Thursday, June 28, 2012

Patch Notes 1.03a Patch 12

Diablo III Patch 1.0.3a - v. - Hotfix
Released // June 28, 2012 //


  • The drop rates for high-end items (items level 61-63) have been increased for Acts III and IV of Hell difficulty and Acts I – IV of Inferno difficulty:
    • The new approximate drop rates are as follows:
      • Hell – Act III and Act IV
        • iLvl 61: 13.9%, up from 9%
        • iLvl 62:  3.45%, up from 1.9%
        • iLvl 63: 0% (no change)
      • Inferno – Act I
        • iLvl 61: 23.9%, up from 17.7%
        • iLvl 62: 12.6%, up from 7.9%
        • iLvl 63: 4.8%, up from 2.0%
      • Inferno – Act II
        • iLvl 61: 23.3%, up from 18.6%
        • iLvl 62: 18.6%, up from 12.4%
        • iLvl 63: 9.3%, up from 4.1%
      • Inferno – Act III and Act IV
        • iLvl 61: 27.1%, up from 24.1%
        • iLvl 62: 21.7%, up from 16.1%
        • iLvl 63: 16.3%, up from 8.0%


  • Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor

Bug Fixes

  • Fixed a bug with several items that would allow those items to block pathing when dropped on the ground
  • Fixed a crash that could sometimes occur when a player was interacting with environment objects (e.g. opening chests or clicking on a lectern)
  • Fixed several additional game and service crashes

Tuesday, June 26, 2012

Patch Notes v1.03a Patch 11

Diablo III Patch 1.0.3a - v.
Released // June 26, 3012 //

Table of Contents
Bug Fixes

  • Witch Doctor
    • Bug Fixes
      • Zombie Charger
        • Skill Rune – Zombie Bears
          • Fixed a bug where Zombie Bears were unable to attack targets on slopes
          • Zombie Bears should no longer become stuck on objects with which they shouldn't have collision


  • General
    • Equipped items will now take "wear-and-tear" durability damage at half the previous rate
      • Please note that durability loss as the result of normal combat is different from the 10% durability loss characters will incur when they die. Equipped items have always suffered durability loss while fighting, and we are simply slowing the rate at which the loss occurs.
  • Bug Fixes
    • Fixed a bug that was causing Unique monsters to not drop the appropriate amount of loot when slain
    • Fixed a bug with linking items with 3 gem sockets
    • It is no longer possible to create fake achievement links

Bug Fixes

  • General
  • Fixed a bug that was causing the "Switch Hero" button to occasionally disappear after leaving a game while in town
  • Fixed several gold and leveling exploits
  • Fixed several game and service crashes (for Mac and PC)
All patch notes can be found here

Thursday, June 21, 2012

Blue Tracker Magic Find Affix Changes 6/20/2012

Lylirra, Community Manager
I think you're asking why we made the following changes, so that's what I'm going to attempt to answer for you. (If that's not why you made this post, please let me know.)

  • Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
  • Weapon racks will no longer drop weapons 100% of the time
  • Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed

Ultimately, we think players running around with an entire set of Magic Find gear and swapping out those pieces every time they want to open a chest, smash a pot, or click on a weapon rack isn't really all that fun, and we didn't want the game's mechanics to make players feel like they needed to do that in order to be the most efficient. We also don't want players avoiding fighting monsters just to run after shiny clicky things (we want you to do both). In both situations, this is something we wanted to discourage and we implemented changes we felt would accomplish this.

We're already working on another developer blog that delves more deeply in to our current philosophy regarding Magic Find gear swapping, why it's our current philosophy, and how we're looking at improving Magic Find in general, so that will probably provide insight on this particular topic. No solid date on that blog yet, but it's definitely coming soon(tm).

  • Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Please note that these monsters still have a chance to drop two Magic items, but that those drops are just no longer guaranteed.

Also, keep in mind the following:

  • Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Now, if you have feedback regarding what you think we could better with these mechanics, then please feel free to post your ideas and thoughts in this thread. I'll be reading along and relaying what you have to say.

(Click here for next "Blizz" post.)

Player:  But if perhaps someone on the blue side can at least admit "yeah, it still needs more work, this is not where things will stay" and you say this very DIRECTLY, maybe people will be less upset.

While I'm unable to say one way or another whether "this is where things will stay," we're definitely not opposed to making additional changes. Iteration is big part of our design philosophy, and we will continue to make improvements to the game (maybe not forever, but definitely until we feel that everything is in a good place). For example, we're currently looking at a number of solutions for how to curb the popular practice of players swapping out their normal gear for Magic Find gear right before a kill to min/max their efficiency. In general, this isn't something that those players seem to particularly enjoy, but instead feel compelled to do because of how efficient it is.* Also, to be very clear, this practice is not intended. (The developer blog I was talking about previously will go into the solutions we're considering in much more detail.)

There will always be situations where our definition of "fun" and some players' definitions of "fun" will vary, but in general our goal when making changes like these is to improve the overall game experience. We might not always succeed, but this is what we strive for. For environment objects and destructible objects, it became an issue of players repeatedly choosing to avoid killing monsters in favor of smashing pots. Not because they particularly liked smashing pots or didn't particularly like killing monsters, but because it what was most efficient. We want you to kill monsters. We also want you to not have to worry about dragging along a separate set of Magic Find gear just for the sake efficiency gains. Did we succeed with these changes? Maybe. We think it was the right move, but it's only a day out from the patch and we're still waiting for all the feedback to settle.

By the way, when players say things like "Blizzard just wants us to play the game the way they want us to play it," that's both true and not true -- but maybe not in the ways that you think. We definitely encourage experimentation, exploration, and variety. We've seen a lot of interesting tactics and builds and play styles develop since launch, and we're still seeing players find new ways to progress their characters. And that's really freaking cool. What we don't want to have happen, though, and where we're most likely to step in make changes, is when a certain tactic or a single way to play becomes the ONLY way to play. (Treasure Goblin farming is a another good example of this. For most, it was fun mostly because of the rate of loot reward...but, you weren't really fighting all that much, and because it was one of the most rewarding tactics out there, that meant a lot of players were driven to play that way, even if they didn't want to.)

*I realize this not exactly what you were suggesting, but I wanted to make it clear that we're not opposed to making further changes to a specific mechanic if we feel that it's not where it should be. 

Player:  Also, as an aside, will that blog post be going over the other changes as well, or merely trying to ease the blow from the radical changes which happened?

It'll be focused on Magic Find gear swapping only. We want to try to do more developer blogs in general, but have each blog be shorter and only address about 1-2 topics (rather than having a big wall of text that may or may get read completely).

Player:  So... I'm smashing pots and other smashables...and my gear is losing durability.... why is this happening? Seems unnecessary.

We agree, and we're already looking into reducing the durability hit players take from normal wear-and-tear. This way, players who never die aren't getting hit with a giant repair fee every 3-4 hours.

Player:  "We think it isn't really all that fun, but I sure love doing it!"

For clarity, we never said destroying environment objects wasn't fun. You can still smash objects for a chance at gold drops, or just because you want to. Players feeling like they needed to always carry around MF gear and switch to that gear before destroying environment objects in order to be as efficient as possible, however, was something that was repeatedly communicated (in these forums even) as something that wasn't enjoyable -- and we agreed.

All blue posts can be found here

Tuesday, June 19, 2012

Patch Notes v1.03 Patch 10

Diablo III Patch 1.0.3 - v.
Released // June 19, 2012 //

Table of Contents
Bug Fixes

  • To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Hollow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
  • The rewards provided for replaying quests have been reduced
  • The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies
  • General
    • Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
    • The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
    • Chat settings and preferences will now be saved whenever you log out
    • Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session
  • Bug Fixes
    • Using the /who command in a heavily populated chat channel should no longer cause the client to crash
    • The "Invite to Party" button should no longer become grayed-out if a player:
    • Declines a party invite
    • Requests a party invite and then declines it
    • Accepts a party invite, but then immediately leaves the party
    • The character screen should now always display the correct act and quest information
    • If Real ID has been disabled for a account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: " is unable to add friends because you have Real ID disabled."
  • Barbarian
    • Active Skills
      • Ignore Pain
        • Skill Rune – Contempt for Weakness
          • The amount of damage reflected will now cap at the player's maximum Life
    • Overpower
      • Skill Rune – Crushing Advance
        • The amount of damage reflected will now cap at the player's maximum Life
        • The tooltip has been updated to represent that both melee and ranged damage are reflected
    • Weapon Throw
      • Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)
    • Passive Skills
      • Relentless
        • Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)
  • Demon Hunter
    • Active Skills
      • Cluster Arrow
        • Skill Rune - Dazzling Arrow
          • Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)
    • Grenades
      • Skill Rune - Stun Grenades
        • Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)
    • Bug Fixes
      • Caltrops
        • Skill Rune – Jagged Spikes
          • Effect will now only stack up to 10 times on a single target
      • Elemental Arrow
        • Skill Rune – Nether Tentacles
          • Tentacles will now only hit each target once
  • Monk
    • General
      • Monks can now use two-handed axes, two-handed maces, and two-handed swords
    • Active Skills
      • Serenity
        • Skill Rune – Instant Karma
          • The amount of damage reflected will now cap at the player's maximum Life
      • Seven-Sided Strike
        • Skill Rune - Sustained Attack
          • Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
    • Mantra of Retribution
      • Damage will now cap based on the maximum Life of the target
    • Bug Fixes
      • Near Death Experience
        • Fatal damage absorbed by Serenity will no longer trigger Near Death Experience
  • Witch Doctor
    • Active Skills
      • Summon Zombie Dogs
        • Skill Rune – Leeching Beasts
          • Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)
  • Wizard
    • Active Skills
      • Diamond Skin
        • Skill Rune – Mirror Skin
          • The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
    • Magic Weapon
      • When activated, a buff icon will now appear that displays the amount of time remaining
    • Meteor
      • Skill Rune - Star Pact
        • Now deals damage as Arcane instead of Fire
    • Passive Skills
      • Paralysis
        • Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)
    • Bug Fixes
      • Magic Weapon
        • Fixed a display issue that was causing Magic Weapon to increase the character sheet damage value by an incorrect amount (the functionality of the skill has not changed)
  • General
    • + Attack Speed bonus values on weapons and armor have been reduced by 50%
      • This change does not apply to quivers
    • High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
      • The new approximate drop rates are as follows:
        • Hell - Act III and Act IV
          • iLvl 61: 9%
          • iLvl 62: 1.9%
          • iLvl 63: 0%
        • Inferno - Act I
          • iLvl 61: 17.7%
          • iLvl 62: 7.9%
          • iLvl 63: 2.0%
        • Inferno - Act II
          • iLvl 61: 18.6%
          • iLvl 62: 12.4%
          • iLvl 63: 4.1%
        • Inferno - Act III and Act IV
          • iLvl 61: 24.1%
          • iLvl 62: 16.1%
          • iLvl 63: 8.0%
    • Please see the Patch 1.0.3 Design Preview for more information and specific details
    • Repair costs have been increased for item levels between 53 and 63
    • Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
    • The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
    • The Staff of Herding can no longer be salvaged or dropped
    • Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
    • Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
    • Weapon racks will no longer drop weapons 100% of the time
    • Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
  • Weapons and Armor
    • "Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
    • Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
    • For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
    • Manticore now has one additional bonus affix
  • User Interface
    • Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
    • Tooltips for items on the ground will now show comparison stats
    • Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
    • When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
    • When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab
  • Bug Fixes
    • Items level 50 and above will now display their item level in the tooltip
    • Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
    • Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
    • Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in a future patch.
    • Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
    • Fixed a bug with linking items with socketed gems in chat
    • Fixed a bug where vendors would occasionally not have any items for sale
    • Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
    • Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
    • Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size

  • General
    • The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
  • Blacksmith
    • The gold cost to level the Blacksmith has been reduced by 50%
    • The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
      • Base levels now require 1 page/tome, down from 5
      • Milestone levels now require 2 pages/tomes, down from 5
    • The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
    • Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
    • The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
    • Weapon crafting costs have been reduced
    • The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
  • Jeweler
    • The gold and material cost to combine gems ranks 2-8 has been reduced
      • Combinations for these ranks now only require 2 gems, down from 3
        • The gold cost to combine each rank of gems is now as follows:
          • Rank 2 - Flawed: 10 gold (down from 500 gold)
          • Rank 3 - Regular: 25 gold (down from 750 gold)
          • Rank 4 - Flawless: 40 gold (down from 1250 gold)
          • Rank 5 - Perfect: 55 gold (down from 2000 gold)
          • Rank 6 - Radiant: 70 gold (down from 3500 gold)
          • Rank 7 - Square: 85 gold (down from 7500 gold)
          • Rank 8 - Flawless Square: 100 gold (down from 20,000 gold)
  • General
    • Bug Fixes
      • Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI
  • Enchantress
    • Skills
      • Mass Control
        • Radius reduced from 15 yards to 8 yards
        • If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
        • Skill will now correctly target enemies in all circumstances 
  • General
    • Bosses have had their pathing improved
    • The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
  • Skeleton King
    • Abilities
      • Will now summon Skeletal Archers in Hell and Inferno difficulties
  • The Warden (mini-boss)
    • General
      • Now has Fast and Molten affixes, in addition to Jailer
      • In Inferno difficulty, the Warden will also gain the Desecrator affix
  • Butcher
    • Bug Fixes
      • Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
  • Ghom
    • Abilities
      • Gas Cloud
        • Radius of Gas Cloud has been slightly reduced
        • Slowing effect has been removed
        • The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
        • In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
  • Maghda
    • Bug Fixes
      • Punish Dust projectiles can no longer be reflected
  • Zoltun Kulle
    • General
      • Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, teleporting to the player more frequently and dealing damage when arriving at the player’s location
    • Abilities
      • Ceiling Collapse
        • Can now be cast at a player from any range
      • Fireball
        • Fireball attack now moves slower
        • Can now be cast at a player from any range
      • Teleport
        • Will now Teleport and run away from the player less often
        • Will now occasionally Teleport to the player
  • Belial
    • General
      • Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
    • Bug Fixes
      • Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
  • Siegebreaker
    • General
      • Overall damage has been reduced
      • No longer vulnerable to Confuse and Charm effects
      • Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
      • Now enrages after 4 minutes
      • In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
  • Cydaea
    • Abilities
      • Spiderlings
        • Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
        • In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
  • Rakanoth
    • General
      • In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
  • Izual
    • General
      • Health pool has been increased
      • The number of Oppressors that join the fight has been reduced from 4 to 2
      • Will no longer target Followers or Tyrael as frequently
    • Abilities
      • Base Attacks
        • Base attack damage has been lowered
        • No longer does Cold damage on top of base attacks
    • Charge
      • Charge damage has been reduced
      • Knockback has been removed
      • Will Charge slightly more often, but will only target players
    • Frozen Bombs
      • Frozen Bomb damage has been reduced
      • Bombs will now explode faster
      • Only 8 Bombs will now spawn around the player rather than 12
      • Bombs will spawn at Izual's feet less often
    • Frost Explosion
      • Frost Explosion damage has been reduced by 70%
      • Duration of freeze has been increased
      • Damage dealt to players while frozen will now break the effect
      • Players can now use defensive cooldown while frozen
      • Players can no longer avoid being frozen by doing high amounts of damage to Izual
    • Bug Fixes
      • Izual will no longer spawn twice if a player skips his introductory cut-scene
  • Diablo
    • Bug Fixes
      • Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
      • Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
      • Fixed a bug that was causing pets to not attack Shadow Clones
  • General
    • Champions, Rares, and Uniques have had their pathing improved
    • Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
    • Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
    • Colossal Golgor base damage has been reduced
    • Herald of Pestilence tentacle attack damage has been reduced
    • Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
    • Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
    • Succubus monsters will now run away less and for a shorter distance
    • The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
    • Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
    • Bloodclan Warriors no longer knockback when buffed and attack slightly slower
    • Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
    • Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
    • Leaders of Invulnerable Minions packs have had their health pools reduced
    • Mortar monsters can now hurl projectiles farther, but their minimum range (dead zone) has also been increased by 100%
  • Bug Fixes
    • Interrupting a monster attack before it lands will now properly trigger its cooldown
    • Treasure Goblins will now drop gold piles for all nearby players
    • Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
    • The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
    • The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
    • Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
    • Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
    • Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
    • Fixed a bug that was causing some Elite monster packs in Inferno difficulty to not reset their enrage timers and heal to full health as intended
    • Fixed a bug that allowed players to avoid or delay the enrage timer reset on Elite monster packs in Inferno difficulty by running through a dungeon portal
    • Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
    • Fixed a bug where Sandwasp projectiles could sometimes become invisible
Bug Fixes
  • General
    • The experience bar for characters at level cap on a Guest Pass account will now display 0/0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
    • The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
    • Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
    • Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
    • It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
    • It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
    • Fixed a bug where The Lyceum in the Southern Highlands was not appearing
    • Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
    • Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
    • Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
    • Fixed a position desync bug (aka "rubberbanding") that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
    • Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
    • Several performance improvements have been made to both the PC and Mac client
  • Auction House
    • Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
    • Items with class-specific affixes should now display the class restriction properly
    • It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
    • The data displayed in each auction house tab should now properly reset when logging out

All Patch Notes can be found here

Friday, June 15, 2012

Blue Tracker Diablo III Developer "AMAA" Transcript 6/15/2012

Diablo III game designers Jay Wilson, Wyatt Cheng, and Andrew Chambers had a large discussion on Reddit with players and also answered many questions for you below.

General Gameplay
  • Repair Costs
  • Elemental Damage
  • Random Events
  • "Free Play" Mode (Skipping quests, cut-scenes, etc)
  • Most Successful/Least Successful Gameplay Decisions
  • Miscellaneous

  • Skills and Skill Runes
  • Melee vs. Ranged
  • Promoting Build Diversity
  • Life Steal and Life on Hit
  • "On Hit" Procs
  • Drop Rates and the Auction House
  • Boss Drops
  • Magic Find and Loot Tables
  • Dying Legendary Items
  • Blacksmithing
  • Drop Rates for Jewelcrafting and Blacksmithing Plans
  • Monster Affixes
  • Champion Packs
  • Elective Mode and Advance Tooltips
  • Text Color for Gems, Crafting Pages, and Other Common Items
  • Chat System
  • Friends List
  • Hardcore
  • Auction House
  • PvP
  • Multi-part Questions
  • Everything Else!
General Gameplay

Repair Costs

Diablownaway: Why did you feel that increasing repair costs was preferable to any other options?
In WoW, the solution for stopping in combat rezzing from getting out of hand wasn't to increase repairs dramatically. It was to make everyone in combat if in the zone, to limit the number of rezzes possible, and to have bosses/mobs heal to full after a wipe. Don't mess up the solution to a problem you've already dealt with before.
Massive increased repairs hurts players who seek challenges, who don't give up, and who want to clear through content instead of skipping it. It penalizes tanks, fresh 60s, and a playstyle you should be encouraging. This type of change pushes people to farm urns for 12 hours a day instead of playing the game.
Please reconsider. Thanks.

Wyatt Cheng: It's something we're still choosing a value on, we haven't settled on anything, but it's mostly a matter of degree. Let's say my repair cost after the change is 40K. How long does it take to get 40K? Current estimates are that if you are playing in Act 1 Inferno (to use as an example), vendoring the blues that you pick up, and running solely with the 75% gold find from the Nephalem Valor buff you'll make anywhere from 120K-150K an hour, easily. Since it takes 10 deaths to fully break your gear, you're basically looking at 30-40 deaths per hour. I don't know - that seems like a lot.
But like I said, it's mostly a matter of degree. Would a 50K repair feel that much worse? How about 30K? 20K? One thing I can tell you is that the current 6-10K repair cost is a little silly in that context. I would totally accept if you think 50K is too high, but surely there's a correct answer somewhere in between. We're testing to figure out what feels right and that's the number that will go live.