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Waffleopolis
Apr 24, 2005

Now....face the fury of the Phoenix Force!

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:
  • War Cry - Impunity: Bonus resistance reduced from 50% to 20%.
  • Leap - Iron Impact: We’re adjusting the design of this skill. Rather than providing 300% armor for 4 seconds, it’s going to provide 100% armor per target hit for 3 seconds. So if you don't hit any targets, you won't get any armor. If you hit 5 targets, you'll actually get 500% armor. We are making this change because the intended fantasy of Iron Impact is a barbarian who leaps into the thick of battle and is super tough. The way the skill plays out on live it is essentially an Ignore Pain that can also move you. For the most part it is better than Ignore Pain, making not only Ignore Pain unattractive, but also the other Leap Attack runes. In 1.0.5, if you want a defensive cooldown - grab Ignore Pain. If you want to leap into the thick of battle and be super tough, take Iron Impact.

Demon Hunter:
  • In the case of the demon hunter, the class is a bit too binary. If you're playing a glass cannon Smoke Screen build, then you're invulnerable most of the time, and when you make a mistake, you die instantly. If you're using Shadow Power - Gloom with a legacy Natalya's set, then you have near constant uptime of 65% damage reduction, but if you're not using the legacy Natalya's set, Shadow Power - Gloom is a luxury.
  • Independent of the general defensive skill nerf, we had already decided to buff Shadow Power to last longer. The primary purpose of Shadow Power is to give you a short window of time during which you can unload some damage to recoup some Life. Unfortunately the 3-second duration makes this awkward to use. We are changing Shadow Power from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds. This should be a modest buff to the skill as well as making it a lot more pleasant to use. All of the runes are scheduled to see similar changes, such as Blood Moon going from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds. Each rune effect is slightly smaller, but for 5 seconds instead of 3 seconds, resulting in an overall buff over the duration of the effect.
  • Taking into account the across-the-board nerf to defensive skills, Gloom will become 35% damage reduction for 5 seconds.
  • This developer journal is focused primarily on defensive skill changes, but because the change to Gloom is significant, I want to mention that we are looking at concrete mechanics changes to the demon hunter to introduce new play styles. Many players have mentioned that outside of Gloom, demon hunters seem to lack defensive options. More importantly, demon hunters would like some different play styles, and we agree! Here are a few changes we are adding for demon hunters in 1.0.5 to open up new ways to play:
  • We are adjusting some runes and passives to provide ways to increase survivability that scales with your Life, Armor, and resistances.
  • We are changing the Spider, Boar, and Wolf companion pets to be actual pets that can tank for you like a Gargantuan or Zombie Dog.
  • We are putting a short cooldown on Sentry, but you can have two out simultaneously. On top of that, the Custom Engineering passive will let you have a third Sentry turret! This opens up a whole new play style for the Demon Hunter of establishing a "nest" that you can draw enemies into.

Monk:
  • The strongest monk defensive skill is One With Everything. We've mentioned it before and it bears repeating - this is something we would like to fix someday, but we're going to take our time. Changes to One With Everything heavily impact existing monk gear. We still plan on addressing this in the future but will do so in a way that does not invalidate the gear monks have invested in.
  • Resolve: Damage reduction reduced from 25% to 20%.
  • Seize the Initiative: Changed to grant 50% of your Dexterity as Armor. This will result in anywhere from 750 to 1250 armor for most monks (depending on your Dex) which is comparable to the mitigation lost by other classes. The reduction to Resolve and Seize the Initiative should mean if you want to be a “super-tanky monk” you can still take all three defensive skills, but it should be a lot easier to pick some other passives without feeling like you’re going to blow up at the first Elite pack you encounter.

Witch Doctor:
  • Jungle Fortitude is being reduced from 20% to 15% damage reduction.

Wizard:
  • Energy Armor: Armor increase reduced from 65% to 35%.
  • Energy Armor - Prismatic Armor: Resistance increase reduced from 40% to 25%.
  • It’s worth noting that we’re going to provide additional alternative defensive options for the wizard such as adding flat melee damage reduction to Ice Armor and creating a Familiar variant that provides passive Life regeneration.

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

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Waffleopolis
Apr 24, 2005

Now....face the fury of the Phoenix Force!

Current PTR Patch Notes

Waffleopolis fucked around with this message at Oct 14, 2012 around 18:58

Happy Noodle Boy
Jul 3, 2002

Don't fuckle with Shuckle(s)

Like that other Shuckle, but different.


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

Waffleopolis
Apr 24, 2005

Now....face the fury of the Phoenix Force!

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

Spoon Man
Mar 15, 2003



Waffleopolis posted:

Seems the best solution would be Monster Power Level * .1 = % of MF applied to chest and objects.
Unlikely.

queue chat spam:
Cleared Monster Power 10 Inferno ponies with unopened clouds
WTS invite for 10 million gold

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you

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.

berserker
Aug 17, 2003

My love for you
is ticking clock

Spoon Man posted:

Unlikely.

queue chat spam:
Cleared Monster Power 10 Inferno ponies with unopened clouds
WTS invite for 10 million gold

Say it only applies when you have 5 stacks of NV (or 4 to be more forgiving)

MarshallX
Apr 13, 2004


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.

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.

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.

Spoon Man
Mar 15, 2003



That would be fun to tie resplendent chests to elites. Right now they are just thome and gem spawners.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you

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

hobb
Sep 20, 2001


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.

Umberger
Jan 24, 2010


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

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you

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.
On the other hand, it would also mean that the best possible items can only drop in Act 3+, meaning a net nerf to drops in the first two acts.

If that's what it means. Who knows!

Protocol 5
Sep 23, 2004

God created Fenway to train the faithful.


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.

Joink
Jan 8, 2004
insert inspirational text here

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.

Protocol 5
Sep 23, 2004

God created Fenway to train the faithful.


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.

Nibble
Dec 28, 2003

if we don't, remember me


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.

the jmile
Mar 20, 2008

No one drinks MY juice

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?

Manyorcas
Jun 16, 2007

The person who arrives last is fined, regardless of whether that person's late or not.


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.

Internet Alias
Dec 5, 2005
Mirrors are more fun than television.

This

quote:

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
Several events have had Unique monsters added to them for this purpose

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

Geno
Apr 26, 2004
STUPID
DICK


oh yes:

quote:

The cast time for identifying Rare items has been reduced to 1 second
Items below iLevel 58 no longer drop in Inferno difficulty
Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from

Business Gorillas
Mar 11, 2009



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.

Syllogism
Jun 7, 2001

We have listened. We are unmoved. The cleansing will proceed.

quote:

Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)
I wonder if this means that

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

Adar
Jul 27, 2001

William "J." Fillmaff in training

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) ilvl 62 class specific items can roll ilvl 63 affixes
b) if lower level legendaries with random affixes can also roll ilvl 63 affixes

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

canepazzo
May 29, 2006

Siamo ufficialmente in corsa per il terzo scudetto.

Arriedecci Mario!

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!

Bear Retrieval Unit
Nov 5, 2009


They should use the Worms Holy Hand Grenade sound.

Insurrectionist
May 21, 2007


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.


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

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.

Dyz
Dec 10, 2010


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.

e: So this is interesting:


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,

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.

Boonoo
Nov 4, 2009


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.

The Nastier Nate
May 22, 2005

Tarbean had two parts: Waterside and Hillside. Waterside is where people are poor. That makes them beggars, thieves and whores. Hillside is where people are rich. That makes them solicitors, polititians and courtesans.

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.

Protocol 5
Sep 23, 2004

God created Fenway to train the faithful.


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.

WanderingKid
Feb 27, 2005

lives here...

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.

Protocol 5
Sep 23, 2004

God created Fenway to train the faithful.


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.

Zedsdeadbaby
Jun 14, 2008


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.

Agro ver Haus doom
Jul 27, 2011

by Y Kant Ozma Post


Gonna feel goo farming Act 1 on monster level 10

"Wow... where'd you find those bad rear end Nat's boots"
"Act 1 "

Adar
Jul 27, 2001

William "J." Fillmaff in training

Agro ver Haus doom posted:

Gonna feel goo farming Act 1 on monster level 10

"Wow... where'd you find those bad rear end Nat's boots"
"Act 1 "

The random affixes on those boots are gonna be L61, so nope

Unless Monster Power literally does increase mob level, I guess.

berserker
Aug 17, 2003

My love for you
is ticking clock

Adar posted:

The random affixes on those boots are gonna be L61, so nope

Unless Monster Power literally does increase mob level, I guess.

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.

Spoon Man
Mar 15, 2003



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.

Not Al-Qaeda
Mar 20, 2012


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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Umberger
Jan 24, 2010


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

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