Starym

Diablo 3 Coming to Switch Official Announcement

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Yesterday's leak proved correct and we now have all the info regarding the Diablo 3 Switch port! There's more cosmetics to be had in addition to the Ganondorf transmog, including wings, a portrait frame and Cucco pet!

And we can now finally see the Zelda themed transmog set, pet and portrait frame:

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And the aforementioned co-op functionality:

8PDNhYs.jpg

Check out the full details on the official page.

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Wow! A brand new and relevant game from Blizzard made just for the Switch! I'm going to rush right out and buy one now!

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As one with almost 3000 hours played in Diablo 3 so far and have been a huge fan since the series started decades ago, this is possibly the worst outcome of what Blizzard considered "Development" for the series.

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I never liked Diablo 3 once finished the story did a few rifts the game got boring and selling the Necromancer separate was very EA move of Blizzard

Edited by Lissianna
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2 hours ago, Arkpit said:

As one with almost 3000 hours played in Diablo 3 so far and have been a huge fan since the series started decades ago, this is possibly the worst outcome of what Blizzard considered "Development" for the series.

Especially since they are going to sell the game for $60...

1 hour ago, Lissianna said:

I never liked Diablo 3 once finished the story did a few rifts the game got boring and selling the Necromancer separate was very EA move of Blizzard

I wouldn't say "EA" of Blizzard. RoS was out for 4 years until the announcement of the Necro. If anything it was reasonbly priced for what it gave you. I wouldn't be surprised if they did the character pack to gain the funds needed to start D4 or whatever projects they are working on.

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22 minutes ago, Rhondis said:

Especially since they are going to sell the game for $60...

I wouldn't say "EA" of Blizzard. RoS was out for 4 years until the announcement of the Necro. If anything it was reasonbly priced for what it gave you. I wouldn't be surprised if they did the character pack to gain the funds needed to start D4 or whatever projects they are working on.

wow €20 is a reasonable price for one character and they really needed to funds to make another Diablo game.

And not to mention the game itself cost $60 on launch and the expansion that was clearly not worth another 40$ that barely added anything into the game.

And let me guess the switch port is going to cost another $60 on launch what a rip-off for a 6 year old game.

Blizzard is good at coping methods of EA and Todd Howard.

Because they know some people are stupid enough to pay full price for a port 

air-quotes.gif

Edited by Lissianna
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30 minutes ago, Lissianna said:

wow €20 is a reasonable price for one character and they really needed to funds to make another Diablo game.

And not to mention the game itself cost $60 on launch and the expansion that was clearly not worth another 40$ that barely added anything into the game.

And let me guess the switch port is going to cost another $60 on launch what a rip-off for a 6 year old game.

Blizzard is good at coping methods of EA and Todd Howard.

Because they know some people are stupid enough to pay full price for a port 

air-quotes.gif

What? Lol. The expansion actually saved the game from ruins and is probably the reason why there's a fanbase/playerbase at all. Just take a look at the enormous patches that D3 received after RoS.

As for the Necro it was reasonably priced for what it was. Just another character. There was no addition to the story or any of the sort, otherwise most of the fan base would have been livid. Would it be nice to have the character for free? Maybe. But at the same time we all understand that D3 isn't a money maker like the other titles. At least they don't force you to buy it. Besides it played similar to the WD considering the builds so it wasnt a game changer.

I will agree with you on the fact that they are trying to sell for $60. That's really absurd considering the age of the game and the fact there are barely any major updates. I feel they should sell it at $20 considering how many ports they already done and how old the game is.

Edited by Rhondis
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Mhhh, i see a big problem...what age rating will D3 have and what is the age of a Nitendo Switch player? Think it wont match 😄

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I would really like to know a official statement whether we will have to create brand new characters or we might port some of our progress from the PC.

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12 hours ago, Rhondis said:

What? Lol. The expansion actually saved the game from ruins and is probably the reason why there's a fanbase/playerbase at all. Just take a look at the enormous patches that D3 received after RoS.

As for the Necro it was reasonably priced for what it was. Just another character. There was no addition to the story or any of the sort, otherwise most of the fan base would have been livid. Would it be nice to have the character for free? Maybe. But at the same time we all understand that D3 isn't a money maker like the other titles. At least they don't force you to buy it. Besides it played similar to the WD considering the builds so it wasnt a game changer.

I will agree with you on the fact that they are trying to sell for $60. That's really absurd considering the age of the game and the fact there are barely any major updates. I feel they should sell it at $20 considering how many ports they already done and how old the game is.

Well that's your opinion but I think you're looking at the game through nostalgia glasses.

if you look at the PC Metacritic you can see that the players don't like the game anymore and last year with blizzcon they have nothing to show for they only had like 30 minutes of time and there was a nothing was dedicated for diablo.

I think path of Exile has a lot more to offer and the game is free to play and i has better score.

 

 

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1 hour ago, Lissianna said:

Well that's your opinion but I think you're looking at the game through nostalgia glasses.

if you look at the PC Metacritic you can see that the players don't like the game anymore and last year with blizzcon they have nothing to show for they only had like 30 minutes of time and there was a nothing was dedicated for diablo.

I think path of Exile has a lot more to offer and the game is free to play and i has better score.

 

 

It's not nostalgic glasses, it's facts. RoS brought a lot of updates that actually saved the player base back then. But now, not so much. Even I admit I don't play it anymore because I pretty much poured every last bit of entertainment out of it.

Also, I tried PoE, not in my liking. Just because a game has better score doesn't mean everyone will like the game. It's all about preferences. But of course, that's your opinion and you too could be looking through nostalgic glasses of PoE. 

Edited by Rhondis

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3 hours ago, lChronosl said:

I would really like to know a official statement whether we will have to create brand new characters or we might port some of our progress from the PC.

It's almost definitely going to be new characters, as it's the same with the xbox and playstation versions.

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2 hours ago, Lissianna said:

Well that's your opinion but I think you're looking at the game through nostalgia glasses.

if you look at the PC Metacritic you can see that the players don't like the game anymore and last year with blizzcon they have nothing to show for they only had like 30 minutes of time and there was a nothing was dedicated for diablo.

I think path of Exile has a lot more to offer and the game is free to play and i has better score.

 

 

The RoS part really isn't nostalgic at all. Now, we can argue whether RoS brought the game back FINANCIALLY (since vanilla sols 12 million copies before the expansion) but it 100% saved the game in terms of gameplay, replayability and longevity. The state D3 was in prior to RoS (even if we ignore the RMAH fiasco) was an unmitigated disaster for Blizz, as people just played it a little then saw how pointless it all was and stopped. Now sure, RoS isn't perfect, or even good atm, but back then it was lightyears better than what came before.

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6 hours ago, Starym said:

The RoS part really isn't nostalgic at all. Now, we can argue whether RoS brought the game back FINANCIALLY (since vanilla sols 12 million copies before the expansion) but it 100% saved the game in terms of gameplay, replayability and longevity. The state D3 was in prior to RoS (even if we ignore the RMAH fiasco) was an unmitigated disaster for Blizz, as people just played it a little then saw how pointless it all was and stopped. Now sure, RoS isn't perfect, or even good atm, but back then it was lightyears better than what came before.

you need to stop looking through those rose colored glasses and you need to accept that Diablo 3 is garbage the only people that are playing it right now in my friends list have no time to play anything else.

Nobody plays the game anymore Blizzard has not done anything to the game to make it more appealing too new players that is why the game is dead.

and charging people for one character €20 is ridiculous people have paid full price for both the game and expansion all that Blizzard has done is add 1 character over the pas six years and porting to consoles.

The difference between Diablo 3 and path of Exile one you have pay for and one is free

 

Edited by Lissianna
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Nobody plays the game anymore Blizzard has not done anything to the game to make it more appealing two new players that is why the game is dead.

Not every game should be a "live service" as they call them nowadays. There is nothing wrong with a game having a limited lifespan. The Call Of Duty from 6 years ago isn't played today either.

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18 minutes ago, Brutalis said:

Not every game should be a "live service" as they call them nowadays. There is nothing wrong with a game having a limited lifespan. The Call Of Duty from 6 years ago isn't played today either.

I have no problem with that either sadly Diablo 3 had a lot of potential they let it go to waste.

 

 

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7 hours ago, Lissianna said:

you need to stop looking through those rose colored glasses

You're missing the point of Starym's argument. He's not looking through any "rose tinted" glasses. He's stating a fact, and that's that. You're rather clueless on what "rose tinted glasses" mean. 

7 hours ago, Lissianna said:

you need to accept that Diablo 3 is garbage the only people that are playing it right now in my friends list have no time to play anything else.

Your opinion. Just because you think the game is garbage, doesn't mean another person thinks that way too. We all have preferences. Just like how someone out there probably dislikes PoE.

Also, I don't understand why you're basing the whole D3 community on what your friends do. Sometimes I get on to play through the season and that's it. This argument is rather weak.

 

7 hours ago, Lissianna said:

Nobody plays the game anymore Blizzard has not done anything to the game to make it more appealing too new players that is why the game is dead.

Actually, there's still an active community believe it or not. And didn't you just say your friends play the game and nothing else? Did you just contradict your other weak argument?

And how does Blizzard not make the game more appealing to new players? Them porting the game to differing consoles actually makes it appealing to new players who do not have the specs or the money to get a computer to play D3. I have a friend who's going to buy the Switch Port because he looks forward to introducing the game to his wife. I say that's a pretty good way of appealing to new players. And who know's how many new players have joined since the Xbox and PlayStation ports. 
 

7 hours ago, Lissianna said:

The difference between Diablo 3 and path of Exile one you have pay for and one is free

What? You're just stating the obvious. Just because PoE is free doesn't make it "good" by any means. I've tried it, and I failed to see the appeal to the game. But I am not going around telling people that the game is absolute garbage just because I didn't like it. 

We get it. You hate the game. Now can you stop whining about how much you hate D3 and go back to PoE? I don't understand D3 or PoE players who go out of their way to bash either game and state how superior their game is. I really don't. It's all about preferences and that's that. These kind of arguments really lead to nowhere because you're so hell bent on hating the game and going out of your way to prove it with weak arguments.

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Just my thoughts on PoE:

Personally, I played quite a few Hack and Slay, most with friends in coop.

Van Helsing 1-3, Victor Vran, Torchlight

Some of them had quite an interesting setting and characters. Others I just played because it Coop is useful if you have friends in other countries. You talk about this or that and you play a game during that. Solo I'd never have played Torchlight.

 

Path of Exile was / is quite hyped how good is it supposed to be. Frankly, I didn't get it. We played it on a LAN for maybe 3 or 4 hours. After that I never touched it again. Personally, IMO it had absolutly nothing. No interesting stories, no interesting characters. And the gameplay was way worse then the gameplay in D3.

 

I am quite mixed about my feelings on D3.

On the one hand I have played several hundred hours. Because personally, I love the gameplay. As stated above I have played a lot of Hack n Slay. There is not one single game that is close to D3 regarding Gameplay. How you have 100% control of your character all the time, how the skills flow... Every other game was much weaker. Sometimes you stuck there, skills didn't went off as smoothly, your character didn't do exactly what you were expecting, a skill didn't go off as expected...

Considering the gameplay, D3 is great IMO.
 

But on the other hand I agree that D3 is a horrible game.

If you take a look at the characters, storytelling, atmosphere.

It starts halfway decent with Act 1, gets worse at it goes on and is a total disaster when you reach Act 4. Not to speak of Act 5.

If you take a drunken homeless from the street and let him right the story and the dialogue it can't get any worse then D3 actually is.

 

If you compare that to D1 or D2 you can just weep.

 

Same is true for Starcraft 2. The first campaign is ok. But Heart of the Swarm is that badly told that I didn't even bother to buy Legacy of the Void.

Again, the gameplay of HotS is good. But the characters and storytelling, the dialogue is that horrible that it is hard to imagine that this was from the same company that made SC1 + BroodWar.

 

In the past Blizzard was a great company that made great games - regarding every aspect of the game.

Today they have at least good gameplay. Which is more then can be said of most other companies like Ubisoft e.g.

But the "soft skills" - dialogue, story, characters - is disastrous.
Cinematics used to be great - very emotional, with a lot of heart and sould in it. Today most of the cinematics are just boring as hell action sequenzes with stuff blowing up.

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Whenever a new Diablo 3 related announcement is coming, you can always be certain that people are bashing their heads in the comment sections.

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On 8/18/2018 at 8:03 AM, Rhondis said:

You're missing the point of Starym's argument. He's not looking through any "rose tinted" glasses. He's stating a fact, and that's that. You're rather clueless on what "rose tinted glasses" mean. 

Your opinion. Just because you think the game is garbage, doesn't mean another person thinks that way too. We all have preferences. Just like how someone out there probably dislikes PoE.

Also, I don't understand why you're basing the whole D3 community on what your friends do. Sometimes I get on to play through the season and that's it. This argument is rather weak.

 

Actually, there's still an active community believe it or not. And didn't you just say your friends play the game and nothing else? Did you just contradict your other weak argument?

And how does Blizzard not make the game more appealing to new players? Them porting the game to differing consoles actually makes it appealing to new players who do not have the specs or the money to get a computer to play D3. I have a friend who's going to buy the Switch Port because he looks forward to introducing the game to his wife. I say that's a pretty good way of appealing to new players. And who know's how many new players have joined since the Xbox and PlayStation ports. 
 

What? You're just stating the obvious. Just because PoE is free doesn't make it "good" by any means. I've tried it, and I failed to see the appeal to the game. But I am not going around telling people that the game is absolute garbage just because I didn't like it. 

We get it. You hate the game. Now can you stop whining about how much you hate D3 and go back to PoE? I don't understand D3 or PoE players who go out of their way to bash either game and state how superior their game is. I really don't. It's all about preferences and that's that. These kind of arguments really lead to nowhere because you're so hell bent on hating the game and going out of your way to prove it with weak arguments.

it is your opinion but as I mentioned before people have paid over $130 for this game isn't good.

path of Exile has a higher score on Metacritic and on Steam by users so I know what I'm talking about Diablo 3 is it that game at least for me and a friend of mine we don't play the game anymore,

I gave this game many chances in the past including with the necromancer I paid the €20 but unfortunately the game is not for me and does not provide enough content for me to stay besides from doing rifts all day i would rather play Warframe.

 

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5 hours ago, Lissianna said:

it is your opinion but as I mentioned before people have paid over $130 for this game isn't good.

path of Exile has a higher score on Metacritic and on Steam by users so I know what I'm talking about Diablo 3 is it that game at least for me and a friend of mine we don't play the game anymore,

I gave this game many chances in the past including with the necromancer I paid the €20 but unfortunately the game is not for me and does not provide enough content for me to stay besides from doing rifts all day i would rather play Warframe.

 

Again. Scores on metacritic don't mean jack. And that doesn't prove that you know what you're talking about. So far, all you have been doing is whining about how bad the game is with rather vague and poorly structured arguments. Everyone knows how bad D3 is (despite there being good things about it), but if someone wants to enjoy the game then let them. Don't be a baby and whine about how much you hate it and how much better PoE. You're forcing your own opinions down other's people's throats.

Edited by Rhondis

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27 minutes ago, Rhondis said:

Again. Scores on metacritic don't mean jack. And that doesn't prove that you know what you're talking about. So far, all you have been doing is whining about how bad the game is with rather vague and poorly structured arguments. Everyone knows how bad D3 is (despite there being good things about it), but if someone wants to enjoy the game then let them. Don't be a baby and whine about how much you hate it and how much better PoE. You're forcing your own opinions down other's people's throats.

Almost 10000 people bothered to create an account and write a review on Metacritic means jackshit TO YOU.

And when compared with path of Exile there are over 62000 reviews written on Steam are very positive and recent not and to mention the additional 1600 on Metacritic.

I'm not forcing anybody everybody can have their own opinion but you are the one that is denying the numbers.

and Blizzard knows that Diablo is bad because free to play games like path of Exile and Warframe are doing much better why do you think they put so much effort all of a sudden into Diablo because everybody stop playing it.

last year with blizzcon there was not a single space dedicated to Diablo and the only time they had was 30 minutes that is how sad it was.

and I'm done discussing it with you obviously we both share different opinions on this subject.

and if you still don't believe the numbers of metacritic you can always checked Twitch Tracker compare Diablo 3 with path of Exile and Warframe how many people are watching and streaming

I would like it if Activision Blizzard to allow users write reviews in their stores displayed in their store.

And I would love to hear it from other players what they think about their games

 

 

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9 hours ago, Lissianna said:

Almost 10000 people bothered to create an account and write a review on Metacritic means jackshit TO YOU.

And when compared with path of Exile there are over 62000 reviews written on Steam are very positive and recent not and to mention the additional 1600 on Metacritic.

Reviews don't mean anything. A review is a reflection of what that person enjoyed out of the game. They can help persuade you if the review is at all conducive to helping the individual decide if they want to try it or not. But in the end, it comes down to personal preference. I tried PoE. I didn't like it. Yet, it has positive reviews, so somehow I am supposed to like it? Your logic is flawed. Stop using reviews as a basis of an argument to decide if the game is good or not. Someone can play PoE and think it's terrible where as someone will think it's great. 

Also, it doesn't take much to create an account on metacritic. Literally takes 5 minutes or so.

 

 

9 hours ago, Lissianna said:

I'm not forcing anybody everybody can have their own opinion but you are the one that is denying the numbers.

Of course you're not. *Insert sarcasm here*

"path of Exile has a higher score on Metacritic and on Steam by users so I know what I'm talking about"
"you need to stop looking through those rose colored glasses and you need to accept that Diablo 3 is garbage the only people that are playing it right now in my friends list have no time to play anything else."



If this doesn't show the fact that you're forcing your opinion down people's throat. Then I dunno what is.

 

9 hours ago, Lissianna said:

last year with blizzcon there was not a single space dedicated to Diablo and the only time they had was 30 minutes that is how sad it was.

Ok? Your point? We all know this.

 

9 hours ago, Lissianna said:

and if you still don't believe the numbers of metacritic you can always checked Twitch Tracker compare Diablo 3 with path of Exile and Warframe how many people are watching and streaming

Diablo 3 doesn't get anymore large updates. It's 6 years old, with limited replayability. Of course Diablo 3 is barely going to be watched on stream. I don't doubt PoE gets streamed more, the game is regularly updated. When a game is kept up to date and keeps people doing new things of course there going to be more players, which could lead to more streamers. You're not exactly a genius on this my friend. 
 

Edited by Rhondis
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9 hours ago, Lissianna said:

Almost 10000 people bothered to create an account and write a review on Metacritic means jackshit TO YOU.

And when compared with path of Exile there are over 62000 reviews written on Steam are very positive and recent not and to mention the additional 1600 on Metacritic.

I'm not forcing anybody everybody can have their own opinion but you are the one that is denying the numbers.

and Blizzard knows that Diablo is bad because free to play games like path of Exile and Warframe are doing much better why do you think they put so much effort all of a sudden into Diablo because everybody stop playing it.

last year with blizzcon there was not a single space dedicated to Diablo and the only time they had was 30 minutes that is how sad it was.

 and I'm done discussing it with you obviously we both share different opinions on this subject.

and if you still don't believe the numbers of metacritic you can always checked Twitch Tracker compare Diablo 3 with path of Exile and Warframe how many people are watching and streaming

I would like it if Activision Blizzard to allow users write reviews in their stores displayed in their store.

 And I would love to hear it from other players what they think about their games

 

 

Also, The D3 team wasn't making large updates because of Warframe nor PoE. It was mainly due to the Expansion, and a large amounts of angry players such as I who were upset with the direction they took Vanilla D3. Albeit the game is tolerable when the Expansion came out, and even till now. But still has it's issues.

Edited by Rhondis
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      Barbarian – Immortal King’s Call Crusader – Seeker of the Light Demon Hunter – Natalya’s Vengeance Monk – Uliana’s Stratagem Necromancer – Trag’Oul’s Avatar Witch Doctor – Spirit of Arachyr Wizard – Vyr’s Amazing Arcana
      Quality of Life Changes
      Thanks to player feedback, we’ve focused on a couple of frequently requested changes to improve the overall Diablo experience. This includes minor changes, such as removing Legendary potions from player inventories so that they no longer take up space, but also more significant changes to celebrating end-game loot in Primal Legendaries.
      Primal Legendaries were, from the start, a goal largely intended for the segment of our audience pushing themselves to take on the game’s most challenging experiences. As power has increased over time, Primals have become more accessible across the board and we realized they were not celebrated or even as obvious as they should be, considering how ultimate they feel in a build. To this end, we’ve added specially colored beams and a unique mini-map icon to highlight when they drop, as well as shined up their tooltip and border colorations to be more discernible.



      Finally, we want to make sure everyone is clear when they can start collecting Primal Legendaries; upon completing your first Greater Rift 70 or higher Solo, you’ll receive an achievement indicating your accomplishment and the Greater Rift boss will be guaranteed to drop a Primal Legendary. This drop is subject to all other loot rules—meaning while there’s a large chance it will be suited for your class, randomness does play a factor.
      Class Set Updates
      The balance changes from Patch 2.6.1 have had a few seasons to percolate, allowing most classes and builds to settle in and reach for their best performance. With Patch 2.6.4, we’ve identified some of the best performing builds, like Condemn Crusader and Rathma’s Necromancer, and we’re looking to bring many of the other class set builds up to par.
      This is largely a numbers pass, and we haven’t just focused on class sets—the “no set Set” Legacy of Nightmares will be receiving a sizeable buff as well. We know many of you are curious as to what changes may have occurred as a result of your testing on the PTR. The updated Patch Notes are below for your viewing pleasure, so you can begin plotting out your ideal build before Season 16 begins!
      PATCH 2.6.4 - v2.6.4.54724
      Table of Contents:
      General Greater Rifts Seasons Class Set Changes All Classes Barbarian Crusader Demon Hunter Monk Necromancer Witch Doctor Wizard General Quality of Life Philosophy For this patch, we wanted to include a few frequently requested Quality of Life changes and focused on better celebrating and indicating Primal Legendary drops. Five (5) additional Armory tabs have been added for all characters, bringing the total to 10 Legendary Potions are no longer stored in player inventory and can be accessed or changed by right-clicking on the potion icon in the action bar Greater Rift Keystones are now stored in the Materials tab Any existing Greater Rift Keystones in both inventory and stash have been automatically moved Primal Legendaries are now marked by a red beam when they drop Primal Legendaries on the ground are now indicated by a red pentagram icon on the mini-map Primal Legendaries now have a red border and updated background on their icons Return to top Greater Rifts Philosophy The gameplay of micro-managing Paragon points during the course of a Greater Rift doesn't feel like especially engaging gameplay, nor was it consistent with the other existing rules of entering a Greater Rift. In addition, the below change to matchmaking is to make it much easier for all players to find groups for Greater Rifts, as the previous window (only between Greater Rifts) is typically very small. Paragon points can no longer be swapped while a Greater Rift is open Players can now be matched into public games where a Greater Rift is open Players who join in this manner will not be able to enter the active Rift, and players inside the Rift will be able to continue with no additional difficulty scaling until the run has been completed Return to top Seasons Season 16: Season of Grandeur The buff for Season of Grandeur has been implemented This buff gives all Seasonal players the legendary power from Ring of Royal Grandeur This buff does not stack with additional Ring of Royal Grandeur (either equipped or in Kanai's Cube) Unlike previous Seasonal buffs, this buff will not apply to Non-Seasonal players When completing a Greater Rift level 70 solo for the first time in a Season, a Primal Legendary is guaranteed to drop from the Rift Guardian Return to top Class Set Changes Philosophy We are taking another tuning pass across all class sets to improve class and set diversity at higher level Greater Rifts. Some of these values have been adjusted per our observations as well as player feedback during the 2.6.4 PTR. Thanks for testing! All Classes Legacy of Nightmares The (2) Set bonus has been increased from 100% to 750% Return to top Barbarian The Legacy of Raekor The (6) Set bonus has been increased from 2800% to 5500% Immortal King's Call The (6) Set bonus has been increased from 1500% to 4000% Might of the Earth The (6) Set bonus has been increased from 5600% to 20000% Wrath of the Wastes The (6) Set bonus has been increased from 3000% to 10000% Return to top Crusader Thorns of the Invoker The (2) Set bonus has been increased from 140% to 350% The (6) Set bonus has been increased from 5400% to 15000% Roland's Legacy The (4) Set bonus has been increased from 3300% to 13000% The (6) Set bonus has been increased from 50% increased Attack Speed to 75% Seeker of the Light The (6) Set bonus has been increased from 2000% Blessed Hammer damage to 12000% Return to top Demon Hunter Embodiment of the Maruader The (6) Set bonus has been increased from 3000% to 12000% Unhallowed Essence The (6) Set bonus has been increased from 100% to 350% Natalya's Vengeance The (6) Set bonus has been increased from 3500% to 14000% The Shadow's Mantle The (2) Set bonus has been increased from 1200% to 6000% The (6) Set bonus has been increased from 50000% to 75000% Return to top Monk Uliana's Strategem The (6) Set bonus has been increased from 2100% to 9000% Inna's Mantra The (6) Set bonus has been increased from 150% to 750% Monkey King's Garb The (6) Set bonus has been increased from 1000% to 1500% Raiment of a Thousand Storms The (2) Set bonus has been increased from 100% to 400% The (6) Set bonus has been increased from 13000% Dashing Strike damage to 60000% The (6) Set bonus has been increased from 1300% Spirit Generator damage to 6000% Return to top Necromancer Trag'Oul's Avatar The (6) Set bonus has been increased from 3300% to 3800% Return to top Witch Doctor Spirit of Arachyr The (6) Set bonus has been increased from 4500% to 9000% Helltooth Harness The (2) Set bonus has been increased from 1500% to 3000% The (6) Set bonus has been increased from 4400% to 9000% Raiment of the Jade Harvester The (2) Set bonus has been increased from 560 seconds to 3500 seconds The (6) Set bonus has been increased from 1650 seconds to 10000 seconds Zunimassa's Haunt The (6) Set bonus has been increased from 5500% to 15000% Return to top Wizard Tal Rasha's Elements The (6) Set bonus has been increased from 750% to 2000% Delsere's Magnum Opus The (6) Set bonus has been increased from 3800% to 8500% Vyr's Amazing Arcana The (6) Set bonus has been increased from 50% bonus damage to 100% Return to top  
      We can’t wait to see what combinations players come up with throughout the course of Season 16 . . . especially when considering the new Seasonal buff!
      Frequently Asked Questions
      Q: When does Season 16 start?
      A: Season 16 begins Friday, January 18 at 5:00 p.m. PST in North America, 5:00 p.m. CEST in Europe, and 5:00 p.m. KST in Asia. For time zone conversion, see this site.
      Q: When do Seasons go live for players on Xbox One, PlayStation 4, and Nintendo Switch?
      A: Seasons go live for all console players globally Friday, January 18 at 5:00 p.m. Pacific Time, regardless of which regional version of the game you may have. Please note that Seasonal Leaderboards for Xbox One, PlayStation 4, and Nintendo Switch are still separate by hardware platform.
      Q: When will Season 16 end?
      A: We currently anticipate that Season 16 will be ending on Sunday, March 17 at 5:00 p.m. PST in North America, 5:00 p.m. CEST in Europe, and 5:00 p.m. KST in Asia.
      Q: Why is the Season end date an estimate?
      A: Traditionally, we have given players two weeks’ notice prior to the ending of a Season. However, we’ve heard the community’s feedback, so going forward, we’ll be providing more comprehensive Season details in the Season preview blogs. Please bear in mind that this date is an estimate and there is always a chance it may shift. While we will do our best to hit these target dates as closely as possible, we will continue to verify the Season end date at the two-week warning mark.
      Q: When are the non-Seasonal Leaderboards being wiped?
      A: Non-Seasonal Leaderboards are tied to what we call “Eras,” each of which lasts about 6–12 months. The most recent era began November 9 and is scheduled to end January 8. For more information on Eras, please see this post.
      Q: What will happen to older Seasonal and Era records?
      A: Starting with Season 10, we removed old personal bests from Season 1. When Season 16 arrives, we will remove old personal bests from Season 7, and so on. We will be doing the same for personal bests from the previous Era when the next one goes live.
      Seasonal Leaderboard records are not being cleared and will remain archived both in game and on our website.
      Themed Seasons are continuing to evolve as we venture into the future, and we’re quite excited to see where this one leads. Are you looking forward to the Season of Grandeur? Which build or class set buff are you looking to experiment with first? Share your thoughts below and we’ll see you in Season 16
      There's a lot of changes to both to UI, sets and a lot more coming next month, as well as a new buff!
    • By Stan
      Season 15 was supposed to end on December 16, but the Diablo team decided to extend it and the new end date is January 6. Season 16 is scheduled for the week of January 11.
      The new Season will go live with Patch 2.6.4 that was available for testing on PTR.
      Blizzard (Source)
      Hey everyone,

      In order to ensure a smooth transition between Seasons, and give players extra time to enjoy the Double Bounty Cache buff, we will be ending Season 15 on January 6. With this, Season 16 is scheduled to begin on January 11. 

      As a quick heads-up, we will also be resetting the current Era leaderboards on January 8, so you’ve still got some time to push for that final leaderboard placement before the rollover occurs!

      Good luck,
      - Tyvalir
    • By Stan
      The long wait is over and the Sanctuary is finally getting an update with set changes and various quality of life improvements. Patch 2.6.4 will be available for playtesting on Wednesday.
      Patch 2.6.4 Highlights
      Patch 2.6.4 will be deployed to test realms on November 21. It will be available one week for testing. 5 Armory tabs have been added for all characters. Greater Rift Keystones will be stored in the Materials tab. Primal Legendaries are marked with a red beam when they drop. They now have an updated background on their icons and are indicated by a red pentagram icon on the mini-map. Season 16 buff has been implemented and all Seasonal players will receive the legendary power from Ring of Royal Grandeur. This buff doesn't stack with additional Ring of Royal Grandeur. In order to improve class & set diversity at higher level Greater Rifts, Blizzard's adjusting some sets. Paragon points can't be swapped while a Greater Rift is open. Completing a Greater Rift level 70 solo for the first time in a Season will yield a Primal Legendary from the Rift Guardian. Blizzard (Source)
      We’re launching the Patch 2.6.4 PTR later this week for some rapid-paced testing, and we want you to have the full download before you jump in to provide feedback. Between long-requested quality of life changes, class set balancing, and a new game-changing seasonal buff, Season 16 is going to be quite the journey.
      Table of Contents
      PTR Details PTR Goals PTR Tips Patch Notes General Greater Rifts Seasons Class Set Changes All Barbarian Crusader Demon Hunter Monk Necromancer Witch Doctor Wizard How to Participate in PTR PTR Character Copy Please note that this is a preview for PTR content and subject to change.
      PTR Details
      We will be conducting the Patch 2.6.4 PTR over the course of one week, starting Wednesday, November 21. During the course of the PTR, there may be periodic maintenances, outages, hotfixes, or minor patches.
      There will be two buffs active to help you on your PTR journey: increased Legendary drop rate and double Blood Shard drops. This should allow everyone to acquire any class set items (or supplemental items) that might be needed!
      Feedback should be provided in the PTR Feedback forum while bug reports should be provided in the PTR Bug Report forum; clearly separating these tracks allows our designers and quality assurance testers to hone in on the information they need most!
      PTR Goals
      With a huge number of class set changes and a game-breaking Seasonal buff, we know it will be very tempting to get your hands on as much as you can! To help guide your focus, we’d like to offer our insight behind what we’d most like to see tested.
      Players pushing Greater Rifts as high as possible in both Seasonal and Non-Seasonal play Experimentation with class set mix-and-matches, as made possible by the Season of Grandeur buff PTR Tips
      This PTR is a little different from ones we have conducted in the past (and it’s been a while since we last had one). Whether you’re a seasoned PTR veteran or this is your first go around, here are a few tips to get you started.
      Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Monk player, consider what changes impact the Monk specifically. What you like best, what you think may still need adjustment, and what you may want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself. Prior to the start of PTR, consider stocking up on items like Puzzle Rings and Bovine Bardiches.  Having these available after you import your character can make any necessary PTR farming much faster! Try to break things! Just tell us when you do so we can make sure the 2.6.4 launch is as smooth as possible for all our fans. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Was there something off you noticed? Did something seem wrong or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Patch Notes
      Last updated November 19 @ 10:00 p.m. PST.
      Below you'll find the preliminary PTR patch notes for patch 2.6.4. Please note that this isn't the final version of the patch notes and that some changes may not be documented or described in full detail.
      PTR PATCH 2.6.4 - v2.6.4.49286
      To provide feedback on patch 2.6.4, please visit the PTR Feedback forum.
      To report any issues you experience while playing, please visit the PTR Bug Report forum.
      For additional information on how to participate in the PTR, click here.
      General Quality of Life Philosophy For this patch, we wanted to include a few frequently requested Quality of Life changes and focused on better celebrating and indicating Primal Legendary drops. Five (5) additional Armory tabs have been added for all characters, bringing the total to 10 Greater Rift Keystones are now stored in the Materials tab Any existing Greater Rift Keystones in both inventory and stash have been automatically moved Primal Legendaries are now marked by a red beam when they drop Primal Legendaries on the ground are now indicated by a red pentagram icon on the mini-map Primal Legendaries now have a red border and updated background on their icons Greater Rifts Philosophy The gameplay of micro-managing Paragon points during the course of a Greater Rift doesn't feel like especially engaging gameplay, nor was it consistent with the other existing rules of entering a Greater Rift. In addition, the below change to matchmaking is to make it much easier for all players to find groups for Greater Rifts, as the previous window (only between Greater Rifts) is typically very small. Paragon points can no longer be swapped while a Greater Rift is open Players can now be matched into public games where a Greater Rift is open Players who join in this manner will not be able to enter the active Rift Players inside the Rift will be able to continue with no additional difficulty scaling until the run has been completed Seasons Season 16: Season of Grandeur The buff for Season of Grandeur has been implemented This buff gives all Seasonal players the legendary power from Ring of Royal Grandeur This buff does not stack with additional Ring of Royal Grandeur (either equipped or in Kanai's Cube) Unlike previous Seasonal buffs, this buff will not apply to Non-Seasonal players When completing a Greater Rift level 70 solo for the first time in a Season, a Primal Legendary is guaranteed to drop from the Rift Guardian Class Set Changes Philosophy We are taking another tuning pass across all class sets to improve class and set diversity at higher level Greater Rifts. Please note that these values are not final and we anticipate some adjustments to occur during the course of PTR. All Classes Legacy of Nightmares The (2) Set bonus has been increased from 100% to 500% Barbarian The Legacy of Raekor The (6) Set bonus has been increased from 2800% to 7000% Immortal King's Call The (6) Set bonus has been increased from 1500% to 4000% Might of the Earth The (6) Set bonus has been increased from 5600% to 20000% Wrath of the Wastes The (6) Set bonus has been increased from 3000% to 10000% Crusader Thorns of the Invoker The (2) Set bonus has been increased from 140% to 350% The (6) Set bonus has been increased from 5400% to 15000% Roland's Legacy The (4) Set bonus has been increased from 3300% to 13000% The (6) Set bonus has been increased from 50% increased Attack Speed to 75% Seeker of the Light The (6) Set bonus has been increased from 2000% Blessed Hammer damage to 12000% Demon Hunter Embodiment of the Maruader The (6) Set bonus has been increased from 3000% to 12000% Unhallowed Essence The (6) Set bonus has been increased from 100% to 350% Natalya's Vengeance The (6) Set bonus has been increased from 3500% to 14000% The Shadow's Mantle The (2) Set bonus has been increased from 1200% to 6000% The (6) Set bonus has been increased from 50000% to 75000% Monk Uliana's Strategem The (6) Set bonus has been increased from 2100% to 9000% Inna's Mantra The (6) Set bonus has been increased from 150% to 1500% Monkey King's Garb The (6) Set bonus has been increased from 1000% to 1500% Raiment of a Thousand Storms The (2) Set bonus has been increased from 100% to 400% The (6) Set bonus has been increased from 13000% Dashing Strike damage to 60000% The (6) Set bonus has been increased from 1300% Spirit Generator damage to 6000% Necromancer Trag'Oul's Avatar The (6) Set bonus has been increased from 3300% to 3800% Witch Doctor Spirit of Arachyr The (6) Set bonus has been increased from 4500% to 9000% Helltooth Harness The (2) Set bonus has been increased from 1500% to 3000% The (6) Set bonus has been increased from 4400% to 9000% Raiment of the Jade Harvester The (2) Set bonus has been increased from 560 seconds to 35000 seconds The (6) Set bonus has been increased from 1650 seconds to 10000 seconds Zunimassa's Haunt The (6) Set bonus has been increased from 5500% to 15000% Wizard Tal Rasha's Elements The (6) Set bonus has been increased from 750% to 3000% Delsere's Magnum Opus The (6) Set bonus has been increased from 3800% to 8500% Vyr's Amazing Arcana The (6) Set bonus has been increased from 50% bonus damage to 100% How to Particpate
      To participate in the public test, you must have a Diablo III game license attached your Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
      Step 1: Create a PTR account. To create a PTR account, log in to Blizzard Battle.net Account Management and double-click on your Diablo III game license; this will bring you to the game management page. On this page, click "Create a PTR account.
      If you've participated in any previous Diablo III PTR, the "Create PTR account" button may not appear. This is because you've already created a PTR account and can therefore skip this step.
      Step 2: Once you have created a PTR account, installed the Blizzard Battle.net desktop, and logged in with your Blizzard Battle.net credentials, select "Diablo III" from the main menu on the left-hand side of the application.
      Step 3: On the Diablo III screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select "PTR: Diablo III" from this drop-down menu before proceeding.
      Step 4: You should now have the option to install and play the patch.
      The PTR is available in all supported languages, and accounts from all regions are eligible to participate.
      PTR Character Copy
      The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.
      Step 1: Log into the live game and then log out.
      Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.
      Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)
      Step 4: Select your region.
      Step 5: Click "Copy." This will copy all characters on your account from the selected region.
      Step 6: You will be disconnected from the PTR client.
      Step 7: Log back in. Your copied characters will be available for play.
      Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.
      As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback!
      A new Diablo patch will hit test realms this week. Check out the official patch notes!
    • By positiv2
      This thread is for comments about our Divinity Conquest Guide.
    • By Deadset
      Deadset gets his hands on Diablo: Immortal and an interview with the devs!
      With a world of mixed feelings surrounding the new Diablo announcement, our Diablo 3 guide writer, Deadset, got the chance to sit down with Wyatt Cheng and Joe Hsu for an interview, as well as spend time testing Diablo: Immortal. Check out what the developers had to say, as well as Deadset's thoughts on the announcement.
      Preface
      This past Blizzcon marks several ‘firsts’ for me. The first time I cross half the globe, from windy Eastern Europe to the unrelenting Californian sun. The first time I attend Blizzcon, a convention I have dreamed of since I was a child. And somehow, regrettably, the first time ever that I am scared to address the community, that I struggle to find answers and solace for the road ahead. Rest assured, I am no less disheartened and apprehensive than any of you by the news that the solitary confirmed Diablo project in sight is, indeed, a mobile game.
      I will not mince words: the timing, framing and setup for the Diablo: Immortal announcement was poor. There’s little more to add to this conversation that hasn’t already been said, memed about or depressed over, and from this point on I will simply try to address the new game itself.
      I was able to test the demo with extended, uninterrupted access. I had the chance to talk with developers both on and off the show floor, in interviews and community conversations. I pride myself in always delivering honest, factual and impartial information, colored only by my perception of good game design and love for Sanctuary. The things we all share in the hardcore Diablo community.
      So let’s talk.
      Impressions of the Game
      Gameplay 
      I hung out and spoke a lot with Rhykker during the convention and I will echo his overall sentiment in many regards - including the fact that Diablo: Immortal is quite possibly the best handling mobile game I have ever played (high bar, I know), with the most tactile and satisfying combat in its genre and medium. This is not surprising for a Blizzard title, and Diablo 3 has been widely regarded as having the best feeling combat among its competitors, but it’s still important to stress that the level of polish and excellence of control over the character that is signature for the company is not lost in the translation to mobile.
      There is also a surprising amount of manual skill - both for an aRPG and a mobile game - that you can apply to your play, with multi-skill interactions and positioning interplay that is rare for the medium and indeed, the preceding titles in the series. There were demonstrations of the Wizard using the Ice Crystal to refract Ray of Frost onto multiple enemies, the Crusader’s Falling Sword turned into a two-step active ability that can be used to either engage or reposition, or the Monk’s Kick, the heir to Dashing Strike, that can be bounced off walls for multiple successive hits. While that is an undeniable positive and an evolution of Diablo 3’s handling, it was also pretty evident that developers are still getting the hang of mobile aiming, as some skills felt better than others (i.e. the Wizard’s Meteor has a rather tight targeting reticle that swept too quickly over the battlefield to reliably get a good hit in).

      The game is touted as a full-fledged Diablo MMO, with all the open world, constant live updates and content patches that will entail. Its pure multiplayer structure will require an internet connection and will not allow for immediate drop in-and-outs, though that wasn’t immediately obvious in the demo where you spend the ‘learning’ half of it solo. You will encounter up to 6 players in the questing environment, and up to 4 players in the instanced dungeons - and even though the latter can be soloed, they will remain tuned for a full party (and thus more challenging). There was a reassuring sense of difficulty to the demo, and even trash monsters inflicted a significant amount of damage that required attention and quick work with the health potion. The potion is handled in a Diablo 3-esque fashion - based on a 15-second cooldown, but with a heal over time as opposed to D3’s instant effect. Death was handled in a Softcore manner, with a very generous 5 second timer until respawn - though that might be adjusted in the final version of the game, as there was mention of up to 30 second penalty timer to encourage better play. As far as I could tell, Hardcore was off the table due to the relative instability of internet connections on mobile (see more on that in the interview below).
      Graphics
      The outrage over the UI structure being very similar to other Netease titles like ‘Crusader of Light’ and ‘Endless of God’ is understandable, but kinda overstated - most mobile MMOs and action RPGs use very similar controllers and interface (see Lineage, Darkness Rises, Alliance x Empire).

      A large portion of the (demonstrated) game however is built with adapted Diablo 3 assets - an issue that is disappointingly danced around, and is very obvious if you have spent any significant time in Diablo 3 (however tastefully rearranged and retouched, you will recognize numerous structures, tilesets and monsters). References to future bosses like a “giant spider” (no doubt Queen Aranae’s cousin) or a “clone of Zoltun Kulle” (come on…) don’t help much to inspire the ‘new title’ feel. It’s all topped off with the inclusion of the exact cast of characters from Diablo 3 (albeit strangely missing the Witch Doctor), even though Immortal is supposedly situated closer to Diablo 2 lore-wise. Despite the above, I don’t really doubt technical and artistic skill is necessary for the assets’ translation to a mobile device, and it makes for an unbelievably polished, if disturbingly familiar graphical experience. In terms of artistic feel, you will like the game if you were satisfied with Diablo 3 visuals, and there is a pleasant darker tinge to everything - if not a complete reversion to a more grounded and gothic journey.
      Oh, and blood is jarringly absent.
      The game was demonstrated on a Galaxy S9 and to give credit where it’s due, it blows my mind that such visuals are available on a mobile device. There were no lags, frame drops or technical issues that I can point out, though again - the 6-player open world was not active for the demonstration. Sadly there was no way for me to minimize the app or test it unplugged, so I could not tell the effect it had on the battery after extended 45 mins. - 1 hour of uninterrupted playtime.
      Misconceptions
      To finalize my impressions from the game and the numerous talks I’ve had with developers, I would quickly like to clear up some misconceptions that I see floating around as best I could:
      Lack of a resource system (mana or otherwise): This is still in the experimentation stage. Think of resource as a variable that enables the use of a skill, similarly to cooldowns and charges. Unlike say MOBA games, mana in aRPGs is usually a mechanic that the player works to overcome rather than play around. Currently charges replace mana as means of non-timer use of a skill that doesn’t clutter up the limited UI space.
      Team size and Blizzard to Netease ratio: This is a twofold misconception. First, there’s the concern that Blizzard have simply dumped the IP onto a Chinese company with very little involvement on their part. From talks with developers I get the sense this is not true at all, and the team size on the Blizzard side is at least comparable to the one from Netease. There’s also concern that Diablo developers working on the mobile title are taking up resources from the unannounced PC game, which I was told is not true. In fact, during various conversations devs have expressed genuine surprise at the growth rate of Blizzard as a company - which raises entirely new concerns, but team size for PC should not be affected by the mobile title.
      Claims of racism due to the elimination of the Witch Doctor: The Monk in Immortal is clearly dark skinned (both in cinematics and ingame), so that one is out, I believe. I will not make any claims to Chinese audiences' cultural preferences one way or the other. To be honest I simply think Witch Doctors never quite grabbed people as much as Necromancers, and it became even more obvious when the latter were added to the game. Two poison-heavy, curses-spreading, summon-reliant characters are a bit much for a single game, no matter how much they tried to spin the difference in D3.
      If you have any additional concerns or questions about the gameplay of Immortal specifically, I can try to answer - please don’t hesitate to list them below.
      Onto the interview!

      Interview on Diablo: Immortal
      I conducted this interview with Wyatt Cheng (lead designer) and Joe Hsu (senior producer) from the Diablo: Immortal team on the second day of BlizzCon, a few hours before the World Q&A panel. It reflects both the Future of Diablo panel information, as well as my own thoughts from playing the demo.
      Interview with Wyatt Cheng and Joe Hsu
      + Show- Hide I think what surprised me the most is the announcement of a second ‘portable’ Diablo title, so close to the announcement and release of the Diablo 3 adaptation for Nintendo Switch. What inspired that?
      Wyatt Cheng: The projects are being worked on by multiple teams, and so the Diablo 3 on Switch was started, and then we partnered with Iron Galaxy, and they worked on the Switch. One of the great things about having multiple projects in the pipe is that we can provide the Diablo community with more content. The timing wasn’t something that we strategically planned, honestly we’re just trying to bring everything to the community as quickly as we could - it’s just how long the development of these individual projects took.
      Joe Hsu: We think about it as the same type of platform - we just want to bring more Diablo to the fans.
      Wyatt Cheng: And of course, Diablo 3 on Switch is very substantially similar to the console and PC experience, whereas Diablo: Immortal is a brand new game. 
      Speaking from experience, the Switch version does indeed translate the Diablo 3 experience faithfully. What about the mobile experience though, how much Diablo is in there - skill trees, item choices, etc.?
      Wyatt Cheng: Unfortunately, not all of our systems are worked out yet. I think a big one players have been wondering about is the itemization system, since the items are a key part of the Diablo experience. We’re still working on that. Couple of things that are very important to us, 1) we want to ensure there is some depth for our core gamers to have something to sink their teeth into that isn’t over-simplified; and 2) we are going to have legendary powers. We really liked the way that the legendary powers changed the way that you play Diablo 3, and we’ll be looking to bring that to Diablo: Immortal as well.
      As for other systems, I think back to both Diablo 2 and Diablo 3 with regards to skills and endgame progression, what happens after you hit max level. We’re still working out the details on that, and we’ll be taking inspiration from all three entries in the series, but we may evolve some of those systems as well. 
      Just to make sure - considering the trimmed down skill system (12-ish) and (for the moment) the very bare-bones itemization that just bumps up defenses, health or damage, is it still reasonable to expect theorycrafting and a level of complexity to the game?
      Wyatt Cheng: Yes. Definitely. That’s what I was kind of alluding to earlier, saying that we still want there to be meaty systems in place. The itemization that we have now is mostly a placeholder, there to get the game to a playable state. Sort of ‘getting to the 20% mark’ - or as they call it in the Silicon Valley, MVP (minimum viable product). We wanted to work on killing monsters and making the combat feel fun first, but part of that is knowing that an item dropped to the ground and in our heads we imagine that this item feeds into a bigger game. Right now the itemization that you see in the demo is honestly exactly like it was really early in development, and currently we have a lot of designs on paper to what we want the itemization to be. And it’s pretty different from what is available in the demo today. 
      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.