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Everything We Know About Diablo IV So Far

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Did you know that Diablo IV was supposedly in development for only two years and rebooted in 2016?

Kotaku's Jason Schreier, a reputable source of insider leaks from the video gaming industry, posted a lengthy article back in November last year about the past, present, and future of Diablo. Schreier spoke to 11 current and former Blizzard employees and we learned that the second Diablo III expansion that got scrapped and that Diablo IV has been in development since 2014, but got rebooted in 2016.

Click here to read the full article

Titan

To understand why Blizzard hasn't announced Diablo IV yet, we need to dive deeper into the past of the company. Titan, a MMO project in development since 2007, was canceled by Blizzard in 2013. Blizzard later used assets to craft a new game which then became Overwatch. (Source)

The shadow of Titan still looms over many decisions at Blizzard to this day, according to Schreier, and the company is careful about announcing Diablo IV before there is a playable demo or a trailer, despite claiming multiple projects are in the works.

Scrapped Diablo Expansion

In late 2013 or early 2014, Blizzard made an internal announcement that shocked the Diablo dev team, as they learned from the higher-ups that the second Diablo III expansion was canceled. The executives considered Diablo III a massive failure and wanted the Diablo team to focus on a new project rather than an expansion, even though many problems that the game was facing were fixed in Reaper of Souls. Blizzard then released Patch 2.3 with Kanai's Cube, Ruins of Sescheron, and Season Journey, which were likely intended for the scrapped expansion.

Project Hades

After the launch of Diablo III's first expansion, many Diablo developers were moved to other teams or left the company. The remaining developers on the Diablo team, under the leadership of Josh Mosquiera, began working on Diablo IV under the code name "Hades". The project was in development for two years, only to be canceled later in 2016 when Mosquiera left the company. According people familar with Hades, the development wasn't shaping up well, so now, people on the Diablo dev team had nothing to work on and decided to come up with Rise of the Necromancer DLC in the meantime to make up for the canceled project.

Project Fenris

In 2016, the Diablo team began developing a project with the code name "Fenris", which is supposed to be Diablo IV, with Luis Barriga as Game Director, who worked on World of Warcraft in the past. The goal of the project is to eliminate the cartoony elements of Diablo III, and quite literally, embrace the darkness. Another goal is to make Fenris more social by introducing light MMO elements to the game, so instead of having hubs full of NPCs, you'd see other players there, similar to how it works in Path of Exile. The development team is discussing, whether the game should have a new over-the-shoulder 3rd person view or an isometric camera like the game is using now.

Diablo: Immortal

According to Schreier, there are two separate teams working on Diablo IV and Diablo: Immortal. Some developers within the company are tired of working on a single title for 10+ years, so they moved to different teams to work on smaller projects. Diablo: Immortal was primarily developed for China, because the quality standards for games there are super low. Blizzard later decided to wait for a global launch.

TL;DR

To sum up, Diablo IV has been in development for only two years, so don't expect it go live anytime soon. The Diablo dev team worked on a project that didn't live up to their expectations from 2014-2016, so they completely decided to reboot it and begin anew.

Obviously, we didn't mention everything and advise you to read the full article at Kotaku.

Are you looking forward to Diablo IV? Do you think there's going to be a playable demo at BlizzCon 2019? Let us know in the comments!

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23 minutes ago, Stan said:

The goal of the project is to eliminate the cartoony elements of Diablo III, and quite literally, embrace the darkness. The development team is discussing, whether the game should have a new over-the-shoulder 3rd person view or an isometric camera like the game is using now.

This is what I want. There were even some rumors that the game would have a gameplay and vibe of the likes of Dark Souls, and I think this is perfectly fitting for the Diablo franchise.

The original Diablo had a dark and deep atmosphere that was due to graphic limitations, which played in its favor. The game was SCARY and unsettling, with that uncertainty of danger at every corner inside the tight corridors, specially combined with that fantastic soundtrack. The subsquent sequels failed to capture this vibe, this essence (Diablo II kinda had it, but not as much as the first game), with the third game becoming indeed something more like "Diablo with WoW Aesthetics".

Sure, changing the entire gameplay system from the classic isometric view to over-the-shoulder might seem like a drastic change for Diablo, but this would allow the game to focus entirely on the player and story-telling, specially if combined with aesthetics of the likes of Dark Souls (which has one of the best game atmospheres I've ever seen, almost claustrophobic).

I don't think that changing the view would hurt the experience at all, but would definitely change the way you approach enemies. The thing about Dark Souls is that you should treat every enemy as a potential threat; any enemy in the game can kill you if you're careless, and that encourages you to take it slow and engage in duels rather than wiping hordes with a single blow. In my opinion, this carries much more weight to the gameplay, as each enemy slain feels like a victory, rather than mindlessly right clicking and killing 10 scrubs at once, which gets boring really fast. I always revisit the Dark Souls series because even after playing it countless of times, I still get that unsettling feeling of facing enemies.

I really really want the development team of Diablo IV to really "embrace the darkness" and go back to the roots of what made Diablo special, and I think that a gameplay overhaul would help a lot into putting Diablo back to the radar. Bring back light radius, add more and more darkness, and revive the franchise as a Horror Action RPG.

I think this is the time for the devs to take their time and craft the game to perfection; I don't want a rushed product that will be deemed incomplete just for the sake of it. The Diablo franchised has its name tainted at the moment; it will require care and passion to bring it back to its former glory.

TL;DR #MakeDiabloScaryAgain

Edited by Valhalen
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Honestly I loved Diablo 1, Diablo 2 and Diablo 3.
Agreed Diablo 3 is "childish" compared to D2 or D1.
But ... Nowadays with all the easy-scandals when someone farts too loud and all the "Omg I feel offended, let me yell it to the world via social media and start a crisis !", having a D3 really dark and gloom and scary (a bit like Path of Exile or Dark Souls) is a challenge.
We have to admit that Rise of the Necromancer and the first born ruins do have a good gory/creepy vibe and honestly had me have high hopes for a second extension filled with darkness and such.

D3 right now has a second life for me on the switch (gamepad playstyle really is great with this game).

I really hope a D4 comes by and makes Path of Exile look like a walk in Disneyland and Deadspace feel like a sitcom !

As engine/gameplay overhaul goes, not sure changing the isometric cam might be a good thing ...
We all say "diablo-like" for a reason ...
Say they revamp the gameplay and give it a Dark Souls or a Dante Inferno style, would that still be the heart and soul of Diablo ?

But to be honest .... Even if such a game exists, even if a Diablo 4 comes out with all the doom, the gore, the angst, the terror and ultimately needs to be sold with diapers in order for all of us to not ruin our seats; would that game be a success ?
Would that game pass all the "this is not for kids !", "this is too violent !", "this is satanism incarnated !"; "oh god how can we allow such display of horror ?", etc etc etc ....

I dream of a Diablo 4 embracing true darkness and deep rpg (god I'd love to have real talent trees with points and plethora of paths and options and not that over simplistic "tier one , choose between 3 talents" bulls*it ....), but ... Would Blizzard want to sell to a 18+ only audience ?

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I am quite sure it will take MANY years until we see D4 - if ever.

My guess is, that at the moment, Blizzard has absolutly nothing about D4. No gameplay they can show, no ingame graphic at all, probably not even a idea what D4 should or could be.

If they had anything at all, I am quite sure they would have shown it after the disaster of Blizzcon. But they took the shitstorm, they stood by and watched how stocks crashed drastically. For weeks and weeks.

Maybe 2025 or later there will be a D4, but I wouldn't count on it.

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If the game turn out to be another over the shoulder bloodborn/darksouls/mh... RIP series.

Its like over the shoulder Baldurs. It makes no sense. It is worse than mobile diablo lol

Guess Path of Exile is winning again :/

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To this day I fail to comprehend how people perceive Diablo III as "cartoony." As far as total playtime goes, Diablo II and Diablo III occupy my top two spots without question, and the only substantial difference in style I've noticed is... Diablo III is rendered in 3D. Compared to the decrepit dungeons and gothic atmosphere of Diablo 1, D2 had an abundance of colors! D2, like D3, had the occasional tongue-in-cheek moment or goofy reference! The hate is completely lost on me. They obviously took the "cartoony" critique to heart with Reaper of Souls, and honestly, I think Act V is mostly boring as hell. (But the expansion release definitely redeemed the game otherwise.)

Now, if you were to say "Diablo III's story is as bad as a Saturday morning cartoon's," I might be inclined to agree with that.

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4 hours ago, Loi said:

If the game turn out to be another over the shoulder bloodborn/darksouls/mh... RIP series.

Its like over the shoulder Baldurs. It makes no sense. It is worse than mobile diablo lol

Guess Path of Exile is winning again :/

Before the big hit WoW there was Runescape.
Before the big hit Overwatch, there was Team Fortress.

Whenever Blizzard goes into a new genre and form their own game, they usually make the best out of it. That is, if they have full commitment as usual.

One thing was sure. They want to step away from the top down ARPG. I also heard they thought about a first person experience like Elder Scrolls. Just in form of dark Dungeon Crawling.

Edited by Alkasar
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All they really needed to do was take D2 and update it. Reinvention was not required.

The skill system, the stat points, the classes, the game play, the feel of the game etc. It was all perfect. The only thing that really needed modifying were the graphics and additions to the quests and item system. D2s issues were items and how item based classes generally are. All that needed is some decent fixed quest items, to ensure all classes can fight effectively and then a new crafting system.

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And lets not forget the sounds and conversations, which also adds up to the atmosphere. It's not only the graphics. Remember Warrior saying "The smell of death surrounds me" while a gloomy music plays in the background? It creates darker and tenser feel to the game way more than the Templar does with his "I tried to count how many we've killed, but I lost count". It seems like Warrior was entering hell to fight demons (well, he was...), while a Templar is walking through a park fighting tiny ants. Atmosphere is the key.

I would like less unneccesary NPC's (Karyna, Mira Eamon....) and less funny and relaxed NPC comments while fighting a world threat. Sometimes in D3 I have a feeling I'm playing a soap opera.

Classes do not need to be all new to be interesting and fun to play. Wizard is a renamed Sorceress. He's good, fun to play, nicely designed. Why not name him Sorcerer? WD is a failed Necro. Crusader is a renamed Paladin. DH is sort of Amazon, Monk is Assassin.... Or they're some sort of hybrids between two D2 classes... My point is, innovation was not needed here, or at least not in that amount. Barb and Sorc(Wiz) are almost the same, and they're still great.

I would also like less HP and more DMG for monsters on higher difficulties. Now on some difficulties I have too long battles with almost immortal monsters that are, on the other hand, incapable of hurting me at all. Remember Rot Walkers charge-stun-kill?

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On 4/3/2019 at 8:27 AM, Valhalen said:

This is what I want. There were even some rumors that the game would have a gameplay and vibe of the likes of Dark Souls, and I think this is perfectly fitting for the Diablo franchise.

The original Diablo had a dark and deep atmosphere that was due to graphic limitations, which played in its favor. The game was SCARY and unsettling, with that uncertainty of danger at every corner inside the tight corridors, specially combined with that fantastic soundtrack. The subsquent sequels failed to capture this vibe, this essence (Diablo II kinda had it, but not as much as the first game), with the third game becoming indeed something more like "Diablo with WoW Aesthetics".

Sure, changing the entire gameplay system from the classic isometric view to over-the-shoulder might seem like a drastic change for Diablo, but this would allow the game to focus entirely on the player and story-telling, specially if combined with aesthetics of the likes of Dark Souls (which has one of the best game atmospheres I've ever seen, almost claustrophobic).

I don't think that changing the view would hurt the experience at all, but would definitely change the way you approach enemies. The thing about Dark Souls is that you should treat every enemy as a potential threat; any enemy in the game can kill you if you're careless, and that encourages you to take it slow and engage in duels rather than wiping hordes with a single blow. In my opinion, this carries much more weight to the gameplay, as each enemy slain feels like a victory, rather than mindlessly right clicking and killing 10 scrubs at once, which gets boring really fast. I always revisit the Dark Souls series because even after playing it countless of times, I still get that unsettling feeling of facing enemies.

I really really want the development team of Diablo IV to really "embrace the darkness" and go back to the roots of what made Diablo special, and I think that a gameplay overhaul would help a lot into putting Diablo back to the radar. Bring back light radius, add more and more darkness, and revive the franchise as a Horror Action RPG.

I think this is the time for the devs to take their time and craft the game to perfection; I don't want a rushed product that will be deemed incomplete just for the sake of it. The Diablo franchised has its name tainted at the moment; it will require care and passion to bring it back to its former glory.

TL;DR #MakeDiabloScaryAgain

10000000000000%

RPG IMO need that darkness the Aura of death/life all that stuff around you, distant enough that it feels like life in the real world tends to be with "strangers" here there and everywhere but also with places to get comfortable in, shop and such.

I still do not know why Blizzard did not use more filters and such to give more "dreamy" vibe and less blasty brightness everywhere, I love all 3 Diablo games very much (I likely to never bother with consolized versions etc, I got my PC that good enough for me)

D3 for sure should have striven for darkness as much possible, make sure to not destroy ears when bosses come out of rifts and such things LOL.. the wispy essence some games use ( Skyrim, Fallout 4, Dragon Age 3 to name a few that did excellent job of doing such, I believe is a few extra additions to base line code and they could add the aura to dark or light objects to give the "essence" of that energy "bleeding" to all around them.

PoE I had nothing but problems stability wise, so did everyone I played with (world wide) no matter the system they were running it on, probably one of worst RnG for stability/ able to play games I have ever known... that being said .. if they toned down the metric @#$@ ton of effects it would play very well, but they just had to prioritize layering one effect on another on another ... I LOVE the Atlas and Labyrinth as well as their currency system < as a baseline, not as they use it.... 

It can be done, and D3 with the way the maps are, Legend gems such type things is already a very very solid starting point to go well beyond Sanctuary. 
(I myself have mentally worked on a game for decades, jotted down hierarchy for how coding would work for the game engine, enchantments, security, and even making sure auction house WILL BE present real $ as well as game only $ or comparable hybridized

it can be done, I believe however it HAS TO BE from a core smaller team laser focused on always striving for perfection so that excellence more than often becomes the result ^.,^

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On 4/3/2019 at 3:43 PM, Willeen said:



D3 right now has a second life for me on the switch (gamepad playstyle really is great with this game).
 

I feel the same but instead of Switch i've playing on Xbox for 3 seasons now. Playing with pad, while chilling on the couch is great

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      Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks. Additional Powers: Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy. When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds. Killing an enemy deals the damage done by the death blow to all enemies within 25 yards. Return to Top
      Season 30 Cosmetic Rewards

      In addition to the Chest and Gloves slots of the exclusive Conqueror Set, players will be able to earn a series of portrait frames bedecked with the mysterious beauty of Blood Shards. A ghastly All Hallow’s pennant will also be available, allowing you to proudly proclaim your love for all things grim and creepy.
      Return to Top
      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra Stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five Stash tabs:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do IS Win: Complete two Conquests this Season. Disarm You: Kill Rakanoth at level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t A Thang: Slay Greed on Torment XIII difficulty. Take U There: Reach Greater Rift level 60 Solo. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 30? Here are the challenges you’ll face!
      Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. On a Good Day/I Can’t Stop guides you to get your Legendary Gem grind on; level three Legendary Gems to 65 to complete this challenge! For the speedy, Speed Demon/Need for Speed requires the fastest Nephalem to complete a Nephalem Rift at level 70 on Torment X or higher in under two minutes. For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at level 70 on Torment X or higher. For the fiercest demon slayers, Boss Mode/World’s Apart is a speed challenge where you’ll need to eliminate the following bosses at level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Return to Top
      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you will receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in season 30
      Barbarian: The Legacy of Raekor Crusader: Armor of Akkhan Demon Hunter: Embodiment of the Marauder Monk: Inna’s Reach Necromancer: Pestilence Master’s Shroud Witch Doctor: Zunimassa’s Haunt Wizard: Delsere’s Magnum Opus
      Return to Top
      Patch Notes
      Below you’ll find patch notes for the upcoming update to Diablo III: Patch 2.7.7. It goes live on January 9.
      Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.
      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Back by popular demand, the Rites of Sanctuary and Visions of Enmity Season themes have become a permanent fixture of Diablo III. While we are extremely excited to make these features always available, to ensure your time slaying demons remains balanced, we had to make some adjustments to the bonuses provided by the Altar of Rites. When existent alongside Visions of Enmity, continual Season themes, and adjustments to Class balance, we felt the game’s balance would benefit from adjustments to Rites of Sanctuary. Here’s what has changed:
      Force Decreased damage to +100 from +200. Shadow Decreased Missile Damage Reduction to 5% from 25%. Exodus Decreased Movement Speed (Uncapped) to +10% from +25%. Command Increased damage against Elites reduced to 5% from 15%. Tenacity Increased damage reduced to 5% from 20%. Reverence Reduces damage taken from Elites by 5%, previously 25%. Numb 25% Decreased Melee Damage Reduction to 5% from 25%. Nature Highest elemental skill damage bonus increased by 5%, previously 10%. Prowess Increased damage against Elites reduced to 5% from 20%. Roar Damage done to Bosses increased to 5% from 50%. Elegance Chance to Dodge increased by 5%, previously 15%. Malice Decreased to +5% Damage from +30% Damage. Father Power pylon has been removed from random Shrine effect. Mother Triune of Love Circle now increases damage by 50%, previously 100%. Empowered shrine has been removed from the random Shrine effect of the Father Seal from Altar of Rites. Feature Changes
      Chilltara now has a 20% drop rate of Gibbering Gemstone. Whisper of Atonements can now be salvaged for 1–3 Forgotten Souls. Orek's Dream encounter rate buffed from 1 to 4%. Gelatinous Sire goblins no longer spawn from the Goblin Shrine inside Echoing Nightmares. Class Balance Changes
      Striking a middle ground between fun and balanced is our top priority when it comes to Classes. As we mentioned in our Season 29 article, going forward, a series of iconic themes from Seasons past will be reintroduced roughly every 3 months. The below Class balances changes were made to ensure each Class remains both fun and balanced as powerful Season themes return to Diablo III.
      Any changes made to the below between the PTR and now, and any new additions, have been marked in red.
      Barbarian
      Might of the Earth Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%. The Legacy of Raekor Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 2,500% from 5,500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks. Crusader
      Roland's Legacy Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%. Aegis of Valor Increased the damage of Fist of the Heavens and Heaven's Fury to 15,000% from 20,000%. Akkhan's Manacles Blessed Shield damage is increased by 400-500% for the first enemy it hits. Additionally, this bonus continues and is reduced by 50% for each subsequent non- Shattering Throw target. Blade of Prophecy Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 60-80% for 10 seconds. Max 10 stacks. Each stack of this buff can now stack between uses instead of resetting. Denial Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 100–125%, stacking up to 5 times between uses. Each stack lasts up to 5 seconds. Demon Hunter
      The Shadow's Mantle Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies. Embodiment of the Marauder Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries now deal 9,500% increased damage, previously 12,000%, for every active Sentry. Monk
      Raiment of a Thousand Storms Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 14,000%, instead of 6,000%, for 6 seconds. Uliana's Stratagem Increased the damage of your Exploding Palm from 9,000% to 12,500% and your Seven-Sided Strike detonates your Exploding Palm. Kyoshiro's Blade When the initial impact of your Wave of Light hits 5 or fewer enemies, previously 3, the damage is increased by 200-250%. Necromancer
      Pestilence Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 6,000% from 3,300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 6,000% from 3,300%. Each enemy you hit with Bone Spear, Corpse Lance, and Corpse Explosion reduces your damage taken by 3%, up to a maximum of 75%. Lasts 15 seconds. Inarius Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer to 19,000% from 10,000%. Trag'Oul's Avatar Your Life-spending abilities deal 6,250% increased damage, previously 10,000%, and your healing from skills is increased by 100%. Masquerade of the Burning Carnival Bone Spear cast by you and your Simulacrums deals 5,500% increased damage, previously 9,000%. Simulacrums gain triple this bonus. Bloodtide Blade Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 10 enemies, previously 25 enemies. Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 150-200% increased damage for 6 seconds, stacking up to 4 times, previously 5 stacks. Corpsewhisper Pauldrons Corpse Lance damage is increased to 50-75% from 20-30% for 3 seconds when you consume a corpse. Max 20 stacks. Witch Doctor
      Raiment of the Jade Harvester Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 26,000 seconds worth of remaining damage, previously 10,000. Helltooth Harness After casting Wall of Death, gain 37,500% increased damage, previously 17,500%, for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death./li> Mundunugu's Regalia Spirit Barrage deals 17,500% increased damage, previously 20,000% plus an additional % equal to 5 times your Mana Regeneration/Second. Spirit of Arachyr The damage of your creature skills is increased by 11,500%, previously 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. Zunimassa's Haunt Enemies hit by your Mana spenders take 13,000% increased damage, previously 15,000%, from your pets for 8 seconds. Wizard
      Delsere's Magnum Opus Enemies affected by your Slow Time and for 5 seconds after exiting take 20,000% increased damage, previously 12,500%, from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities. Tal Rasha's Elements Attacks increase your damage by 1,000%, previously 2,000%, for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. The Smoldering Core Lesser enemies are now lured to your Meteor impact areas. Meteors deal 40-50% increased damage on consecutive hits to the same target. This stacks up to 3 times, previously 10. The Twisted Sword Energy Twister damage is increased by 125-150% for each Energy Twister you have out up to a maximum of 3, previously 5. The Raging Storm rune is automatically applied to Energy Twister and allows the tornado to merge with 3 additional Energy Twisters. Return to Top
    • By Staff
      The Darkening of Tristram returns to Diablo 3 on January 3. Find out more about the event in the official blog post!
      (Source)
      Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you.
      Read on for more, including a closer look at the anniversary dungeon and its unique rewards.

      Stop the Cultists
      Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . .

      Explore the Cathedral
      Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . .

      Discover Precious Loot
      What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more.
      While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out!

      Your Journey Begins…
      Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists will appear on December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST.
      Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . .
    • By Staff
      The Diablo 3 patch PTR is up and we have all the details on it! From the new permanent Rites of Sanctuary and Visions of Enmity features to class balance and more, let's take a look at what's coming.
      Patch 2.7.7 PTR (Source)
      Hail, Nephalem! We welcome you to the Diablo III Patch 2.7.7 PTR. From December 5–12, we’ll need your help in testing balance changes for all Classes and 2 returning Season themes that are being permanently added to the game for all modes—Rites of Sanctuary and Visions of Enmity.
      Seasonal Journey
      PTR Focus and Details
      PTR Testing Tips
      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Class Balance Changes
      How to Participate in the PTR
      PTR Character Copy
      Please note that this is a preview for PTR content, which is subject to change. 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!

      PTR Focus and Details
      The Patch 2.7.7 PTR will soon be under way. During this time, there may be periodic maintenances, outages, hotfixes, or minor patches. We urge you to focus your playthrough on the following:
      Rites of Sanctuary and Visions of Enmity: Based on positive community feedback, we saw these Season themes were such a hit that we’ve decided to make them permanent. Players can harness the might from the Altar of Rites and Diabolical Fissures to dream up unique Class builds and achieve new levels of power. Class Balance: To ensure that the most significant class changes receive an ample amount of attention, we'd love for you to focus testing and providing feedback on the balance changes for all Classes. PTR-unique buffs will be active to help you on your journey: increased experience gains, and double Blood Shard drops. You can also buy new gear for testing from the special PTR vendor, Djank Mi'em, who will exchange Blood Shards for class-specific bags full of Legendary Items that we'd love for you to test! So that we can efficiently review your posts, please provide feedback in the PTR Feedback forum and bug reports in the PTR Bug Report forum.
      Back to Top

      PTR Testing Tips
      As with our previous PTRs, this testing period is short, so it's best to hit the ground running. Whether you’re a PTR veteran or newcomer, we thought we’d pass along 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 Witch Doctor player, consider what changes impact the Witch Doctor specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself before submitting feedback. Try to break things! Just tell us when you do so we can make sure that the patch’s launch is as smooth as possible. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Did something seem incorrect or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Back to Top

      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Back by popular demand, the Rites of Sanctuary and Visions of Enmity Season themes have become a permanent fixture of Diablo III. While we are extremely excited to make these features always available, to ensure your time slaying demons remains balanced, we had to make some adjustments to the bonuses provided by the Altar of Rites. When existent alongside Visions of Enmity, continual Season themes, and adjustments to Class balance, we felt the game’s balance would benefit from adjustments to Rites of Sanctuary. Here’s what has changed:
      Force Decreased damage to +100 from +200. Shadow Decreased Missile Damage Reduction to 5% from 25%. Exodus Decreased Movement Speed (Uncapped) to +10% from +25%. Command Increased damage against Elites reduced to 5% from 15%. Tenacity Increased damage reduced to 5% from 20%. Reverence Reduces damage taken from Elites by 5%, previously 25%. Numb 25% Decreased Melee Damage Reduction to 5% from 25%. Nature Highest elemental skill damage bonus increased by 5%, previously 10%. Prowess Increased damage against Elites reduced to 5% from 20%. Roar Damage done to Bosses increased to 5% from 50%. Elegance Chance to Dodge increased by 5%, previously 15%. Malice Decreased to +5% Damage from +30% Damage. Father Power pylon has been removed from random Shrine effect. Mother Triune of Love Circle now increases damage by 50%, previously 100%. Back to Top

      Class Balance Changes
      Striking a middle ground between fun and balanced is our top priority when it comes to Classes. As we mentioned in our Season 29 article, going forward, a series of iconic themes from Seasons past will be reintroduced roughly every 3 months. The below Class balances changes were made to ensure each Class remains both fun and balanced as powerful Season themes return to Diablo III.
      Barbarian
      Might of the Earth Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%. The Legacy of Raekor Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 2,500% from 5,500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks. Crusader
      Roland's Legacy Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%. Aegis of Valor Increased the damage of Fist of the Heavens and Heaven's Fury to 15,000% from 20,000%. Akkhan's Manacles Blessed Shield damage is increased by 400-500% for the first enemy it hits. Additionally, this bonus continues and is reduced by 50% for each subsequent non Shattering Throw target. Blade of Prophecy Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 60-80% for 10 seconds. Max 10 stacks. Each stack of this buff can now stack between uses instead of resetting. Demon Hunter
      The Shadow's Mantle Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies. Embodiment of the Marauder Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries now deal 6,500% increased damage, previously 12,000%, for every active Sentry. Monk
      Raiment of a Thousand Storms Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 14,000%, instead of 6,000%, for 6 seconds. Uliana's Stratagem Increased the damage of your Exploding Palm from 9,000% to 12,500% and your Seven-Sided Strike detonates your Exploding Palm. Kyoshiro's Blade When the initial impact of your Wave of Light hits 5 or fewer enemies, previously 3, the damage is increased by 200-250%. Necromancer
      Pestilence Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 6,000% from 3,300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 6,000% from 3,300%. Inarius Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer to 19,000% from 10,000%. Trag'Oul's Avatar Your Life-spending abilities deal 6,250% increased damage, previously 10,000%, and your healing from skills is increased by 100%. Masquerade of the Burning Carnival Bone Spear cast by you and your Simulacrums deals 5,500% increased damage, previously 9,000%. Simulacrums gain triple this bonus. Bloodtide Blade Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 10 enemies, previously 25 enemies. Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 150-200% increased damage for 6 seconds, stacking up to 4 times, previously 5 stacks. Corpsewhisper Pauldrons Corpse Lance damage is increased to 50-75% from 20-30% for 3 seconds when you consume a corpse. Max 20 stacks. Witch Doctor
      Raiment of the Jade Harvester Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 26,000 seconds worth of remaining damage, previously 10,000. Helltooth Harness After casting Wall of Death, gain 37,500% increased damage, previously 17,500%, for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death. Mundunugu's Regalia Spirit Barrage deals 15,000% increased damage, previously 20,000% plus an additional % equal to 5 times your Mana Regeneration/Second. Spirit of Arachyr The damage of your creature skills is increased by 11,500%, previously 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. Zunimassa's Haunt Enemies hit by your Mana spenders take 13,000% increased damage, previously 15,000%, from your pets for 8 seconds. Wizard
      Delsere's Magnum Opus Enemies affected by your Slow Time and for 5 seconds after exiting take 20,000% increased damage, previously 12,500%, from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities. Tal Rasha's Elements Attacks increase your damage by 1,000%, previously 2,000%, for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. The Smoldering Core Lesser enemies are now lured to your Meteor impact areas. Meteors deal 40-50% increased damage on consecutive hits to the same target. This stacks up to 3 times, previously 10. The Twisted Sword Energy Twister damage is increased by 125-150% for each Energy Twister you have out up to a maximum of 3, previously 5. The Raging Storm rune is automatically applied to Energy Twister and allows the tornado to merge with 3 additional Energy Twisters. Back to Top

      How to Participate in the PTR
      To participate in the public test, you must have a Diablo III game license attached to a 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: Restart the Battle.net desktop app.
      Step 2: Navigate to the Diablo III tab on the left-hand menu.
      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: Click Install to begin the installation process.
      Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
      Back to Top

      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.
      We hope you enjoy the PTR!
      -The Diablo III Development Team
      Back to Top
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