution, there will inevitably come a point where you can only succeed if you get that perfect Rift. That’s a reality we aren’t trying to circumvent. But by setting the right balance between character power, execution, and adaptability in Greater Rifts, we can broadly improve the experience and raise the threshold at which everything has to go perfectly.
Primal Ancient items spark controversy since their introduction and are dubbed a terrible and lazy design choice. The issue with the philosophy is that boosting stats isn't new content or gameplay what the Diablo developer team should be focusing on.
A blue post talks about significant design changes coming to Primal Ancient items in a future (not the next) PTR Build.
Loving the amount of thoughtful and constructive discourse on this topic. We knew introducing Primal Ancients would be somewhat controversial, because they are meant to be very rare, and we appreciate the time and effort you all have taken to testing them thus far. We're reading as many threads, watching as many videos, and listening to as many streams as possible to gather your thoughts and reflect on them.
There are definitely some good and valid concerns, and we are going to be making some significant design changes with Primal Ancients. These changes aren't set in stone and have some technical hurdles behind them, so they won't be making the next PTR patch, but a future one instead.
Communication is key this early on in PTR. Are you checking all the primal related threads in the PTR feedback, or just this one?
We're definitely looking at multiple threads, it's just much easier for us to pick a centralized location to converse.
On a related note, it's easier on us if there's more of a centralized discussion, so while other threads likely won't go unnoticed, it's much easier for us to parse one thread on a topic than fifty.
Let's hope they will be turned into something more impactful!
The Diablo 3 2.5.0 PTR Brings big new additions: more powerful items, craft item storage and more.
Some huge new features are coming to the game and are already on the PTR! We get a new maximum power level for items, Primal Ancients, with even higher stats, the previously announced Armory that houses your alternate sets and builds, Craft Material storage and no more bonus act bounties, as well as the usual Legendary item and skill changes!
New Feature: Armory
Players may now save up to five different builds per character using the Armory This new feature can be found in the town hub within each Act Saving a build in the Armory will snapshot your character’s current gear, socketed gems, active and passive skills, and Kanai’s Cube powers Equipping a saved armory build will automatically swap items and gear between the character and stash New Feature: Crafting Mat Storage
Starting with Patch 2.5.0, crafting materials picked up or obtained through salvaging will now appear in a separate storage tab, freeing up space in the shared stash This tab can be accessed through the Inventory window CLASSES
Shield Glare The Divine Verdict rune has been updated to apply its secondary effect even if the target is immune to crowd control effects ITEMS
Primal Ancient Items Legendary and Set items will now have a chance to roll as Primal Ancient These items are more rare than Ancient items and have increased stat ranges Legendary Items
The following items have been adjusted
Rimeheart Increased the chance to proc its Legendary item power on frozen targets from 10% to 20% Strongarm Bracers The damage bonus from this item is now applied when the knockback occurs rather than when the enemy lands The damage bonus duration has been increased to 6 seconds Class Specific Items
The functionality of some items has changed The Barber
This weapon is now a Ceremonial Knife instead of a Dagger, allowing it to roll the same damage as other Witch Doctor items The damage bonus to the final explosion of this item’s Legendary power has also been reintroduced With this change, the item’s Legendary power will also be updated in Kanai’s Cube for those who already extracted it Players will need to re-equip the power in the cube for the updated version to appear Manald Heal
Wizard pets such as Hydras will now also proc the damage component of Manald Heal when attacking a target Note: This change will appear in an upcoming PTR patch ADVENTURE MODE
The requirement for participating in certain difficulty levels in public games has been changed from current Paragon Level to highest solo Greater Rift clear, as follows Torment I – VI: No Requirement Torment VII: Solo Greater Rift 30 Torment VIII: Solo Greater Rift 35 Torment IX: Solo Greater Rift 40 Torment X: Solo Greater Rift 45 Torment XI: Solo Greater Rift 50 Torment XII: Solo Greater Rift 55 Torment XIII: Solo Greater Rift 60 Note: This change only applies to players on PC / Mac Set Dungeons
Unhallowed Essence The upper right tile for this dungeon has been replaced with one that affords more space for monster spawning as a quality of life improvement Armor of Akkhan The number of times Condemn must hit 10 or more enemies to complete the objective has been reduced from 12 to 10 Delsere’s Magnum Opus The required number of enemies players must hit at once with Slow Time has been reduced from 30 to 20, and the number of times they must be hit has increased from 3 to 4 Bounties
Bonus Acts have been removed With this change, completing five bounties in any act will now grant you a Large Horadric Chest containing the same contents as the Horadric and Bonus Caches
Recap of the Facebook Live Necromancer Q/A from from January 26. Answering questions were Julian Love (Senior FX Artist) and Travis Day (Senior Game Designer).
The Q/A has come to an end and its highlights can be found below.
Necromancers will be part of a standalone pack (no release date yet). The plan is to ship it to all platforms at the same time. Reaper of Souls is required to purchase the pack. A new corpse mechanic had to be developed for the Necromancer to use. No poison skills for Necromancers, they focus more on the theme of bones and blood and are overall darker than Witch Doctors. The team has been playing around with various resources such as Blood or Corpses. Necromancers will have controllable pets, some will be temporary, some permanent. There will be Skeletal Archers & Mages Necromancers will have a close-range melee style. Necromancers will have their own weapon type - scythes. The class will have 4 to 5 golems, developers are currently working on new golem types. Necromancers will start with four sets. No itemization yet, so there's no information what they will do. The team is pretty confident that Necromancers will have a role in the current meta, they bring a lot of curses (no dots to differentiate them from Witch Doctors) and other things to help groups out. No Pet UI has been designed for Necromancer pets. Most of the passives are designed to give players the pet and their skills are active. A lot of blood skills will drain health to deal damage and it's becoming a playstyle. There will be skills to replenish lost health via life steal. Different builds can be explored e.g. pet builds where pets do most of your damage . Revive is returning. Blizzard is also working to fix the issue of no corpses at Rift Guardians. The Armory & Seasons on consoles are still planned for an upcoming patch, more details to be shared soon.