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Starym

Season 17 Has Me Coming Back to D3 in a Big Way

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Also, let me know if you'd like more "editorial" type articles like this and if there's any subject you might be interested in. (Hint: I'm dying to talk about Lost Ark ? )

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While I am excited to see what builds will surface from the LoN effect with free ring slots (I can see every class benefiting from those slots fairly enough) the ancient gating is just like meh, combined with it being seasonal-only you are now "free to enjoy mindless grind till you have every slot ancient (thus start being 10% as a efficient as with an actual set), now get out there and find those BiS^2 GL to you all!"
But then I am just a filthy casual who never really gets every slot ancient even on sets.
I graze the top of the leaderboards in the first week and bail without even getting para 1K. I have little say.

I am eager to try the PTR though, once the servers are actually up when I attempt to. Absurd PTR droprates will remedy every problem I have.

Simple solution? Give the LoN half effect for non-ancients too, this is how you actually get people to try new things instead of "oh I wish I could try that out, but meh, gated."

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22 minutes ago, Koxsos said:

Simple solution? Give the LoN half effect for non-ancients too, this is how you actually get people to try new things instead of "oh I wish I could try that out, but meh, gated."

I totally agree.

And on top of that: I never had enough space in my inventory. That's why I destroyed lots of items, and ancients too.

Because I never imagined being able to use them because sets were always stronger.

If we had unlimited space I would have saved all my ancient items - maybe I would have quite a lot to use this build.

Then I may be interested in farming some more.

I never understood the limited space - where is the harm in giving people as much space as they want?

D3 is about loot for fucks sake, let people keep as much of them as they like.

Not as much as the developers see fit.

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Honestly, while I totally understand your issues, there will be easy ancients. The 3 new torments will see SO many legendaries dropping that getting an ancient now will be basically the same as getting a normal legendary was back when t6 was the max difficulty.

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Do you know anything about droprates of the new torments?

If you take GR as an example, there drop more legendaries the higher the GR - but the percentage of Ancient is still the same.

Approx. 10%. At most 1 per run. And most of the time (at least that is my feeling) it is a weapon...

Sure, you can farm it, it wont take ages.

But my motivation of refarming items is not really high.

However, I totally agree with you that the LoN buff is great. I am sure you won't be the only one who is hyped about it ?

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Here's the thing @WedgeAntilles, even if it's 1 per GR run that's plenty for me. Basically my aim/point in the articke isn't that we'll get the full LoN build ultra fast and destroy with it, it's that EACH new ancient you get adds to your build. Basically I plan to swap instantly when i have like 3 ancients and then every one that drops after that will massively enhance my char and change my build. So it won't really matter if they're relatively infrequent, in fact that might actually be a plus. Because it's the journey to the full ancient max GR farm that I'm looking forward to. Once i get the full set of ancients needed for the perfect build I'll basically stop playing and move on to another class.

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If you really like combat so much I envy you. Sure I enjoy smoothness of controls and movement but when it comes to endgame... All these builds where we have to run around waiting for 10 sec dmg and even being glass cannon getting 1 shot makes me frustrated and sick. These are broken playstyles, not fun and main issue with the game for me. I prefer to be able to constantly deal damage not rely on some weird cooldown mechanics and be more tanky without risk of getting one shot on every mob. No such problems in other arpgs.

Edited by Kaelos

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1 hour ago, Kaelos said:

If you really like combat so much I envy you. Sure I enjoy smoothness of controls and movement but when it comes to endgame... All these builds where we have to run around waiting for 10 sec dmg and even being glass cannon getting 1 shot makes me frustrated and sick. These are broken playstyles, not fun and main issue with the game for me. I prefer to be able to constantly deal damage not rely on some weird cooldown mechanics and be more tanky without risk of getting one shot on every mob. No such problems in other arpgs.

That's not an issue of the combat/builds though, it's because of the stupid endlessly scaling GR system. Basically you're either an indestructable god with *filtered* damage or 1 shottable infinite damage dude. It's just a flawed concept and has nothing to do with the actual combat. And I absolutely agree with you the edngame is bad, but that's why it's all about the builds for me, not pushing some pointless GR13034324324. Basically finding a cool and interesting build IS the endgame for me. Once i get it and have fun with it I move on to the next one/next class.

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People expect too much for a game that has no way of receiving financial gains after it has been sold.

 

 

For a game with no way for people to financially support this game through microtransactions, Blizzard has been doing an excellent job and have been generous.

 

 

 

 

Some of you really expect people will bills and a family to create you the best game forever and ever when you only pay them like $ 60 up front ? Depending on when you got into d3. 

Edited by greatCraft

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Honestly, I 100% relate to this article. Diablo has been an amazing series that I've been involved with since I was a child. And I have a love/hate relationship with Diablo 3 due to how glaring the issues are, despite how fun and addicting the gameplay can be. Much like you, the different legendaries, kanais cube, LoN were my favorite additions to the game due to how diverse and cheesy the builds can be. Don't get me wrong, set items can be fun, but it limits creativity by a good margin and becomes boring real fast. The only set item i really enjoyed was the Monkey King Garb for the monk because you had varying paths to choose from. My only complaint about this season is that the seasonal buff is the exact same as the ring set, if maybe they increased by 250% more as an additional incentive I probably would be back to play the season. But two extra ring slots is not enough. Maybe I'll check it out, but I've exhausted every ounce of creativity I had. 

 

This was a great article and refreshing to see due to the overwhelmingly amount of hate the game received after launch.

Edited by Rhondis
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3 hours ago, greatCraft said:

People expect too much for a game that has no way of receiving financial gains after it has been sold

For a game with no way for people to financially support this game through microtransactions, Blizzard has been doing an excellent job and have been generous.

Some of you really expect people will bills and a family to create you the best game forever and ever when you only pay them like $ 60 up front ? Depending on when you got into d3. 

Yea it's been getting really weird with people's complaints lately. It's either unreasonable defense of games because people like them OR absolute blinding hatered based on a couple of good points and then nothing else. Diablo 3 has made so little money after it's initial release it's not even funny. If Reaper of Souls sold even half the number of copies d3 vanilla did, we'd have 3 more expansions already. So basically it's been like 5 years of 0 profit (the Necro didn't make any money, let's be real here) and yet everyone expects levels of quality update that rival games that have constant microtransactions that have had them forever. Now of course lack of funds doesn't excuse any poor game design decisions, but honestly, if this was 10 years ago, no one would bat an eye. How many updates did Diablo 2 get?

42 minutes ago, Rhondis said:

Honestly, I 100% relate to this article. Diablo has been an amazing series that I've been involved with since I was a child. And I have a love/hate relationship with Diablo 3 due to how glaring the issues are, despite how fun and addicting the gameplay can be. Much like you, the different legendaries, kanais cube, LoN were my favorite additions to the game due to how diverse and cheesy the builds can be. Don't get me wrong, set items can be fun, but it limits creativity by a good margin and becomes boring real fast. The only set item i really enjoyed was the Monkey King Garb for the monk because you had varying paths to choose from. My only complaint about this season is that the seasonal buff is the exact same as the ring set, if maybe they increased by 250% more as an additional incentive I probably would be back to play the season. But two extra ring slots is not enough. Maybe I'll check it out, but I've exhausted every ounce of creativity I had. 

 

This was a great article and refreshing to see due to the overwhelmingly amount of hate the game received after launch.

Thanks. TO be fair some of the criticism at launch was warranted, but the funny part is that it was the WRONG criticism that got the most attention (cartoony gfx etc). The item system was a disaster and the RMAH just made it worse and worse. I remember i was the only one out of my group of friends playing that got his items self-found with no AH, everyone else just shopped cheap upgrades and if they got a really good drop, they'd sell it either for tons of gold (with which they'd buy more upgrades) or cash. But the core was always there and was really amazing.

It's just SO sad to me that they didn't do 1-2 more big expansions, they couldn've made a truly amazing game out of it. Nowadays every game only finds its true self after an expansion or two since the base game always caters to the masses and it *filtered* for it *cough*Destiny 2*cough*.

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1 hour ago, Starym said:

Thanks. TO be fair some of the criticism at launch was warranted, but the funny part is that it was the WRONG criticism that got the most attention (cartoony gfx etc). The item system was a disaster and the RMAH just made it worse and worse. I remember i was the only one out of my group of friends playing that got his items self-found with no AH, everyone else just shopped cheap upgrades and if they got a really good drop, they'd sell it either for tons of gold (with which they'd buy more upgrades) or cash. But the core was always there and was really amazing.

Honestly I never found graphics to be that big of an issue. Sure they are not as "dark" and "gloomy" as it's past predecessors, but people have to remember that the graphics back then are completely different, so of course D1 and D2 will have that dark gritty look compared to D3's more polished and brighter look. But yea, at launch D3 did have many many issues. RoS arguably saved the game in my opinion, I didn't get back into D3 until RoS dropped along with the bountiful of large patches that added more and more to the game as time went on. But yet people still complained for the same exact reasons. It's so bad that even when they post an update or create a post on any social media, they can't be helped by getting swarmed by mainly haters who have quit D3 when it first launched and never once touched an RoS era of D3. 

1 hour ago, Starym said:

t's just SO sad to me that they didn't do 1-2 more big expansions, they couldn've made a truly amazing game out of it. Nowadays every game only finds its true self after an expansion or two since the base game always caters to the masses and it *filtered* for it *cough*Destiny 2*cough*.

Man, you have no idea how high my hopes were about the addition of another expansion. I was very convinced and optimistic of a second expansion due to RoS's success but as each year passes by with little to no information regarding the future of one of my beloved games I just ended up disappointed and frustrated at Blizzard. I agree, with another expansion they could have made the game even more enjoyable, they could have fixed more glaring issues, they could have polished the game even further but alas I guess that will not be the case this time around.

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@Starym

I would have liked you to have gone more in-depth about why you think the new torment levels coming in the patch to be a good or bad thing. Rhykker for example mentioned he thinks it's a bad thing because there will be less builds that are viable to handle torment 16 (grift 75) and thus discourage build diversity (at least until everyone has their LoN active, I suppose!).

But on the other hand, most builds were already able to spam t13 in under a minute and a half; having higher torments to reward with (we can fairly assume although it hasn't been explicitly stated) more death breaths per elite pack is also nice. In the worst case, I guess, there's always the sage set (but that invalidates LoN, but still absolutely worth the offset to farm) buff that doubles DB drops instead of just +1.

 

What are your thoughts on these parts of S17 and does this also play a role in your motivation to come back to D3 for Season 17?

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As someone who still plays, but doesn't push to get leaderboard achievements, this is exciting. Its not going to be about pushing to find the best set pieces in as liftle time as possible. I still play this game with friends, and its genuinely some of the most fun I've ever had. If leaderboard progression isn't for you, then fine. Dont do it. If you don't want to push GR100+, then don't. Play the game how you want to play it. If the continued seasons don't give you anymore enjoyment, you can always pick up another game. You should be spending your time how you want to, and I plan to do it by playing a game with some friends. ?

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Fantastic article, @Starym. I liked seeing your perspective, and I also agree that Season of Nightmares could be the best season yet as it doesn't force you into using Sets and enforcing a specific gameplay style. I really hope they get rid of Sets in D4, because that streamlines the gameplay so much (even though Leapquake is my favorite gameplay style ever).

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2 hours ago, Yridaa said:

@Starym

I would have liked you to have gone more in-depth about why you think the new torment levels coming in the patch to be a good or bad thing. Rhykker for example mentioned he thinks it's a bad thing because there will be less builds that are viable to handle torment 16 (grift 75) and thus discourage build diversity (at least until everyone has their LoN active, I suppose!).

But on the other hand, most builds were already able to spam t13 in under a minute and a half; having higher torments to reward with (we can fairly assume although it hasn't been explicitly stated) more death breaths per elite pack is also nice. In the worst case, I guess, there's always the sage set (but that invalidates LoN, but still absolutely worth the offset to farm) buff that doubles DB drops instead of just +1.

 

What are your thoughts on these parts of S17 and does this also play a role in your motivation to come back to D3 for Season 17?

Can't say I understand that logic tbh. I suppose it's one of those "If I'm not optimized for the absolute hardest/best farm thing ever then I won't play my build" thing, but I'm not sure that's that relevant for the majority of the playerbase. Personally I'll simply play the highest possible torment I can with the build I find most fun.

Also, with the changes coming to the Sage set (DOUBLE the death's breath's dropped) I feel farming will not be an issue whatsoever on whichever pos-6 torment you choose.

Actually, you know what? I'll write up another article going more in-depth on what I plan to do in the season at least in terms of gearing up, maybe outline the many various ways we'll be able to play to get to those optimal Lon builds (which I have to say I couldn't give less of a *filtered* about. Being optimized is ruining Diablo for me.) I skipped a lot of that here cos the article was already getting really big.

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1 hour ago, Valhalen said:

Fantastic article, @Starym. I liked seeing your perspective, and I also agree that Season of Nightmares could be the best season yet as it doesn't force you into using Sets and enforcing a specific gameplay style. I really hope they get rid of Sets in D4, because that streamlines the gameplay so much (even though Leapquake is my favorite gameplay style ever).

They can make leapquake style builds work with simple legendaries as well. You just dont add the 1283721837218732817% damage bonus and slap the earthquake on leap effect on 1 legendary (maybe even have it reduce eq damage for balance) and voila, it opens up 5 slots for additional legendary fun and build making.

I mean look, i TOTALLY understand why sets are a thing. Balancing this amount of abilities is a NIGHTMARE, but I'd rather have an unbalanced game with many options, than a balanced one with few.

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4 minutes ago, Starym said:

They can make leapquake style builds work with simple legendaries as well. You just dont add the 1283721837218732817% damage bonus and slap the earthquake on leap effect on 1 legendary (maybe even have it reduce eq damage for balance) and voila, it opens up 5 slots for additional legendary fun and build making.

I mean look, i TOTALLY understand why sets are a thing. Balancing this amount of abilities is a NIGHTMARE, but I'd rather have an unbalanced game with many options, than a balanced one with few.

It is the godamn Leaderboards. People care about that way too much. D2 was an unbalanced mess, but it was fun as heck.

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19 minutes ago, Starym said:

Balancing this amount of abilities is a NIGHTMARE, but I'd rather have an unbalanced game with many options, than a balanced one with few.

 

14 minutes ago, Valhalen said:

It is the godamn Leaderboards. People care about that way too much. D2 was an unbalanced mess, but it was fun as heck.

 

This, totally this.

It was just fun to create your own builds of which some blew away Blizzard's expectations of what numbers would show up in D2. In D3 things are much more "tight" in terms of what you can do. Take the Twister sword for example in D3; people figured out a way to keep the stacks rolling and blizzard says "hey, that's cool and all, but we're going to cap the amount of stacks you can have now to 5".

I understand why they do it (leaderboards) but it goes to show that Blizzard clearly doesn't want you to exceed any of their expectations by X Y or Z margins, they'll just cut it right down.

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1 hour ago, Yridaa said:

This, totally this.

It was just fun to create your own builds of which some blew away Blizzard's expectations of what numbers would show up in D2. In D3 things are much more "tight" in terms of what you can do. Take the Twister sword for example in D3; people figured out a way to keep the stacks rolling and blizzard says "hey, that's cool and all, but we're going to cap the amount of stacks you can have now to 5".

I understand why they do it (leaderboards) but it goes to show that Blizzard clearly doesn't want you to exceed any of their expectations by X Y or Z margins, they'll just cut it right down.

The leaderboards thing is also just a red herring imo. It's really easy to just make them a separate mode aka you just "ban" powerful items from them or you can choose to play "non leaderboards" mode at char creation (like 99% of people would chose non leaderboard) and then you don't have to nerf anything in that one. Sure that makes for a mess in terms of same items with different stats and abiltities but so what.

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What really needs to be done is add a few new characters to the game.

We have so many builds but no new characters in the game,that's what Blizzard need to do and maybe the game will become fun again,also they need to add is a few more lvls of torment.

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Season 16 has been incredible, even though yet again the WW barb was very weak.

Sadly, Season 17 looks even worse for the WW barb. Losing the RoRG will mean bye-bye hexing pants (or swamp waders) so less damage and no LoN option for WW (the sword set is absolutely required for WW, and the Wastes armor set is pretty close as well).

As someone who has loved WW barb since D2, it is a bummer that this iconic and amazingly fun build/character continues to be ignored and left so weak and cruddy. 

Edited by Cambios

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      Prime Evil Soul Shards
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      Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 12.5% increased damage. Additional Powers: Your attack speed and critical hit chance are increased by 5% for each skill on cooldown. You cast a devastating Ring of Fire after killing 100 enemies. If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%. Shard of Hatred
      Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 5% increased damage per enemy (to a maximum of 50%). Additional Powers: Killing an elite enemy pulls all enemies within 40 yards to where the elite died. Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%. You now deal 15% 10% increased damage for every enemy instead of 5% (to a maximum of 100%). Fragment of Destruction
      Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health. Additional Powers: You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active. When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks. You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health. Lesser Evil Soul Shards
      Stain of Sin
      Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds. Additional Powers: The pool of blood now negates Elite affixes within its area. You gain an additional Rift Progress Orb when you kill and elite pack. The pool of blood now collects Rift Progress Orbs. Dregs of Lies
      Base Power: You deal 25% less damage. Your pets deal 25% increased damage. Additional Powers: Killing an elite enemy reduces all your active cooldowns by 5 seconds. On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds. Each time your pet hits an enemy, your damage is increased by 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0. Remnant of Pain
      Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits. Additional Powers: Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%. Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds. When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks. Essence of Anguish
      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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