12 posts in this topic
Recently Browsing 0 members
No registered users viewing this page.
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.
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.
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.
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!
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.
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!
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.
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.
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.
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.
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!
The Diablo III Game Designer has clarified some of the player's concerns on the upcoming balance changes.
Even though the team has already posted their balance goals for Patch 2.6.1, the latest PTR patch has raised complaints upon the community who feels that Necromancer is kept powerful at the expense of the other classes.
Don Vu tried to address these complaints with a lengthy post in the official forums. He explained that big numerical changes don't necessarily indicate big buffs or big nerfs, since Greater Rifts scale on an exponential curve. He added that they use a whole bunch of data to determine balance changes and not just the leaderboards, GRift level and times, or PTR clears.
Lastly, Don Vu underlined that they are not trying to keep Necromancer at number 1. As far as Barbarian and Whirlwind are concerned, they lowered Whirlwind's damage to keep in check its synergy with two different runes of Battle Rage.
There has a been a lot of discussion about some of the changes in the most recent PTR Patch and I wanted to chime in and hopefully give some insight as to why we made some of the decisions we made.
First I’d like to try and quell some misconceptions that I’ve noticed within the community:
Big number changes don’t necessarily mean big buffs and/or nerfs. Increasing a damage bonus from 6,100% to 10,100% sounds like a lot, but Greater Rifts scale on an exponential curve. For each successive Greater Rift level, you need roughly 17% more damage than the last to complete it. Going from 6,100% to 10,100% is roughly a 66% increase, which is only about 3 Greater Rift levels. The leaderboards aren’t all the data we use. Oftentimes one player will have a really high Greater Rift clear with a specific spec, but also have almost as high Greater Rift clears with other specs. Those almost as high Greater Rift clears aren’t shown on the leaderboards. We have data from every Greater Rift clear to analyze and action upon. This is partly what we mean when we say sometimes things don’t show the whole picture. We don’t just look at the Greater Rift level and time cleared. We look at paragon, legendary gems, augments, stats – just a whole slew of data from our Business Intelligence team – and do internal tests of our own. We have a target Greater Rift level with specific paragon, legendary gems, augments, stats, etc. derived from the top clears on Live and PTR and we try to hit that target by tweaking changes over the course of the PTR. Some of the reasons why you saw some specs get buffed, then nerfed, then buffed, then nerf again are because sometimes we don’t hit our target and because the goalpost moved after players cleared higher with the Blood Lancer Necromancer on Live. We’re not trying to keep the Necromancer at #1. In addition to the above bullet point, when we look at data on clears from Live vs. from PTR, we consider the amount of effort the Live person put in vs. the one on PTR. Oftentimes PTR players simply don’t put in as many attempts as someone as Live. We also keep in mind that not everyone plays on the PTR, so we aren’t necessarily receiving data from all of the best players for each spec.
The Whirlwind changes have been a hot topic, so I wanted to dig a little deeper and explain those. A couple of PTR Patches ago, we fixed a bug with Battle Rage: Bloodshed that nerfed it’s damage quite a bit. Before we fixed the bug, the top Whirlwind build used Battle Rage: Bloodshed, so the increase on damage from 1700% to 3400% on Wrath of the Wastes was meant to compensate for the nerf on damage on Battle Rage: Bloodshed. However, the recent high Greater Rift clears with Whirlwind started to use Battle Rage: Swords to Ploughshares. We considered the paragon, legendary gems, etc. of the player that cleared Greater Rift 118, but we also considered how fast after the patch the player cleared it. All of the things considered, we decided to decease Whirlwind damage a little bit – roughly 2 Greater Rift levels.
With all of the things we have to consider, sometimes we do get things wrong. The testing, feedback, and discussion we’ve received from the community has helped us tremendously. Hopefully we’ve done some things right during this patch cycle. Thanks again and have a great rest of your weekend! (source)