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While player are enjoying grinding their little hearts out to get to Paragon 100, Blizzard is already working on the next patch. This time, giving the game more challenge (along with other changes). Monster Power The bastard offspring of Diablo 2's /players command. Just like the D2 command, this can alter the difficulty of the game. You can choose from 0 up to 10. This can also be done on any difficulty at any time. The scale is unknown except that Blizzard said that the current difficulty in Inferno corresponds to Level 2 or 3. Doing so will make the monsters stronger and thus giving players added challenge. The rewards for doing so are still unknown, but it seems that boosted experience, magic find, and item drops will come into play. The Infernal Machine A new addition to D3 that will allow players to fight Uber Bosses. What makes them Uber is yet to be seen (obviously harder versions of known bosses). What we do know is that in order to encounter them, we must build The Infernal Machine. This is accomplished by finding various parts of the machine in the game. Defeating uber bosses will drops loot like normal, but have a chance to drop one of three parts to create an account bound item, the Hellfire Ring. How to make the Infernal Machine and craft a Hellfire Ring 1. Find and Defeat the Key Wardens. There's one in each act and will always spawn in each Inferno game made. However, a key is not a guaranteed drop from them. Act 1: In Fields of Misery. Act 2: In Dahlgur Oasis. Act 3: In Stonefort. Act 4: In Silver Spire Level 1 (doesn't drop a key but a plan to make the Infernal Machine). 2. Craft the machine and use it at the Heteric's Abode in New Tristram. The portal will stay open in the game until the uber boss is dead or you leave the game. You have to remake a new machine each time to want to fight an uber boss. The portal the machine makes will open to one of three locations. The Realm of Discord - King Leoric and Mahgda. The Realm of Turmoil - Siege Breaker and Zoltun Kulle. The Realm of Chaos - Ghom and Raknoth. 3. The uber bosses have a chance (not 100%) to drop one of three items: Vengeful Eye, Devil's Fang, or Writhing Spine. Collect all three and purchase the Hellfire Ring blacksmith plan from Squirt in Act 2 to craft the ring. Your reward is this: ![]() Defensive Skill Changes There will be changes to classes that will alter their defensive abilities. Details can be seen here, but here's the rundown: quote:Barbarian: I'll put the official patch notes in the next post so that we have more details of what will happen. It's unsure when we'll get the patch. Hopefully it's soon. Waffleopolis fucked around with this message at Sep 27, 2012 around 04:16 |
| # ? Sep 20, 2012 00:26 |
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| # ? May 27, 2013 02:54 |
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Current PTR Patch Notes
Waffleopolis fucked around with this message at Oct 14, 2012 around 18:58 |
| # ? Sep 20, 2012 00:26 |
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Current Inferno is around 2-3 on the Monster Power scale.
Happy Noodle Boy fucked around with this message at Sep 20, 2012 around 00:39 |
| # ? Sep 20, 2012 00:37 |
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Ah. Thanks. I'll fix that. I hope that Monster Power will finally give a solution to bringing back magic find to loot dropping objects ala chests and corpses. Seems the best solution would be Monster Power Level * .1 = % of MF applied to chest and objects. Waffleopolis fucked around with this message at Sep 20, 2012 around 00:46 |
| # ? Sep 20, 2012 00:43 |
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Waffleopolis posted:Seems the best solution would be Monster Power Level * .1 = % of MF applied to chest and objects. queue chat spam: Cleared Monster Power 10 Inferno ponies with unopened clouds WTS invite for 10 million gold
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| # ? Sep 20, 2012 17:35 |
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I still think they should go with the idea I saw someone post (can't remember if it was here or elsewhere): when there's a resplendent chest in an area, each elite pack in that area drops part of a key on death. Kill every pack to assemble the key and open the chest, which now benefits fully from MF again. I get that they have to go to some effort to thwart botters, but there comes a point where those countermeasures are having too much of an impact on the experience of your legitimate players.
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| # ? Sep 20, 2012 17:42 |
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Spoon Man posted:Unlikely. Say it only applies when you have 5 stacks of NV (or 4 to be more forgiving)
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| # ? Sep 20, 2012 18:38 |
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MMAgCh posted:I still think they should go with the idea I saw someone post (can't remember if it was here or elsewhere): when there's a resplendent chest in an area, each elite pack in that area drops part of a key on death. Kill every pack to assemble the key and open the chest, which now benefits fully from MF again. It doesn't even have to be a "part" of a key. Each Elite pack drops a key/awards one point that is soulbound, each Resplendent Chest requires X keys to open. Easy.
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| # ? Sep 20, 2012 18:50 |
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That would be fun to tie resplendent chests to elites. Right now they are just thome and gem spawners.
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| # ? Sep 20, 2012 23:26 |
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So here's the patch notes for the PTR version of 1.0.5. No idea how representative they are of the final patch, though. New shrines! Run Like the Wind getting nerfed! Resplendent chests buffed! Cats and dogs cohabitate! (Edit: "Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy" MMAgCh fucked around with this message at Sep 21, 2012 around 00:31 |
| # ? Sep 21, 2012 00:26 |
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Some good stuff in there, especially the item changes for the most part. I'll reserve judgement on the demon hunter changed stuff until I try it ingame. edit: "Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic" this has killed me quite a few times and I was always confused what was going on.
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| # ? Sep 21, 2012 00:33 |
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There are a lot of really great changes in here but the Sprint nerf makes things feel pretty unpleasant. I guess we'll see how it works out in the end, if it doesn't kill the spec but kills perma-WotB that's fine by me. Oh well, I guess we all knew it was coming sooner or later. e: So this is interesting: quote:Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level) Does that mean every Act 3 monster will give items that roll ilvl 63 affixes, but the item itself won't be ilvl 63? That sounds like a loving enormous buff to drops if so, but it's a confusing concept. Similarly, if Monster Power affects monster level, Umberger fucked around with this message at Sep 21, 2012 around 00:40 |
| # ? Sep 21, 2012 00:34 |
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Umberger posted:Does that mean every Act 3 monster will give items that roll ilvl 63 affixes, but the item itself won't be ilvl 63? That sounds like a loving enormous buff to drops if so, but it's a confusing concept. If that's what it means. Who knows!
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| # ? Sep 21, 2012 01:28 |
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I think it may mean that there will be minimum affix tiers based on the monster level, so for example, a level 63 goat shaman won't drop level 63 archon armor that rolls 35 INT/VIT 23 AR and 1 socket.
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| # ? Sep 21, 2012 01:51 |
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Protocol 5 posted:I think it may mean that there will be minimum affix tiers based on the monster level, so for example, a level 63 goat shaman won't drop level 63 archon armor that rolls 35 INT/VIT 23 AR and 1 socket. I believe right now every ilvl 63 item has at least 1 ilvl63 affix, and the rest random.
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| # ? Sep 21, 2012 01:54 |
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My example was just an off the top of the head list of disappointing affix rolls. Few things are more annoying that getting a level 63 thorns affix and then really low rolls on everything else.
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| # ? Sep 21, 2012 01:57 |
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What I hope it doesn't mean is that ilvl 63 items you get in Act 1 get level 61 affixes because that's what the monsters are. I feel like they're not dumb enough to do something like that at this point, but it could be interpreted that way based on the patch note.
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| # ? Sep 21, 2012 02:15 |
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Nibble posted:What I hope it doesn't mean is that ilvl 63 items you get in Act 1 get level 61 affixes because that's what the monsters are. I feel like they're not dumb enough to do something like that at this point, but it could be interpreted that way based on the patch note. That's how I read it initially. If this is the case how are you supposed to be able to farm Act I to get to Act II and III?
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| # ? Sep 21, 2012 03:33 |
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I imagine there's going to be a post soon explaining what that note means exactly. There are some great quality of life improvements in these notes, these patches are exactly what I had in mind when I thought Diablo 3 would be better ~6-8 months down the road from launch.
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| # ? Sep 21, 2012 03:39 |
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Thisquote:Major in-game events in Inferno difficulty that involve a special chest or Unique monster (ex: ) will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion Along with monster power immediately made me think of the jar of souls and the warden. Assuming Nibble's point won't be the case, but they'll probably clarify things once the patch goes live. HA, just noticed the (ex: ), nice proof reading. Internet Alias fucked around with this message at Sep 21, 2012 around 04:50 |
| # ? Sep 21, 2012 04:47 |
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oh yes:quote:The cast time for identifying Rare items has been reduced to 1 second
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| # ? Sep 21, 2012 05:23 |
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Internet Alias posted:Along with monster power immediately made me think of the jar of souls and the warden. Assuming Nibble's point won't be the case, but they'll probably clarify things once the patch goes live. If this is true and the Monster Power thing increases the quality of drops, I'll be more than happy to derp my way through act 1 again. It'll also be really awesome if they make it so each one of the catapault events in stonefort grants a stack. It would make Stonefort to Siegebreaker both worthwhile and a change of scenery from the latter end of act 3.
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| # ? Sep 21, 2012 07:08 |
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quote:Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level) a) ilvl 62 class specific items can roll ilvl 63 affixes b) if lower level legendaries with random affixes can also roll ilvl 63 affixes
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| # ? Sep 21, 2012 07:23 |
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the jmile posted:That's how I read it initially. If this is the case how are you supposed to be able to farm Act I to get to Act II and III? An item with all level 61 affixes is like 300% better than what people were wearing to get to A2 when the game came out. There's also nothing below L58 dropping in A1 anymore. The people there will manage somehow. Syllogism posted:I wonder if this means that A is correct and B should be correct. So the level 58 legendary wizard hat I found the other day will now roll all level 63 random affixes
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| # ? Sep 21, 2012 07:31 |
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The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been added. This is my favourite part. I want a full blown orchestra and fireworks when a legendary drops!
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| # ? Sep 21, 2012 08:54 |
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They should use the Worms Holy Hand Grenade sound.
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| # ? Sep 21, 2012 09:52 |
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Adar posted:An item with all level 61 affixes is like 300% better than what people were wearing to get to A2 when the game came out. There's also nothing below L58 dropping in A1 anymore. The people there will manage somehow. Well, remember legendary items would only have their random stat(s) improved. So legendaries that are lovely due to poor stat bonuses should still be lovely.
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| # ? Sep 21, 2012 09:58 |
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Umberger posted:There are a lot of really great changes in here but the Sprint nerf makes things feel pretty unpleasant. I guess we'll see how it works out in the end, if it doesn't kill the spec but kills perma-WotB that's fine by me. Oh well, I guess we all knew it was coming sooner or later. I think the sprint change was just to prevent permanent wotb. If you notice they increased the duration of battle rage and decreased the cost of ww.
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| # ? Sep 21, 2012 12:14 |
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Dyz posted:I think the sprint change was just to prevent permanent wotb. If you notice they increased the duration of battle rage and decreased the cost of ww. It seems like it should also kill the effectiveness of LoH, and that's a big blow to the build. It's odd that they're changing it now after deliberately saying they wanted to keep it the same in 1.0.4 If they wanted to get rid of perma Wrath they could have just changed Thrive on Chaos.
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| # ? Sep 21, 2012 13:17 |
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Items below iLevel 58 no longer drop in Inferno difficulty My favorite change! Even though I've seen some half-decent lvl 57 jewelery, there's nothing sadder then spending 2 hours in act 3 and coming back to identify a stash full of lvl 52 weapons.
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| # ? Sep 21, 2012 13:22 |
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One point people seem to be missing is that with the across the board damage reduction in 1.05, the reduction to the amount of LoH provided by RLtW isn't as severe as it looks at first glance. I think the main motivation behind this is to require heavier investment in LoH or defensive stats at the expense of offensive stats so that Spin2win is harder to pull off than "get ~1K LoH on your offhand and 35% crit chance to trivialize most content." Everybody bitched about the wizard critical mass build getting nerfed, but after a period of adjustment, people worked out variants that were still effective.
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| # ? Sep 21, 2012 13:24 |
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They didn't really though. Wicked Wind was more or less 25/90ed so theres basically no reason to ever use it in any build, for any reason. The cost is high, the damage is crap and from 1.04 onwards it also has a bad proc coefficient. The only thing the build needs to work is a skill that can proc worth a poo poo. Before Wicked Wind, everyone was using Shock Pulse/Living Lightning and Magic Weapon/Venom before they got 25/90ed too. So its not the end of the world even if the build pales in comparison to what it was in the Living Lightning days. I think the worrying thing is this: I don't think you can create build diversity in this game with extreme buffs and nerfs. The system has to be designed to facilitate skill combinations and chains and it just doesn't right now. I don't think any of these changes relate to PvP and I would be alarmed if they were made to facilitate PvP. For all its faults, Guild Wars had a system in the beginning that strongly encouraged mixing skill combinations with synergistic relationships, in order to do things that were otherwise impossible. The problem with Guild Wars was that they kept on adding so many new classes and skills that the job of balancing it all became impossible. They completely failed but they did a remarkably good job considering the goal of that job was impossible. Diablo 3 has a very narrow selection of skills and more limited skill interaction (much smaller pool of skills, no cross class combinations, smaller active skill bars etc.) which makes me wonder how on earth they have to S-Boon skills on a regular basis. It doesn't make a whole lot of sense to me.
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| # ? Sep 21, 2012 14:11 |
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I have no clue what 25/90 or S-Boon mean, but I think I get your overall point. I do agree that there is a definite lack of skills that complement each other, with Demon Hunters getting the rawest deal in that respect. On the other hand, the numbers that we are seeing are from the playtest server, so it's entirely possible that they will get tweaked before they hit the live servers or not have as big as effect as people are anticipating. Even with the reduced proc scalar on RLtW, Spin2win and permanent WoTB should still be possible, but require better (or at least different) gear to make them work. A mainhand mighty weapon with Weapons Master will provide more Fury generation at the expense of crit chance, which can be made up elsewhere. Like I said, I think the motivation is to tone it down so that the build no longer totally dominates to the extent that it does now. People who want to do it can still do it, but you can choose either really good survivability or really good damage instead of getting the best of both worlds with total CC immunity to boot. I can understand being opposed to the design philosophy behind this, but it's a fairly common approach to make large changes first to reduce the impact of sampling noise that you get with small incremental changes so that you ultimately spend less time iterating to find the level that produces the desired results. You could maybe argue that they don't know what they're actually looking for, but I don't think anyone can comment on that in an informed capacity.
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| # ? Sep 21, 2012 14:32 |
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Looking forward to this patch, they are definitely headed in the right direction with new monster level system, new infernal machine content, better loot system and new uber bosses. Good stuff. The eventual expansion is going to be killer. Even though I've been playing Borderlands 2 and Torchlight 2 solidly, I've got one eye on this game. It still has the best gameplay of the lot, it just needs the systems to back it up.
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| # ? Sep 21, 2012 15:59 |
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Gonna feel goo farming Act 1 on monster level 10 "Wow... where'd you find those bad rear end Nat's boots" "Act 1
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| # ? Sep 21, 2012 16:02 |
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Agro ver Haus doom posted:Gonna feel goo farming Act 1 on monster level 10 The random affixes on those boots are gonna be L61, so nope ![]() Unless Monster Power literally does increase mob level, I guess.
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| # ? Sep 21, 2012 16:20 |
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Adar posted:The random affixes on those boots are gonna be L61, so nope Well as it stands right now, from what I can gather, the way to increase monster HP/damage/xp is to increase the monster level (ie going from a nightmare version of a monster to hell, etc). Monster Power increase monster hp/damage/XP, so I would assume that it simply increases the monsters' levels, like a slider. That being the case, it would make sense why Blizzard would change item drops to go along with MONSTER level now, since you can adjust that via monster power. So basically, yes, I think that Monster Power will directly increase drop quality by making you be able to fight, say, a lv71 zombie in act 1. I think then the question is: what would lv71 mean with regards to the kinds of stats we see on items? My guess is the higher the monster level the more lv63 ranges you see per property, and we've already been told as well that Monster Power will affect the amount of MF you can get, going above the 300 limit from gear, giving us more access to 5- and 6-prop drops.
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| # ? Sep 21, 2012 16:35 |
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Early data dumps included up to level 70 item affixes so maybe we will start seeing them if monster levels are actually being adjusted with Monster Power.
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| # ? Sep 21, 2012 16:41 |
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If monster power doesn't make monsterlvl higher, a3 will still be the place to go. This patch is pretty great though!
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| # ? Sep 21, 2012 17:02 |
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| # ? May 27, 2013 02:54 |
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Energy Twister Skill Rune - Storm Chaser Proc coefficient reduced from 0.5 to 0.125 Just added to the patch notes. Welp. Umberger fucked around with this message at Sep 21, 2012 around 17:22 |
| # ? Sep 21, 2012 17:19 |























