After a brief hiatus, I’m happy to be back in Sanctuary fighting for my survival in Hardcore. Since the beta dropped I’ve gone hands on with the one thing we most dread having to do..level a character. In fact in the time since the beta launched I’ve actually leveled three characters.One by choice, One by death, and one by accident and each time I learned something new.
Latest Diablo 3 News
Reaper of Souls Legendary Items: Beta Gallery #3
Posted 4 December 2013 by Flux at 03:09 GMT
Here’s another big batch of freshly-found orange and green delights. It’s our Diablo 3 Reaper of Souls legendary item gallery #3! (See gallery #1 and gallery #2 if you missed them.) As with the others, all these items were actually found in game; some by our various IncGamers testers, others by friends, others seen in streams and or in chat (people regularly post their new leg finds in the general chat in the beta).As the Reaper of Souls beta continues, our understanding of the legendaries and the overall item game is coming into better focus. Our first legendary gallery drew a lot of negative comments from people who seemed to be expecting most of the new RoS legendaries to be themed and largely non-random, with numerous stats you don’t see on Rares. That’s not the case, and now that we’ve seen hundreds of legendaries in RoS, they’re not so complicated. Legendaries are basically Rares, with the potential for slightly higher rolls on some of the affixes (mainstat and vit, mostly), plus one special, orange-text legendary property.
These seem to be pre-set; the same legendary always has the same property, though there may be exceptions I haven’t noted yet. The utility of these legendary properties varies greatly, and presumably will be a chief target for balancing and tweaking during the remainder of the beta test.
There are very few properties left on legendaries that can’t be found on a rare of that item type. This was a big reason behind many of the BiS legs in D3 (Inna’s Pants, Mempo, Witching Hour, Lacuni’s) and that’s probably a reason we don’t see much of it anymore — to promote more diversity of choices for each item slot. There are a few that still have special mods; Andariel’s Visage with the “takes increased fire damage”, Cindercoat still has +damage to all your fire skills, but those are very rare. The vast majority of RoS legendaries have no mods that a rare of the same item type couldn’t get.
The mainstat rolls on Legendaries are almost always “smart drop” tweaked to match your class. Exceptions are class-specific legendaries which seem to only roll the mainstat of the class that can use them, but most legendaries that can be used by any class will roll with the mainstat your class would like most of the time. You do occasionally get one with INT or STR while playing a Monk or DH, and it’s always a bit of a surprise. This isn’t to say that all legs roll with mainstat; you get them without any stat, or with just Vit, once in a while.
Click through for a few more legendaries with specific comments about their special properties, and the whole gallery of 44 new legendaries for your viewing pleasure.
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Ironborn #8: Reading Tea Leaves Is So Fun!
Posted 3 December 2013 by Waterfiend at 18:31 GMT
Have you ever planned a vacation and discovered days before taking your trip that the weather is supposed to be gloomy and cold – but upon arriving, you discover bright blue skies? You might have spent a lot of time worrying – but it ultimately turned out to be for nothing.
From what I’m seeing on the forums (and recent videos of the RoS beta), the same thing is happening around the discussion of BoA in Diablo 3. A recent poll showed about 70% of our site members are willing to accept some degree of binding (if it means finding better items). Still… that means around a third of people are uneasy about it or outright don’t like it.
Nobody knows what the expansion will actually be like when it arrives (unless they’re really, really good at reading tea leaves). Thankfully, that doesn’t stop us from speculating wildly! Based on what we’ve seen of the beta, I’d like to take a moment to gaze (in a crystal-ball-esque manner) at what the beta’s current item game may tell us about binding, and D3’s future.
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Reaper of Souls Torment Builds: Demon Hunter and Monk
Posted 3 December 2013 by Flux at 15:23 GMT
Players have had enough beta testing time to start putting together some new builds, most of them largely enabled by special orange text effects on the Reaper of Souls Legendary items. Those effects are partially random (there are hundreds of the effects, but which ones can spawn on which particular legendary items seems to be limited) and some of the best bonuses don’t seem that amazing, but when used wisely they are very build changing.
Some good examples come in this Demon Hunter Strafe build demonstration by ZiggyD, where he shows off the power of a legendary hand Xbow that removes all Hatred cost from Strafe. That’s the key to the whole build, allowing him to remain in perpetual Strafing motion, attacking staying out of the Molten and Poison Enchanted and Frozen Pulse and other dangerous effects, and giving him the ability to tack on other AoE attacks and healing abilities.
Other legendaries he’s wearing grant regular Confusion debuffs to enemies, a movement speed boost every time he smashes something in the destroyable environment, a .5 yard bonus to Pickup Radius (stacking up to 30x) every time he picks up gold, the ability to break all root and frozen effects, and more. As he points out in the narration, the item end game now in RoS is based around finding Legendaries with stats as big or bigger than the best rares, plus some special orange text bonus property that enables special things that no Rare item can match.
Click through for two more videos showing off the monster density of Torment 6 (it’s much less crowded than the best farming levels in D3V today), plus a demonstration of a Monk farming Torment IV by abusing some perma-stun/CC gear procs that turn the demons into stationary punching bags. As always, remember that this is early in the beta and there will surely be changes, buffs and debuffs, to the abilities you see in the game today. Broken or OP stuff now won’t remain that way through release.
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Reaper of Souls Beta: Reader Q&A Part 2: Health and Gobbies
Posted 2 December 2013 by Flux at 15:14 GMT
After an inexcusable delay, here are some more direct answers to reader questions about Reaper of Souls. It’s Reaper of Souls Beta: Reader Q&A Part 2:
I haven’t heard anything about HC features in RoS, could you maybe do an article on this? Especially DC protection and PKing are interesting subjects. –Hippo
Reaper of Souls does not (yet, but we’re still very early in the beta) contain any specific changes in terms of PK/MK fixes, or disconnect protection, or other Hardcore-specific things. It does change a lot of the gameplay basics in a way that is (arguably) supportive of Hardcore play. I won’t go into many specifics here since Xanth’s going to cover it in an upcoming Hardcore in RoS column, but in RoS:
- Life Steal is gone.
- Hit points and resistances and blocking and dodge can be raised much higher.
- Monster attacks are less about damage spikes and more about steady damage over time.
- Many items and skills are changed to provide more regen, more res, and more damage mitigation.
- Crushing Blow (and the removal of LS) makes giant DPS much less important.
All of these changes can support a play style built around survival, damage mitigation, and tactical skill, rather than simply giant DPS curing all ills, as is often the case today in D3V. Which makes them good changes for Hardcore…?
Click through for more questions and answers on life steal, life after kill, healing issues in general, and the sadly-reduced fun/value of Treasure Goblins and Golden Chests.
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What are you Thankful for about Diablo III?
Posted 1 December 2013 by Flux at 10:45 GMT
Thursday was the big Thanksgiving holiday in the US, and most of Blizzard was on vacation, many of them for the entire week, others just from Thursday through this long holiday weekend. Before they left, they dropped a quick fare-thee-well post, which spurred me to have a think:
We hope you enjoy your time in Sanctuary and look forward to sharing more exciting Diablo III: Reaper of Souls news after we return!
So, what are you thankful for in Diablo 3 or the community at large? I realize this question simply begs for sarcastic rejoinders, and you’re free to offer them up in comments, but I’m curious what people actually like, not just what they (loudly declare via online pseudo-anonymity) hate. Here’s a vote; pick as many options as you like, except not all of them since that would be inherently contradictory!
What are you Thankful for about Diablo III?
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Reaper of Souls Hardcore from the Start?
Posted 29 November 2013 by Flux at 15:01 GMT
This is a topic Xanth will probably tackle in a column at some point, but a fan brought up the issue of tackling Reaper of Souls Hardcore from the start vs. some initial playtime in softcore to get the hang of the new system and changes and difficulty levels, and got some Blueage on the bandwagon.
Before we can safely play hardcore we need to understand how all the mechanics work. Even items as simple as potions are different. Probably for the better but still different. Until we can adjust to these slight changes we are putting ourselves at risk.
We are too comfortable with this and until we learn to life without ls we are bound to put our characters in a spot they shouldn’t be in.
The change from MP to normal-torment is really going to trip me up. I know what mp Id be able to handle but what level of difficulty will we test this out? One slip up and you’re toast.
With many old members coming about there are bound to be additional lag and we are going to suffer the most.
Because of these reasons I will most likely start out playing soft core for 1-3 months then switch back to HC. I think my characters will thank me.
Grimiku: Personally, I plan on playing it safe when the expansion goes live. Rushing into an expansion on a higher difficulty is a little like aiming Vault into unexplored areas of your map.
And what’s wrong with Vaulting into unexplored territory?
Grimiku: Nothing if you don’t mind a dirt nap!
I found Reaper of Souls has a greater tendency to lull me into illusions of safety (and then drop the hammer when I’m unsuspecting) than the current live game. I’m used to playing on MP10, but it didn’t take long before Master difficulty wasn’t comfy. Also, I should admit that I’m talking about my Normal mode character here, but I play it like it’s Hardcore.
I recently swapped focus to my Hardcore character in the beta, and am currently leveling from 60 to 70. The first few levels are easy, but somewhere around mid 60′s the difficulty starts getting more unpredictable. We’ll have to wait and see how things pan out after some tuning passes, but I think it’s worth mentioning to the Hardcore community that the difficulty settings may not be as straight forward as they seem. I know it’s part of the fun, but it’s good to know when the road might get rocky too.
I leapt into RoS with my hardcore Monk, who was Paragon 70 and arguably the best equipped of my D3V paragon level characters, and I had no regrets. (Admittedly, I felt safer since the Beta works as a sort of PTR where nothing is permanent, so I wasn’t *really* risking my Monk.)The Monk leveled from 60 to 70 over several hours of semi-cautious, “Hard” level Adventure Mode games, and it wasn’t a real tough voyage. That Monk, as well as the level 60 softcore Demon Hunter and Witch Doctor I’ve since made the voyage with, all felt overpowered at level 60 in RoS, about like I was playing on MP1 with much lower monster density. That OP feeling faded quickly as I leveled up and the monsters scaled up with me, and by 65 I felt like I was on MP3 (with much lower monster density), and by 70 I’d have been dead, had I not been gearing up as I leveled.
I think gear is the real issue, more than new game mechanics and skill changes and such. Those matter as well of course, but Diablo 3 is a game chiefly about your gear, and while not knowing how to react to Elites with Poison Enchanted or Frozen Pulse is dangerous, playing with crappy gear is fatal. Therefore I think you’ll be fine leaping right into RoS with your hardcore chars, so long as you don’t get too crazy overconfident and pull a Xanth’s WD, leaping right into Master and relying on your now nonfunctional life steal knife to keep you alive. (With grim results.)
Click through for more discussion of the changes to difficulty levels in Reaper of Souls and some first hand insight on how hard those levels are for newly geared up characters in the beta.
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Thorns Build Now Very Viable in Reaper of Souls Strategy
Posted 29 November 2013 by Flux at 09:57 GMT
Diablo 3 big ideas guy Monstrous has created a large post and video showing his Crusader’s gear and build in some hot fresh Reaper of Souls strategy. He’s running with a ton of Thorns gear, and dominating! In the first half of the video you see him laughing his way through Torment difficulty, killing off everything in sight without even throwing a punch. The killing gets even faster in the second half of the vid, when he adds another legendary item and starts hitting the monsters, adding more damage to their self-inflicted ouchies.
This build requires some very specialized gear to deal the huge Thorns damage, plus high hit points and resistances and blocking to keep from dying while standing around, completely surrounded by enemies. A quote from his forum post:
Here are the 6 key pieces of gear needed to create the build:
Thorns Set (helm, shoulders, gloves) – (4 set bonus) Your Thorns damage now hits all enemies in 15 yards. Sanguinary Vambraces – Chance on being hit to deal 1000% of your thorns damage to nearby enemies. One handed Thorns Axe – Your Thorns damage is applied to every attack. Ring of Royal Grandeur – Reduces the number of items needed for set bonuses by 1.
The key here is the Ring of Royal Grandeur which lets me replace the Thorns Set bracers with the Sanguary Vambracers.
The issue for many players using a Thorns build is always the “I’ll be bored just standing around waiting for enemies to die!” I had that issue trying it in D2 on a Thorns Paladin or an Iron Maiden Necromancer, but some players enjoyed it. I think the WD would be great for this in D3 since some of the pet abilities tack on their own Thorns damage as well, and it’ll be interesting to see if someone can find the items required with INT on them.
This sort of build appeal to you guys? Even if you don’t want to play it, just knowing that this sort of variant is possible is a good step in the direction of more varied builds in the game, eh?
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New PS4 Diablo 3 Reaper of Souls Features Revealed
Posted 28 November 2013 by Flux at 18:07 GMT
AusGamers has posted a new interview with Diablo III: Reaper of Souls (console) lead level designer, Matthew Berger. It covers a lot of new stuff about the PS4 version of the game, which bundles Diablo 3 with Reaper of Souls and adds numerous new features exclusive to the PS4, some of which are also coming to the Console in the future. Here’s a quote revealing three new PS4 Diablo 3 Reaper of Souls Features which sound quite cool.
So we’ve added three things: we’ve added
- Player Mail,
- Player Gifts,
- and Avenger Kills.
Player Mail is very simple: there’s a mailbox in town, you go there, you’ve found a cool item and you mail it to me; I get it, I’m happy; awesome — it’s very basic.
Player Gifts is this neat little feature where you’re adventuring in Sanctuary, you kill a monster and an item drops: a legendary drops for instance, and there’s a column of light with a little sound, and you’re, like, “ooh, legendary!” and before you’re able to pick it up, another item is going to jump off that legendary and drop on the ground. There’s going to be a little box on the ground, and it’s going to say “Gift for Matthew”, because you and I are friends, and I’m on your friends list. So you’re going to take it and you’re going to send it to me, and I can open it with anyone of my characters, and it’s going to give me an item that is level-appropriate and tailored to that class.
So I have a level 10 character, and I have a level 70 character; I’m not really playing with my level 10 barbarian right now, but I am playing with my level 70 demon hunter and going through my paragon levels, so I’m going to open it with that one, and I’m going to get a level 70 rare or legendary item that is going to be tailor-made for my demon hunter. That’s cool, right?
Now most things are just like “hey, we’re connected, whatever, blah, blah, blah”; Avenger Kills are where it’s at! Our game director Josh Mosqueira love to say “Love the player”, that’s his big philosophy in life, love the player — it’s a good philosophy when you’re making videogames. But sometimes you’ve got to give a little bit of love back to the monsters, because you know, they’re the ones getting murdered — they’re getting killed by these players. So you’re adventuring, and a monster kills you — bummer, you’re on the ground and waiting to resurrect — and that monster is going to level up, and a portal is going to appear, and he’s going to jump in the portal and disappear. Then he’s going to pick somebody in your list of friends who plays Diablo III, and he’s going to jump into their game.
They’re going to see a unique-named monster, and it’s going to say ‘you are being hunted’, and that monster is going to be named after you, and it’s going to come and hunt them, and have new powers. If they kill it, they get loot and you get loot. If it kills them, it’s going to get named after them and it’s going to level up, have more powers, and jump into their friends list and hunt another one of their friends.
So it’s that idea of: we’re not playing together, but we’re connected as adventurers going through Sanctuary. That’s out version of social today, in a sense. Those three features are unique to console.
See the whole interview for more details about the console. As for the social features, what do you guys think? I’m not sure I understand the description of that “your friend find a legendary and you get one too” part, but I love that “being hunted by” monster thing. Especially as I play Hardcore, and seeing the actual monster that granted a friend’s character their ultimate release would be fascinating. And imagine if it killed me to? One unkillable enemy rampaging through a long chain of Friends, like a lethal virus in demonic form. (We could call it “the Kardashian.”)
Could you catch it again yourself? Say your Monk died to the “K”, and then it went on to kill some other people on your friends list? Could it come back around to you with another character?
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Diablo Fan Art Watch #216: Barbarians the Former Guardians of Arreat XIII
Posted 28 November 2013 by Holyknight3000 at 08:00 GMT
Welcome to the latest installment of the Diablo Fan Art Watch featuring artwork from our D3 Fan Art Gallery.
This week we return to the snowy Dreadlands of the remains of Mt. Arreat; the silent vigil of what was once the home of the Barbarian.
Featuring Fan Art by: szienna, BlueBerryJamTart, JUNLING, ithueldar, and Vinz-el-Tabanas.
If you enjoy Fan art and want to contribute to this growing community, please stop by the Fan Creations Forum. Many artists visit frequently, posting works in progress looking for feedback and conversation. You don’t have to be “arty” to join in. If you have any questions, comments or have some fan art related news on the web please send me a PM and I’ll get back to you.
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Diablo 3 to Reaper of Souls Item Upgrade Guide
Posted 27 November 2013 by Flux at 21:29 GMT
During the week of the Reaper of Souls beta test I’ve talked to a lot of people who weren’t lucky enough to get a beta slot yet, and virtually everyone has asked me about which current Diablo 3 items are still useful. So, how about a Diablo 3 to Reaper of Souls Item Upgrade Guide? This isn’t meant to be some huge investment guide; more of a quick reference discussion. And of course this is all preliminary based on the current state of the game. Reaper of Souls is nowhere near release yet and it’s likely that many things will be rebalanced and adjusted before release, especially in terms of items and affixes. We’ll update this list as the beta progressesThat said, here’s what we know after one week of testing.
That’s the very quick version, glossing over some distinctions and exceptions. Read on for the details.
D3 Commodities are Worthless in Reaper of Souls
The most obvious change is the completely worthless nature of every Diablo 3 commodity in Reaper of Souls. All gems, plus Tomes of Secret, Demonic Essences, and everything else you get from salvaging is virtually worthless in RoS. If you want to bet that the game stays much the same at release as it is now, you should sell all of your gems and materials at once, while they still hold value. (Gold is useful in RoS, though much less all powerful than in D3.)
Gems are comically worthless; Marquise Gems, the highest level in Diablo 3 now are the new baseline drop in the end game of Reaper of Souls, with six more levels of gems added above Marquise: three qualities of Imperial and 3 of Royal. You regularly find Marquise and the lowest level of Imperial even on Normal difficulty, and while gems are likely to change in balancing (the costs to upgrade and unsocket now aren’t so much unbalanced as incomplete) it’s obvious that gem stats need to greatly increase given how much stat bonuses have. I liquidated my D3V gems the first day of the Reaper of Souls beta.Crafting materials are useful in Reaper of Souls and there are hundreds of new blacksmith recipes, including dozens of new legendary item sets, and they drop regularly too; I’ve found 5 or 6 already (2 of them end game level, the others lower) after never finding a single one in my entire D3V play time. The problem for D3V mats is that those are not the top level materials in RoS. All the current D3V materials (including Brimstones and Tomes of Secret) are found from drops and/or salvage out of low and mid level items in Reaper of Souls, while the materials you need for end game crafting, Artisan training, etc, come chiefly from salvaging newly-found level 70 gear.
The only disclaimer for this issue is the fact that crafting mats are very likely to receive a major balance patch. I certainly hope so, since they are currently confused, redundant, and very unbalanced in their availability vs. requirements for crafting. Basically you don’t find anywhere near enough of them to do more than like one craft a day on the higher end stuff, with the bottleneck coming mostly from new white materials, which can only be obtained from Horadric Goodie Bags and from salvaging white items, which hardly ever drop.
Blizzard has suggested that they’ll add 10-to-1 upgrade recipes to turn current materials into the new Reaper of Souls end game materials, which will help those of you with thousands of Tomes of Secret, but that’s about their only possible value come RoS conversion.
Much more on the click through, covering the gear that you’ll immediately upgrade, and that which you won’t…
Latest Diablo 3 News
Reaper of Souls Upcoming Changes
Posted 27 November 2013 by Flux at 19:14 GMT
Adding to the Reaper of Souls beta hotfixes, Blizzard spoke of other planned changes and balance tweaks in the beta test.
Nevalistis: There are a slew of changes happening both behind the scenes right now as well as coming down the pipeline. Some of these changes are able to be implemented via hotfixes on the current Beta while others will take a patch to issue.
Bounties are definitely a little too… bountiful at the moment. We have changes recently hotfixed on the Friends & Family Beta to tone down Bounty rewards and increase Nephalem Rift rewards.
Right now it just seems like everyone can just beat the game in a couple days and then there’s really no incentive to keep playing since loot rains down from the sky and makes the difficulties obsolete since they’re just a gearcheck anyway and not actually harder in terms of like, increasing monster speed or AoE range or aggression or adding hard-mode affixes.
Nevalistis: The current legendary acquisition rate is higher than planned for launch. We will continue to tune this to arrive at an ideal reward rate, but in the meantime it allows our beta testers to get their hands on a variety of items for testing purposes.
Also consider that Bounties are compounding this issue a bit. With the changes I mentioned above regarding reduction in rewards, this should become a bit less of an issue.
TLDR: It’s Beta! Lots is subject to change, and we’re not done yet.
I played last night after the hotfixes went live, and the tweaks seemed appropriate. Prior to this, completing bounties was far and away the most profitable way to play. They’re still quite rewarding, but not so much so that you feel like you’re wasting time doing anything else. Adding a bounty bag for completing a Nephalem Rift is another good adjustment. Unaddressed is anything in Campaign Mode, which might as well not be in the game for all that I see people playing it now.
I played my first Crusader into Act 4 to check out the scaling difficulty and leveling progression. And I streamed a full playthrough of Act 5 with a Demon Hunter to get the story and see the act in the proper sequence, rather than just hopping around hitting the Bounties. Other than those two experiments… I haven’t touched Story Mode and can’t see any reason anyone else would do so, other than it being the only way to do Keywardens or the Infernal Machine. If the devs want players to ever go that mode again, they’re going to need to make some changes, boost the exp or MF in Story Mode, etc.
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Reaper of Souls Legendary Items: Beta Gallery #2
Posted 27 November 2013 by Flux at 13:16 GMT
If your bar is held firmly at “must be build-changing” then no, you’re not going to be amazed by most of these items. (You’d also have hated 98% of the uniques and Runewords in Diablo 2, by that standard.) Most of the RoS legs are equivalent to very good Rares, often with higher values on their bonuses than you can get on Rares of the same item type, and there’s (almost) always that orange text legendary-only bonus, many of which are partly-randomized, and most of which make changes to how you play the game, or at least add a fun flavorful effect to your gameplay.
My Hardcore Monk has essentially permanent triple-stacked Nephalem Glory thanks to the affix on his Gift of Silaria + Blinding Flash. If you watched some of the gameplay on our last podcast you saw that in use, as well as the constant showers of gold courtesy of Neinball’s Gladiator Gauntlets. Another interesting one is the Danetta’s Revenge my Demon Hunter found today. It’s thumbed up above and note the orange bonus and the themed set bonus which could completely change how Vault works for that character. (I don’t know the new orange bonus on Danetta’s Spite. Another something to Vault?)
Click through for the full gallery of 46 new legendary screens. Note that these are all real items that have been found in the Reaper of Souls beta. They’re not just hypothetical items created via datamining, which may yield deceptive values or incomplete stat displays. (Trivia! 1) You can see the possible “roll” on an item by holding the Ctrl key and legendaries often have higher potential values for their stats than Rares of the same item type; 90-100 for res all vs. 70-90, up to 950 on mainstat vs. 750 on rares. Etc. 2) In the Mystic’s Enchant window you can see all available affixes and their potential range, and these ranges often cap out at a number *lower* than what your legendary actually has. This might be a bug, but I think it’s related to point #1; that the roll when a Leg drops is better than the Enchant replacement roll.)
Latest Diablo 3 News
Reaper of Souls Beta Hotfixes
Posted 27 November 2013 by Elly at 01:18 GMT
The following hotfixes have been applied to the Reaper of Souls beta as of this evening.
These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
- Completing individual bounties will no longer reward a Horadric Cache.
- Completing all five Bounties in an Act now also provides Blood Shards.
- Completing a Nephalem Rift now also rewards a Greater Horadric Cache.
- The XP and Gold rewards from completing Bounties have been reduced; the new values at level 70 are 85,000 XP and 11,800 gold.
The following immunity Rings will no longer drop and have had their unique power disabled. Please note that immunity powers will be revisited in a later patch.
- Obsidian Ring of the Zodiac
- The Tall Man’s Finger
- Rogar’s Huge Stone
- Rechel’s Ring of Larceny
- Solanium will now produce Health Globes on Crushing Blow less frequently.
- Pride of Cassius has had its unique power disabled. Please note that this item’s power will be revisited in a later patch.
- Removing and re-socketing a Helm or Sword with a Diamond gem no longer continuously increases the CDR and Elite Damage bonus
- Active Skills
- Heaven’s Fury
- Bug: Now properly deals 1500% weapon damage over 5 seconds.
- Active Skills
- Shock Pulse
- Skill Rune – Living Lightning
- Proc coefficient has been lowered from 0.2 to 0.042.
- Passive Skills
- Duration increase amount reduced from 1 second to 0.5 seconds per stack.
- Shield amount reduced from 27,323 to 16,394 (at level 70).
- Stun chance reduced from 20% to 15%.
Bug: Fixed an issue where Electrocute was generating too many procs from Paralysis.
I was just saying earlier today in the forum that there was bountiful Experience to be had from running Bounties, even without taking advantage of the cheesy ones we reported on the other day.. I happened to take down the stats this afternoon for that forum discussion and you can see how this has been rebalanced with this hotfix.
And the Horadric Caches were a very good source of crafting materials too, not that I was using them as crafting still hasn’t been balanced enough to be viable alternative to anything you can find. You till get the same amount of Blood Shards as you did before the hotfix.
Latest Diablo 3 News
Crushing Blow is OP in Reaper of Souls: Nerf Coming
Posted 26 November 2013 by Flux at 17:54 GMT
The early stand out strategy/overpowered property in Reaper of Souls is the Crushing Blow modifier. Yes, it’s returned from Diablo 2 and it works much the same, cutting 25% of the current health off of normal enemies and 12.5% off of bosses. It’s not a big deal on lower difficulty levels where you can take out enemies in just a few hits, but when you get to higher difficulty levels, Crushing Blow becomes enormously powerful.
Big enemies on Torment IV have “billions” of hit points, enough to make even those 800k and 1000k and 1200k DPS figures feel flaccid. But when you’ve got 40% Crushing Blow and a fast attack, any monster’s hit points will simply melt away. (Providing you can survive long enough to turn up the heat.) Blizzard is aware of this and has a tweak planned for the next beta patch, as EU Blue Vaneras shared:
The developers’ intentions with Crushing Blow is for it to be competitive with stats like Increased Attack Speed, Critical Hit Chance, or Critical Hit Damage, but obviously it will need some tuning if it clearly trumps all of those other stats.
We are of course interested in reading more of your thoughts on Crushing Blow, so please keep posting your feedback on it
Currently, a Crushing Blow hits for 25% health against normal monsters, for 12.5% health against elites, and it will hit for 5% health against bosses after the next beta patch has launched.
Keeping in mind that Crushing Blow is subject to changes and tuning since it has to compete with other stats (Increased Attack Speed, Critical Hit Chance, and Critical Hit Damage), what are your thoughts on these percentages?
To give you guys some insight into this, and bear in mind that number are a lot higher in RoS than in D3V. In Reaper of Souls, with good gear and offensive skills/passives, it isn’t hard to get 1,000,000+ DPS. Which sounds great, and dominates the lower difficulty levels, but that DPS means nothing on higher levels of Torment where bosses have literally billions of hit points.CB spawns in the 5-8% range on gloves, shoulders, rings, amulets, and weapons. (And probably some legendaries in other slots, though I’ve not seen them yet.) It’s super effective, especially on higher difficulty levels, but it requires and rewards specialization. Since going the Crushing Blow route, my DH has loaded up on hit points and resistance and especially on life regen (Brooding is 1.5 in RoS, but it stacks to 3x if you remain motionless.), exchanged Critical hit Chance and flat DPS for more Crushing, shifted all of her Offensive Tab Paragon Points into Attack Speed for more proc chances, etc. She’s now dealing 200k lower DPS than a couple of days ago and is *less* effective on lower difficulty levels, but much better at higher difficulty levels where the big Crushing Blow % chance chews chunks off of the huge monsters in ways that DPS alone could not.
Is this cheesy? You could argue so, but I don’t really think so since it’s working as designed. Crushing Blow isn’t some one-stat-dominates-all play options the way some things (Barbarians) are now in the live game, Like I said, my Demon Hunter is actually worse at lower difficulties now, in exchange for being able to chew hps off of the giant enemies. And the focus on CB and higher diffs changes how I play; no longer am I about mobility and evasion; now I’m built as a tank to deal the most hits possible in a short time and isn’t that what the game is all about? Different skills and affixes working together to support new builds or play styles?
The question then becomes what can you do better with the traditional trifecta stats than with CB, and aside from dominating lower difficulty levels (where there’s FAR less danger of death) I’m not sure what the answer is. Maybe if CB came with slower attack speed, or was only found on certainly legendaries so it was a real trade off?