Monday, 27 March 2017

[2.5.0] Build lists: Barbarian, Crusader & Demon Hunter updated



Quick reminder that the build lists for Barbarian, Crusader and Demon Hunter are updated to Patch 2.5

https://docs.google.com/spreadsheets/d/1SWR_9jW6pVjWjHS42hV11EaMxf2aJ1BRHAsLCVjB7jo

Beside typo changes to all current builds, here are most important changelogs:

New builds:
- Demon Hunter: Shadow's Mantle T13 Impale
- Demon Hunter: Shadow's Mantle GR100+ Group Impale DPS
- Demon Hunter: Shadow's Mantle GR90+ Solo Impale

Updated builds:
- Demon Hunter: Old Impale builds have been removed
- Barbarian: Might of the Earth GR90+ using Seismic Slam & WotB (was Ancient Spear & Seismic Slam before)
- Crusader: Roland's Legacy T13 Sweep Attack (up from T12)
- Crusader: Roland's Legacy T12 Shield Bash (up from T11)

Sunday, 26 March 2017

The Necromancer Theme is now Live!


Since the D1 anniversary event is (long) done, we have now transitioned the theme to be necromancer / D3 themed. Hope you all like it.

As always, please report issues that happen with vanilla reddit, and then RES. RES support is always bonus and not a primary focus.

See the code changes here

Report issues on GitHub here

Wednesday, 22 March 2017

A plea to Blizzard to end Set Dungeon requirements in seasons.



I've watched all periscope streams from blizzcon. I watched all videos released containing the same information on the Diablo youtube channel that had horrible audio leveling problems. I've heard the Diablo devs countless times say they read the forums, pay attention to the subreddit, and listen to the fan base. If that's true, why are they continuing to force set dungeons on us? Why is there a conquest, yet again, to master 8 set dungeons? Why is there a seasonal journey objective to complete and master a set dungeon?

Why force a mode on us that is unanimously considered to be terrible without changing any of the core aspects of the gameplay? I could understand it if they tweaked them in some way other than nerfing them. This content isn't challenging. It's extremely tedious and some dungeons rely upon RNG to master. The set dungeons play nothing like META builds and if you have too much damage you can't beat some of them without changing or removing a piece of gear. I think I would be hard-pressed to find more than 5% of the community that actually enjoys set dungeons enough to want to do them every single season. Especially the people like me that have completed and mastered all of them.



Am I missing something here? Am I wrong about this? Is this an oversight? Please Blizzard, stop with the set dungeons spam or automatically check them as completed for people that have mastered them all.

Monday, 20 March 2017

For the record, Blizzard, I think many of us would happily spend money on Diablo if there was content to purchase



To be honest, I'm actually surprised how much support the game has gotten to this point, considering there's really no way to generate money from the game once a player has already purchased the game.

Now, I definitely don't want to go back to having an Auction House -- especially a real-money one -- but when so many players are disappointed in the drought of content, I can't help but wonder...

Why don't you give us something to actually spend money on?

Obviously, we've got the Necromancer pack coming out soon. But, let's just be real here; not everyone wants to play a Necromancer, and unless I've missed something, I don't believe there's any new content coming for existing Classes to experience.

Now obviously, if the Necromancer pack is hugely successful, then maybe we'll get more content. But really, I feel like it's a flawed experiment. Normally, new Classes come alongside Expansions, because it ensures everyone gets new content, even if they stand by older Classes. While selling new Classes ala carte could be hugely successful, I worry that it won't have a big enough impact to put other content into development.

Diablo III is a surprisingly replayable game. I think Rifts, Greater Rifts, and Bounties have given the game a huge lifespan, as have Seasons. But we've been farming the same content for a long time now, and no matter how much fun the game is, players are getting burnt-out from the lack of content.

I'd like to propose giving players other things to spend money on, which would in turn fund more meaningful content development.

For example, Character-Skins. Maybe I want my Barbarian to look like an Orc, or my Crusader to don Tyrael's D2 Angelic Armor (via transmog; nothing that would impact gameplay). Maybe take a page from Heroes of the Storm, and have certain Skins change the appearance of certain abilities, your character's Portrait, or even their voice-work (I mean, besides story-related voice-work, which would be too much work).

Transmog items could also be a big hit. Gorehowl, Frostmourne, Warglaives of Azzinoth; things like that.

Or, how about something a little more ambitious...

Add a new type of Goblin to the game, one that can also be encountered in Rifts and Greater Rifts. Upon killing it, a portal appearance in Town, taking you and your party to an entirely new area.

It would be somewhat similar to The Vault, except you and your party would face a non-stopo barrage of increasingly difficult enemies (preferably faster and higher damage, not ridiculous health-pools). Here, you would have a greatly increased chance of dropping Legendaries, and maybe even some new Legendaries, but once a player dies, they're done.

Essentially, it would be a Survival mode where surviving is literally impossible, so you just have to try and kill as many as you can before dying.

Now, here's the thing... To actually use the portal, at least one player in your party would need to be "Attuned", which costs real money. Basically, you'd be selling access to a rare dungeon, but once you purchase the Attunement, you'd always be able to open it.

It would be entirely optional, as you could always hope someone in your party is Attuned, or if you play with a close-knit group of friends, a single Attunement could cover you. But, for those who like playing with random folks frequently, it would certainly be a worthwhile investment -- or constant temptation.

Point is, there are ways to make money with Diablo III, and I believe players would be more than happy to pay, as long as we continue seeing new content.

Otherwise, I don't know how excited I can get about the Necromancer, when I didn't like playing one in Diablo II, and it doesn't sound like there's any new content to experience either way.

Now, adding the Druid on the other hand...

Tuesday, 14 March 2017

Diablo III desperately needs an Arcade Mode



When I say "Arcade Mode," I mean a play mode like Hearthstone's Tavern Brawl, or Overwatch's Arcade. There should be some kind of content players can participate in that feels very different from the tired rifting we've been doing since Reaper of Souls launched. Here are some examples of what I mean, but these could really be anything:

Battle Arena (Seasonal, Competetive)
  • 3 on 3 Team Deathmatch
  • Two teams of three pre-equipped level 70 characters battle in an arena (for balance reasons)
  • Win games to climb the ranked arena ladder each season
  • Earn rewards based on your ladder performance at the end of the season

Chaos Rift (Weekly, Solo)
  • Complete a greater rift using the specified class and skills, which are randomized each week
  • Beat it at T1, T6, and T10 difficulties to unlock rewards for that week
  • Compete in the weekly leaderboards for highest greater rift level completion time

Onslaught Rogue-like (Permanent, Cooperative)

  1. You and three others battle through massive waves of demons of ever increasing power
  2. Everyone starts at level 1, and players gain experience and loot as they complete waves together.
  3. If all players are killed at the end of the wave, the run ends.
  4. Compete on the global leaderboards for highest wave completion

Boss Rush (Weekly, Cooperative)
  • You and a partner attempt to defeat the five Act Bosses as fast as possible
  • Both players use a pre-built level 70 character, with randomly generated gear and skills each week
  • Compete in the weekly leaderboards for fastest completion time

Saturday, 11 March 2017

PTR Patch Notes 2.5.0 - v2.5.0.44247. Primal Armor values fixed... and that's it.








Last updated March 10 @ 12:00 PM PST.

Below you'll find the preliminary PTR patch notes for Patch 2.5.0. Please note that this isn't the final version of the patch notes and that some changes may not be documented or described in full detail.




PTR PATCH 2.5.0 - v2.5.0.44247

If you need more information on how to participate on the PTR, visit our FAQ.

Once you've had the chance to try things out, be sure to visit the Public Test forums to discuss the patch.
To provide feedback about content changes in 2.5.0, visit the PTR Feedback forum.
To report any in-game bugs you find while playing on the PTR, visit the PTR Bug Report forum.
TABLE OF CONTENTS:
General
Classes
Items
Enemies
Adventure Mode




GENERAL
New Feature: Armory
Players may now save up to five different builds per character using the Armory
This new feature can be found in the town hub within each Act
Saving a build in the Armory will snapshot your character’s current gear, socketed gems, active and passive skills, and Kanai’s Cube powers
Equipping a saved armory build will automatically swap items and gear between the character and stash
New Feature: Crafting Mat Storage
Starting with Patch 2.5.0, crafting materials picked up or obtained through salvaging will now appear in a separate storage tab, freeing up space in the shared stash
This tab can be accessed through the Inventory window

Return to Top
CLASSES
Crusader
Shield Glare
The Divine Verdict rune has been updated to apply its secondary effect even if the target is immune to crowd control effects
Barbarian
Seismic Slam
The Rumble rune will now consume all remaining fury to increase the rune’s damage over time component by 15% weapon damage per point of fury spent
Bug Fixes
Demon Hunter
Impale - Ricochet
Fixed a bug where the second bounce granted by this rune would sometimes fail if enemies were packed tightly together.

Return to Top
ITEMS
General
Primal Ancient Items
Legendary and Set items will now have a chance to roll as Primal Ancient
These items are much more rare than Ancient items and have perfect Ancient-level stats on all affixes, including the item’s Legendary Power
Note: Primal Ancients will only begin dropping after a character on the player’s account has reached Greater Rift 70 Solo
There are separate unlocks for normal and Hardcore characters, as well as Seasonal and non-Seasonal characters
The stats on these items will be tailored to the character class you are playing when the item first drops
Primal Ancient items salvage into 15 Forgotten Souls
Ancient Items
Now salvage into 3 Forgotten Souls
Legendary Items
The following items have been adjusted
Rimeheart
Increased the chance to proc its Legendary item power on frozen targets from 10% to 20%
Strongarm Bracers
The damage bonus from this item is now applied when the knockback occurs rather than when the enemy lands
The damage bonus duration has been increased to 6 seconds
Class Specific Items
The following class sets received changes
Crusader
Roland's Legacy
(4) Set Bonus
Damage bonus has been increased to 2500% (from 1250%) damage bonus on Sweep Attack and Shield Bash
Monk
Inna's Favor
(6) Set Bonus
Damage bonus for each Mystic Ally has been increased to 125% (from 100%)
Witch Doctor
Zunimassa’s Haunt
(6) Set Bonus
Damage bonus has been increased to 2500% (from 1500%) when enemies are hit by your mana spenders for 8 seconds
Wizard
Delsere’s Magnum Opus
(2) Set Bonus
Cooldown of Slow Time is reduced by 3 seconds (from 2) when casting Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade and Wave of Force
(4) Set Bonus
Damage reduction increased to 60% (from 50%)
(6) Set Bonus
Enemies take 3500% increased damage (from 2500%) while inside Slow Time
The slow and damage bonuses persist on enemies for 5 seconds after they exit Slow Time
Some existing class-specific Legendary items have been updated to include a unique Legendary power
Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power
Demon Hunter
Holy Point Shot
Impale throws two additional knives
Note: Each enemy can only be hit once per skill use
Note: This change is still being tested and evaluated
The functionality of some items has changed
The Barber
This weapon is now a Ceremonial Knife instead of a Dagger, allowing it to roll the same damage as other Witch Doctor items
The damage bonus to the final explosion of this item’s Legendary power has also been reintroduced
With this change, the item’s Legendary power will also be updated in Kanai’s Cube for those who already extracted it
Players will need to re-equip the power in the cube for the updated version to appear
Manald Heal
Wizard pets such as Hydras will now also proc the damage component of Manald Heal when attacking a target
The number of procs generated by channeled skills while using this item has been reduced by 25%
Illusory Boots
Now allow the player to pass through enemies and the Waller affix when using Furious Charge, Whirlwind, Strafe and Tempest Rush
Bug Fixes
The Legacy of Raekor
Fixed a bug where the 6 piece bonus of this set would not buff Earthquake damage
Primal Ancients
(PTR Only) Fixed an issue which caused the base armor of Primal Ancient items to incorrectly roll with different values

Return to Top
ENEMIES
Bug Fixes
Fixed an issue causing Elite enemies with the Juggernaut affix to incorrectly take normal damage from Slow Time when combined with Deslere’s Magnum Opus

Return to Top
ADVENTURE MODE
Greater Rifts
The requirement for participating in certain difficulty levels in public games has been changed from current Paragon Level to highest solo Greater Rift clear, as follows
Torment I – VI: No Requirement
Torment VII: Solo Greater Rift 30
Torment VIII: Solo Greater Rift 35
Torment IX: Solo Greater Rift 40
Torment X: Solo Greater Rift 45
Torment XI: Solo Greater Rift 50
Torment XII: Solo Greater Rift 55
Torment XIII: Solo Greater Rift 60
Note: This change only applies to players on PC / Mac
Additionally, several quality of life changes have been made
The frequency of several tilesets in Greater Rifts has been adjusted
Caves, Keep Depths and Zoltun Kulle’s Archives will appear less often
Stinging Winds, Festering Woods, Pandemonium, Tristram Cathedreal, Arreat Crater and Realm of the Banished will appear more often
The Flooded Causeway and Westmarch locations will no longer appear on the first floor of Greater Rifts
The number of Spear Throwing Goatmen and Skeleton Archers that appear in Greater Rifts has been reduced in certain enemy populations
Set Dungeons
Unhallowed Essence
The upper right tile for this dungeon has been replaced with one that affords more space for monster spawning as a quality of life improvement
Armor of Akkhan
The number of times Condemn must hit 10 or more enemies to complete the objective has been reduced from 12 to 10
Delsere’s Magnum Opus
The required number of enemies players must hit at once with Slow Time has been reduced from 30 to 20, and the number of times they must be hit has increased from 3 to 4
Uliana’s Stratagem
The minimum number of enemies players need to hit with a single Exploding Palm for the first Bonus Objective has been lowered from 21 to 15 and the number of times it must be performed has been changed from 3 to 4
Bounties
Bonus Acts have been removed
With this change, completing five bounties in any act will now grant you a Large Horadric Chest containing the same contents as the Horadric and Bonus Caches
Bug Fixes
Fixed an issue that caused a specific enemy population of Triune Cultists in Greater Rifts to spawn the wrong ratio of minions

Wednesday, 1 March 2017

Diablo 2: 1000% Magic Find




watch this video.

He says that get magic find from you merc when it kills the mob/monster/boss

so load it up with MF gear on an enchantress

so you'd place points into warmth,enchant,fire mastery, and static field
sorceress naturally

make it a barbarian merc
Immortal King's Will helm "LK" helm with two ists
eth Skullder's Ire "ist'

180% 6 Socketed sword with 6 Ist Runes

that's a total of 418% extra magic find when your merc kills the boss

Monday, 20 February 2017

[2.4.3] Crusader builds (google doc list) | Including 20+ builds and the most viable builds



I was and I still am working on the Crusader build list for the current Patch 2.4.3.

https://docs.google.com/spreadsheets/d/1VRc6oU4B3CJnpvO6MTSqRcF5Uw_OZavflKMm3mtGJ4s

The list includes meta and fun/anti-meta builds.
Almost every build includes links to a
- written guide,
- d3planner overview and/or
- a gameplay video or a video guide



Currently there are:
Amount of Torment 10+ builds: 15+ (2 meta builds)
Amount of group GR builds: 3+ (0 meta builds)
Amount of solo GR builds: 3+ (2 meta builds)



For the Greater Rift section I decided to only add the very popular builds that you can find on the leaderboards.
I know that you can force a lot of builds going for GR80+ (especially with high paragons/augments) but I find it necessary to keep the GR section as viable as possible.


Edit: Here is also the Demon Hunter build list I posted a few weeks ago:
https://docs.google.com/spreadsheets/d/1SWR_9jW6pVjWjHS42hV11EaMxf2aJ1BRHAsLCVjB7jo

Blizzard Ending Support for Windows XP and Vista


I'm fine with this.

There is no need for them to keep supporting older versions of Windows - especially when Microsoft aren't doing that themselves. Microsoft stopped their extended support of XP back in '14. Vista will stop getting supported in a month or so.


Ending Support for Windows XP and Vista
Ornyx / Community Manager
Starting later this year, we will begin the process of ending support for Windows XP and Windows Vista in World of Warcraft, StarCraft II, Diablo III, Hearthstone, and Heroes of the Storm. Microsoft ceased mainstream support for these versions of Windows in 2009 and 2012, respectively, but since a decent portion of our audience was still using them at the time, we continued supporting them. However, there have been three major Windows releases since Vista, and at this point, the vast majority of our audience has upgraded to one of the newer versions.
After these older operating systems are no longer supported, the games will not run on them, so we encourage any players who are still using one of the older OSes to upgrade to a newer version. We’ll be rolling out this change on a staggered schedule, and will post further notices as we get closer to making the change for each game.

Thursday, 16 February 2017

Auto-pickup of crafting mats



With 2.5 coming up and crafting mats getting their own storage, there is no imaginable need for clicking on dropped items like Reusable Parts, Arcane Dust, Veiled Crystals, Forgotten Souls and Death's Breaths.

If anything, it makes you choose between interrupting the flow of the game to pick it all up OR blasting through hordes of fiends like Diablo 3 intends but not picking up any materials.

Blizzard, you're doing great with the modifications 2.5 brings so far. But crafting mats are now in no way going to be different from gold or Blood Shards which are already auto-lootable.

Thank you.

Monday, 13 February 2017

Rakanishu! sculpt someone made (Diablo 2)

Here's a new clay sculpt someone have been workin on. He's a take (heavily embellished) on a lil' monster from Diablo 2








Sunday, 5 February 2017

Patch 2.5.0 PTR Notes






Below you'll find the preliminary PTR patch notes for Patch 2.5.0. Please note that this isn't the final version of the patch notes and that some changes may not be documented or described in full detail.




PTR PATCH 2.5.0 - v2.5.0.43355

If you need more information on how to participate on the PTR, visit our FAQ.

Once you've had the chance to try things out, be sure to visit the Public Test forums to discuss the patch.
To provide feedback about content changes in 2.5.0, visit the PTR Feedback forum.
To report any in-game bugs you find while playing on the PTR, visit the PTR Bug Report forum.


TABLE OF CONTENTS:
General
Classes
Items
Adventure Mode




GENERAL
New Feature: Armory
Players may now save up to five different builds per character using the Armory
This new feature can be found in the town hub within each Act
Saving a build in the Armory will snapshot your character’s current gear, socketed gems, active and passive skills, and Kanai’s Cube powers
Equipping a saved armory build will automatically swap items and gear between the character and stash
New Feature: Crafting Mat Storage
Starting with Patch 2.5.0, crafting materials picked up or obtained through salvaging will now appear in a separate storage tab, freeing up space in the shared stash
This tab can be accessed through the Inventory window


CLASSES
Crusader
Shield Glare
The Divine Verdict rune has been updated to apply its secondary effect even if the target is immune to crowd control effects

ITEMS


General
Primal Ancient Items
Legendary and Set items will now have a chance to roll as Primal Ancient
These items are more rare than Ancient items and have increased stat ranges
Legendary Items
The following items have been adjusted
Rimeheart
Increased the chance to proc its Legendary item power on frozen targets from 10% to 20%
Strongarm Bracers
The damage bonus from this item is now applied when the knockback occurs rather than when the enemy lands
The damage bonus duration has been increased to 6 seconds
Class Specific Items
The functionality of some items has changed
The Barber
This weapon is now a Ceremonial Knife instead of a Dagger, allowing it to roll the same damage as other Witch Doctor items
The damage bonus to the final explosion of this item’s Legendary power has also been reintroduced
With this change, the item’s Legendary power will also be updated in Kanai’s Cube for those who already extracted it
Players will need to re-equip the power in the cube for the updated version to appear
Manald Heal
Wizard pets such as Hydras will now also proc the damage component of Manald Heal when attacking a target
Note: This change will appear in an upcoming PTR patch

ADVENTURE MODE
Greater Rifts
The requirement for participating in certain difficulty levels in public games has been changed from current Paragon Level to highest solo Greater Rift clear, as follows
Torment I – VI: No Requirement
Torment VII: Solo Greater Rift 30
Torment VIII: Solo Greater Rift 35
Torment IX: Solo Greater Rift 40
Torment X: Solo Greater Rift 45
Torment XI: Solo Greater Rift 50
Torment XII: Solo Greater Rift 55
Torment XIII: Solo Greater Rift 60
Note: This change only applies to players on PC / Mac
Set Dungeons
Unhallowed Essence
The upper right tile for this dungeon has been replaced with one that affords more space for monster spawning as a quality of life improvement
Armor of Akkhan
The number of times Condemn must hit 10 or more enemies to complete the objective has been reduced from 12 to 10
Delsere’s Magnum Opus
The required number of enemies players must hit at once with Slow Time has been reduced from 30 to 20, and the number of times they must be hit has increased from 3 to 4
Bounties
Bonus Acts have been removed
With this change, completing five bounties in any act will now grant you a Large Horadric Chest containing the same contents as the Horadric and Bonus Caches

Sunday, 29 January 2017

Necromancer Q&A Summary



Preface: Many answers have been condensed, shortened and paraphrased. If you want the full context of everything, please go watch the video:



No talk of launch date or pricing.

How much of the D2 necro in the new necro?
Travis played a lot of necro in D2 and was used as a jumping off point, adapting a lot of skills and themes into the D3 design of the class

Is Revive returning?
“Absolutely!” A massive undertaking but shaping up well.

How will you make sure the Necro is different from the WD?
One way is thematically, darker overall with the themes of bone and blood. Doing some very different things with pets, all are controllable to some degree with where to attack, what to focus on etc. Recently been messing around with different resource models i.e. with corpses and other abilities having blood costs.

How will all the corpse based skills work since crits destroy corpses?
Different than how things work in D2. A corpse mechanic had to be invented for the necro to use.

Will there be aspects of the Poison skill tree from D2 integrated into the D3 necro?
Not right now, encroaches on the WD. Not that many cool Poison skills so it isn’t going to be brought forward.

Any love for melee-mancers? Would like to fight along pets.
A lot of skills are up close and personal, and want to deliver on a close-range fighter style.

Will Iron Maiden be brought forward as a skill?
No plans to bring it forward, was decided that it wasn’t a fun gameplay style and that other skills could be used to fill that space.

How many summons can a Necro have?
“As many as Julian and the tech team will let me have” More server performance concerns than client concerns, but no defined number as of yet and no plan to set a number.

What are the weapon types that necro can weild?
Anything not class specific or bow or crossbow, will have their own class-weapon; scythes.

Will Necro have Golems?
“Yep, it sure will” Been working on them to see which ones they liked and which ones worked. Working on new golem types.

How many types can be used?
There are currently 3 worked out with room for 1 or 2 more, so 4 or 5.

Will the Necro do damage itself or is most of the damage from pets?
It can go both ways with pets doing most of the work or the necro itself doing the bulk of the damage. Many different avenues being developed.

Two-handed scythe?
Yes, there will be two-handed scythes.

Will the Necro minions be temporary or will they be “permament”?
There will be a variety of pets, some temp and some perm. Skeletal archers and mages will be making an appearance.

Build a necro based solely on blood abilities or will pets have to be involved?

They’ve started fleshing out something like that as it is a strong theme.

Will the Necro start with four sets?
Yes, that is exactly the plan. Not entirely sure what they will all do yet.

Does the Necro have things that will do self-damage to deal damage?
Yes, it’s turning into quite the thing and is becoming its own playstyle.

Will the Necro have burst or will it be all dot based?
Necro has nothing that is dot based right now, no dot spells. Everything is nukes, pets and cool utilities. It’s a way to separate the WD and the Necro since the WD is heavy dot based.

Will there be further updates posted?
Short answer is yes to keep everyone up to date. No cadence for updates right now but plans to show how things are going.

Decrepify?
Totally will. Was part of the Blizzcon demo. Massive snare and debuffs damage dealt by enemies.

Special form for the Necro?

No plans to do anything like that. Army of the Dead was a much cooler form of a longer cooldown ability rather than just matching the other classes. Not a mandatory requirement for classes.

Damage only or decent support options?
Don’t design explicit support options, but the Necro does have powerful curses and other things that can help groups out.

Necro same release time for PC as console?
Yes, goal to ship all platforms at same time.

Will there be curses?
YES, LOTS OF CURSES

In the lore is this the same Necro from D2?
Short answer, no. (The people on the stream are not the lore folks by any means.)

Comprehensive pet command interface?
No, nothing different than the standard UI. However, a lot of the pet skills are very active in the way that they are used, and passively give you the pets.

Necro part of RoS or as separate DLC?The Necro is a separate standalone pack, but as far as they know will require RoS to have. There is an FAQ on the battle.net site that has more information.

Will necro be part of the group meta for GR?
Absolutely hope so due to the unique mechanics that it has. Curses can fit into that role. Hoping that they will be able to fluctuate roles and use a variety of playstyles.

Will Necro have its own set dungeon?
Yes, with four sets there will be one for each.

*Will there be life steal skills? * Yes, a lot of the blood skills will cost health along with essence so there are a lot of recoup health mechanics built in and can be used to benefit your group.

Will Lidless Wall become a necro item?

Maybe? Haven’t thought about it yet. Itemization usually comes later in the process.

Anything else out there that look like they would be perfect for the Necro?
All of the new stuff that they are developing, but not sure how much of the existing stuff will be converted to become a “Necro item.” Still finishing off skills and runes.

Any challenges that have been faced so far?
Julian – Revive: The game has over 1000 unique monsters and for Revive to work each of those could have 6 different varieties, so it’s going to be the most lavishly expensive skill to make bar none. The reason to do it is because it’s awesome!
Travis – Corpses has taken a lot of time in figuring out how they work. Lot of challenges at the start of development and how to handle with the flow of gameplay and how the interaction works with corpses?
Julian – There was a lot that went into how the corpses actually look and how they are identified on the battle field. They decided that the corpses should look all the same and behave the same to prevent issues with “saving” certain corpse types and making them easily identifiable.

How do you handle the situation of no corpses at something like the rift guardian?
There will be ways to make this work.

Has there been anything that has come across with the Necro that has made you say “I can’t wait to finish this.”
Travis – Really excited when it was announced that we were doing the Necro. Been a joy taking the thematic elements from D2 and adapting them to D3. Excited to have it in the hands of players.
Julian – It was the day before I go on vacation when it was announced internally that they were going to work on the Necro and I wanted to make it absolutely clear that I WANTED TO WORK ON THE NECRO. I was sending emails while on vacation to make sure I got the point across that I wanted to work on the Necro. I’m really excited about the golems since we have sort of double-downed on them and spending a lot of resources on them to make them cool.

Thursday, 12 January 2017

Gamebreaking Red Soul Shard bug

So i was leveling my alt using the gem of ease and the new red soul shard gem. While it's hilarious to wreak havoc with the rank 25+ cdr/resource cost removal part of the gem at high torments with a low level character it's also seems harmless.

So where is the problem? The 30 sec duration on the mini channeling pylon from the gem isn't refreshed when you level up instead it will ADD another 30 sec to the remaining duration. It will keep stacking up and you reach like 20-30+ min duration. Still would be harmless.

BUT. Entering a greater rift won't remove this buff. Hell even if you remove the gem from the socket you will keep the buff (removing your helm before unsocketing however removes it) and you can socket a normal gem to it's place.

So here is the problem in TLDR.: -Create a new character -Socket Red Soul Shard into a helm -Character gets boosted to level 70 -Gets a long ass channeling pylon buff -Equip character with previously acquired high end gear -Enter Grift -Get #1 spot on the leaderboard

I would recommend not screwing around with it. But i am pretty sure i am not the first one that discovered it. It will be easy to detect if a fresh character did a high grift.

I suspect at least one person after check a few profiles on the leaderboard for using this but name calling is not allowed and i might be wrong so i let Blizzard be the judge.