Monday, 22 May 2017

Convention of Elements is the worst item in the game.

It promotes a game play where for 12 seconds of the game you don't do anything. You run around, making sure that you survive and that you don't cast your spells/skills so that they are not on cooldown when the 4 seconds come in which you can must cast all your skills to do your damage. Do you know what casting skills is called? PLAYING THE GAME. I'm sorry for yelling, I'm very frustrated with many of the developers decisions but for me this one takes the cake. Convention of Elements came to be as an alternative to Stone of Jordan. You see Stone of Jordan was seen by, well everybody, as a very boring item that provides such a damage boost that it was seen as a must play. What is the developers solution to this problem? An item that is far more boring since it promotes that you do not actually play the game for 3/4 of the time. The biggest problem is just how powerful it is; To a point where you feel like you are forced to play it and there you are, casting your skills with almost no damage most of the time, feeling frustrated and then finding that "oh wait, my skills are on cooldown now that the element of my build has come up, ups, I guess I'll wait for 16 more seconds to be able to do anything" or, you can have the joy of just running around, not doing anything but trying to survive because it's not your time to play the game.

Yes I am frustrated. Yes I am angry. Diablo 3 was in development for 7 years and it has been 5 years since it is out. 12 years should be enough time to make a game that is fun to play. Many of you remember the state that it came out in, so I won't say that progress has not been made, but it sure seems like it has stopped. And there is so much more to be angry and frustrated about. So why am I writing this? Because I love the game. I have spent a stupid amount of time playing D3 and I will most probably keep on playing it, but something has got to happen to make this game fun again. Things like Convention of Elements and Set Dungeons are just not fun. I won't go into Set Dungeons so that we stay on point and topic. Games are suppose to be fun and somewhere along the way when the developers were brainstorming for things that are new and unusual they forgot to ask themselves if those things are fun.

Please remove or rework Convention of Elements, sooner rather then later, not an year from now, that is very much too late, do it while there are still people who enjoy the game. Thank you for reading. Try to forgive my anger, I would not shout if I did not care.

EDIT: I agree with what a lot of people have stated, don't remove or rework Convention of Elements. There are people who actually enjoy that play style. These people are clearly mad, but they too should enjoy Diablo 3, but I digress. Instead we need items in the ring slot that can be placed in the Kanai Cube, that are of a similar power level to CoE but different play style. Preferably a play style that does not cause 80% of us, judging by the response on this thread, to be bored and frustrated.

Wednesday, 17 May 2017

Path of Diablo: Ladder Reset Announcement (May 12)

The new ladder will start on May 12

New to Path of Diablo? Click here to learn how you can join us this ladder reset.

Patch Information
Alongside the ladder reset we will be releasing Patch #11 (Kyanite). The tentative and finalized patch notes we will be released sometime between now and the release. The patch itself will also release one or two days before the reset so that you can help test it for bugs in singleplayer.

Season 2 Ladder Rankings

The current ladder rankings will end on May 5th. This means if you want to improve your rank on the ladder page you have a week to do so. After this point the saved ladder will be available at . The servers will remain available until closer to the reset time. On reset day, characters will be converted over to non-ladder.

Ladder Reset Times

  • London (UK) May 12 @ 6pm (18:00)
  •  New York (US) May 12 @ 1pm (13:00
  • Frankfurt (GER) May 12 @ 7pm (19:00) 
  • San Francisco (US) May 12 @ 10:00am (10:00) 
  • Dallas (US) May 12 @ 12:01pm (12:00) 
  • Sydney (AUS) May 13 @ 3am (3:00) 
  • Moscow (RU) May 12 @ 8pm (20:00) 

Screenshot with more times

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Monday, 1 May 2017

Necromancers: Singularity Mage Build

I've been having a blast messing around with the Necromancer class and trying new things. Given the state of Revive and the impending changes to the skill, I've been trying to find fun alternative builds that still work around summoning, which has always been one of my favorite paths in Necromancer-like classes from D2 and other games as well. What I've found is a fun build with some potential is one revolving around Skeleton Mage, focusing on the Singularity rune. I figured I'd share my build and see what you all think would be good ideas for potential growth (I'm a seasoned but by no means hardcore D3 player, just a grad student doing his best to procrastinate writing a thesis):

Build Goal: To generate as much resource (essence) as fast as possible to dump into skeleton mage - singularity. More of these guys doing insane damage is the name of the game, so most of this build is focused in three major areas: 1. Larger essence pool (kind of like boulder toss or DH with the UE set) 2. Minion attack speed bonus 3. Fast resource generation (arguably the most important part)

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Let's break it down.

Primary Skill: Bone Spikes - Path of Bones I really like this skill because it allows me to stay out of the fray and be rewarded for doing so, and it also gives pretty strong targeting advantages (can target behind cover, etc). It creates decent amounts of essence but largely it's just a way to do some damage from the safety of distance.

Secondary Skill: Skeleton Mage - Singularity This is the centerpiece of the build, and it's because of the huge damage boost from dumping a large, full essence pool into a beastly necro-cannon. They attack quickly, but it's still single target damage which is something that I want to talk about later. Still, I haven't run the actual numbers, but the feel is good and most of my preliminary building has been based on feel in T1-T2 with barely any itemization (also more on that later).

Skill Bar 1: Command Skeletons - Enforcer (also playing with Frenzy) These guys are awesome and I love the mechanic at work that summons them. One of my worries with summoner builds is the constant need to check back in on the summoning skill to resummon dead minions, and in a game like D3 with such a crazy high visual load to process, that can be overwhelming. Luckily, auto-summoning solves this problem, and the skeletons are actually worth a damn as a source of damage and as meat shields. They can also be moved fairly easily by activating them (a glaring weakness of skeles in D2), so what isn't there to love? I like to reduce the essence cost of repositioning them so I don't lose potency with the mages, but frenzy really gives them a nice damage buff which helps with things like Rift Guardians. Love it.

Skill Bar 2: Frailty - Aura of Frailty This skill is amazing, and I'm even playing the less click happy version of it just so I don't get overloaded with button clicks. There is a nice synergy that happens with some itemization later here regarding radius, but honestly, you could get even more utility out of it by making it targeted and using something like Scent of Blood. You run the risk of losing too much essence this way through repeated casting, which the aura prevents, but the damage output might be worth it.

Skill Bar 3: Devour - Devouring Aura This starts really hammering in on goal 3. As you move around you are bound to stumble across your sea of corpses, and this helps to spike you up to full essence ASAP. It synergizes well with mobility skills that get you close to fresh corpses, and it has some nice itemization tie-ins (like Aura of Frailty). More on that later, but I love this skill.

Skill Bar 4: Blood Rush - Metabolism I'm a sucker for good mobility skills, and I have to say this one is really doing it for me. Strong utility, and the life cost is really not that bad with a little bit of life on hit or other recovery. Love this skill and it never really feels like I don't have it when I need it, which makes me a safe and happy demon murderer. Also keeps your skin healthy and blemish-free.

Passives: This is where I tend to suck at character building, but just sticking to my goals listed above puts me in some obvious choices. Here is what I'm going with so far:

Life from Death - You are constantly using corpses with devour (I mean it. All the damn time), and popping health globes makes that a high recovery endeavor. On top of that, using Reaper's Wraps turns this into a resource generating machine. More resource = more mages = more damage.

Eternal Torment - I love perma-curses and it makes managing frailty a lot easier. This is more of a convenience than a need though, so this could really be replaced with something else if you're not as lazy as I am.

Extended Servitude- Longer lasting mages means more damage. Need I say more?

Overwhelming Essence - This pumps up your essence pool by 40, which translates into 120% more damage. Nice. This one is pretty obvious for this build and I don't think there is a reason to ignore it.

That more or less sums up the build in terms of skills. I find I can frequently run around with 3 or so full power singularity mages no problem, and I'm sure that can be pushed by someone more willing than I. Itemization really helps here with the resource generation and utility of the build. As I said earlier, the Reaper's Wraps takes huge strides toward getting more big mages out, and Burst of Wrath in the cube is another great option to get fast essence. I've found that avarice band in the cube works wonders with the auras because that makes them reach almost across the whole screen as the gold pickup radius expands, and combining with Boon of the Hoarder and Goldwrap makes you tanky as all hell in non-GR rifting. This is one of my big worries for the build though... when there is no gold, the range on the auras is not so great. More tinkering here would surely produce better results. Other obvious items are Tasker and Theo to get minion AS as high as possible, and Convection of Elements (maybe? I haven't really tested effects on summons) to boost damage. The rest is more or less me just messing around and playing with what I have, what I've found. I can clear T1 very easily no sweat with minimal itemization, and I'm sure I could get this up to T6 without much hassle.

Build Issues: One thing I've noticed is, as I said earlier, this build actually relies a lot on gold capture to pump up the aura radius. This is actually the main reason that I might abandon the aura runes for the skills in favor of more powerful but more demanding versions of these skills. Another issue is that mages are single target damagers, and rather non-targeted at that. More mages helps, but CC could be a bit of an issue down the road. I think that this would be even more viable if the mages did a very small radius of splash damage just to up the viability a little bit for moderate crowds. It already decimates champion and boss packs, but huge volumes of trash take a little time to chew through. Maybe that's just asking for the sun, the moon, and the stars in the sky, but I like the feeling of clearing trash a la DH Multishot builds so I guess I just want it all.

I would love ideas, feedback, or even discussion about possible skill changes from a dev point of view to facilitate a build like this. Just wanted to share my excitement for the beta and the class and see what all of y'all are up to!

Good luck and happy hunting!

Wednesday, 26 April 2017

New Necromancer Patch Out (Updating thread with Screenshots)

A lot of new things were added in the patch, including a lot of new icons and art. I am going to post everything I find so we can all enjoy it together

All New Legendary Items:

Passive Ability Icons:
Primary Abilities:
Blood & Bone:


PTR Vendor:

Blood Set:
Blood Set Abilities:
(Terrible) Blood Set Run:

Battle Gear Set:
Battle Gear Abilities:
Terrible Bone Set Run:

Reanimation Set:
Reanimation Skills:
Reanimation Run:

Blighted Set:
Blighted Abilities:
Blighted Set Run: (Had to make difficulty low, set didn't seem strong)

Sunday, 23 April 2017

The Elemental Might [ New Jewelry Ideas ]


As we have only few jewelry pieces that can be used in endgame builds, I wonder if we could come up with some ideas that could compete with high end gear. My suggestion:

THE ELEMENTAL MIGHT - legendary ring

The element you have immunity to, have it's damage increased 75%.

So if you have, let's say Xephirian amulet, you will have immunity to cold and thus 75% increased cold damage along with the amulet's healing part. Could be usable in some builds as it is very powerful but still demands a use of non-dps amulet. So it's like immunity + healing + dps combo. Unlike Endless Walk (set), this legendary ring or the immunity amulet can be cubed, of course.

Ideally they should buff or re-design most of the unused legendary jewelry to be on par. What do you think? Share your ideas!

Thursday, 13 April 2017

Why do we have to get the "rare" transmogs each season?

It doesn't make a whole lot of sense. The item transmogs you get should be permanent. I'm not talking about the random legendary and set item transmogs you unlock as you get them. I mean the ones that drop from bosses, that you have to find, etc. I found the crowbar 2 season's ago. It took me so long and I know I will not be wasting my time to get it again. Whimsyshire, why on earth would I want to gather those items again to get what I need from there? I have the portrait and whatnot but why can't I still use the sword transmog I got a few seasons ago? How come these transmogs are forbidden from being transferred from season to season? Portraits are still unlocked. Wings are still unlocked. Pets are still unlocked.

Is it bad I just want to use my crowbar or those rainbow swords? I will never be putting in the effort to get those again. The amount of time it takes is actually not worth it. Is there an engine limitation to how transmogs work with this or does Blizzard just not want to let you keep your transmogs unlocked from season to season? Is Blizzard going to try and monetize these transmogs and make you pay for it to keep it from season to season or what is the big issue behind not having them be permanent?

Tuesday, 11 April 2017

How Craftable Set bonuses could look like in the current state of Diablo 3

Recently I was thinking about how to make craftable Sets great/fun/viable/useful again.
To be honest, besides the Sage's Journey Set (and Cains/Borns before the experience got nerfed), the craftable Set bonuses weren't really useful or even fun.
So I was thinking about, how they could look like, updated on the current state of Diablo 3.

I was trying to keep them fun and usable for all classes and not important enough to use them for leaderboards pushing. All of them should look optional and fun for grinding or farming in general. It should add different playstyles while rifting, doing bounties or even complete new playstyles to grind experience or death's breath.

On top of that, something I didn't mention in the imgur:

How about a Magic Find rework:
"Magic Find (could also be renamed to something else) now increases the chance for a legendary to roll ancient or primal ancient.
Can now roll as a secondary affix on armor and jewelry slots.
Can roll 3-6% on each item."

Thursday, 6 April 2017

Finally Completed GR70

So last night I finally completed GR70 and ended up at 510 paragon and the build I used was R6IK4 Boulder Toss. 800k sheet damage, 18mil toughness, and max fury 200+. Also did not have the 20% CDR breakpoint (only 16% maybe?). It was a lot more difficult than I thought it would be on a Barb.

So I started the night at 67. Then I slowly moved up constantly switching back and forth between CoE/Band of might and F/R. Basically if I failed a rift by not killing the guardian in time I would switch to F/R. If I kept dying I would switch to Band of Might. Probably not the best idea because each rift is very different. IIRC I used F/R to complete GR70. But man did it really test my reflexes and my eyes are not what they use to be. There were also times where I would charge and then poo would spawn directly under me as soon as the charge animation stopped. Sometimes it was an arcane orb and I would die instantly. Those were the times I calmly stood up and went downstairs for a little break.

As I got closer to beating 70, my anxiety started to go away. I became use to charging into the correct places and using my stacks more efficiently. I also learned what I can and cannot fight (this was probably the hardest to learn because I am stubborn). On the completion run I got to the rift boss with over 3 minutes left and 0 deaths. I felt a burden lift off my shoulders. Now I can work on my zbarb with my friends and hopefully get a sweet primal!

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

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.
Adventure Mode

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

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

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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
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
Roland's Legacy
(4) Set Bonus
Damage bonus has been increased to 2500% (from 1250%) damage bonus on Sweep Attack and Shield Bash
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
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

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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

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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
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