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Thread: Diablo 3

  1. #201
    Hoss Officer / WoW
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    1.0.4 System Preview

    Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements.

    Let's get started!

    So Happy Together
    While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.

    The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.

    Along the same lines as the change in 1.0.3, we’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.

    Shrinking the Gap
    "..in 1.0.4 we're going to shrink the gap between normal monsters and Elite packs"
    We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.

    So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.

    To further reduce the gap between normal and Elite monsters, we’re adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.

    Weapons Master
    One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.

    Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

    We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.

    On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills. Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. We’re switching a lot of these skills to read “X% weapon damage over 5 seconds”. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.

    Efficiency vs. Challenge
    "We're removing Enrage timers and the "heal back to full" behavior from champion and Rare monster packs"
    Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fastthey can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.

    We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%.

    Legendarier
    We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.

    Stay Classy
    "We're making a metric-ton of changes to classes, so we're going to have a separate blog posts for each"
    We're making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:
    • Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
    • Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
    • Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
    • Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
    • Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity - we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.

    We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.

    The Outro
    These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.

    See you in-game!

    *P.S. We’re getting rid of the Invulnerable Minions monster affix.

    Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.

  2. #202
    Administrator Andaas's Avatar
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    While the changes to difficulty will make Inferno more playable; I really don't feel like the changes will sufficiently improve the drops enough to make the game fun. In the end, I was tired of the lame story after Nightmare, there wasn't enough random-generation to make replaying again and again feel "fresh".

    That said, I will still more than likely go back and finish Inferno once this goes live (unless of course someone hacks my account from the recent security breach).
    Firanja - Medicor Mortuus
    Andaas Taranis - Druidicus Corpsus
    Andae - Clericus Inanimis

  3. #203
    A Hero of the Seven Suns Torrid's Avatar
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    What is really killing the game is a lack of a strong item sink. All increasing the quality of drops will do is make everybody's gear better and the game easier. You'll get some uber 1500 dps weapon after the patch, but it'll be worthless now because everybody else is getting them too. The gap between cheap gear and roflstomp gear shrinks, making the truly rare and super high end gear less of an upgrade and less fun to use.

    You don't get anything good in the game now because the value of an item is entirely relative to what else is available. I made $900 in one week selling crafted boots back in June. Now crafting items is a complete waste of gold. With no items or gold leaving the system (minus the 15% AH cut) value just plummets as the market gets swamped. Too much supply, not enough demand. Bots magnify the problem and become ever more sophisticated. Blizzard does a shamefully pitiful job of policing the bots that are so toxic to the health of their game, as indicated when you bring up a list of the people with the most elite kills and gold looted with their new web profiles and see accounts wearing full gold find and have 300k elite kills. Did you know you can buy D3 gold from gray market sites for 90 cents per million?

    D3 is what you get when the WoW devs get ahold of the Diablo franchise. They have no idea what they are doing. In WoW, every 6 months you essentially get a new act with a new item level tier; plus everything is no drop, which is how the game deals with inflation. D3 has NOTHING to deal with the massive inflation. It's not even a problem on their radar, apparently. Everybody's #1 complaint is that they farm for hours and hours and get nothing due to the insane inflation, and they respond by giving us a patch preview with increased bola shot damage. Diablo is not a game that should have 6 month patch cycles. It's not a goddamn MMORPG. Reducing mob health and removing shared MF in groups should have been hotfixed two months ago. These are very very easily implemented changes. When my friends were playing, nobody wanted to group. It was ridiculous.

  4. #204
    Hoss Officer / WoW
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    Barbarian
    • Bash Now Generates 8 Fury per attack (up from 6) and deals 165% weapon damage (up from 150%)
      • Onslaught : Add 2 reverberations that cause 25% (up from 23%) weapon damage per strike. Removes the chance for Knockback.
      • Punish : Increases the damage of your skills by 8% (up from 6%) for 5 seconds after using Bash. This effect stacks up to 3 times.
      • Instigation : Generate 4 (down from 6)additional Fury per attack.

    • Cleave Generate: 5 Fury per attack / Swing your weapon in a wide arc to deal 140% (up from 120%) weapon damage to all enemies caught in the swing.
      • Broad Sweep : Increase damage to 175% (up from 156%) weapon damage.

    • Hammer of the Ancients Cost: 20 Fury / Call forth a massive hammer to smash enemies directly in front of you for 325% (up from 200%) weapon damage. Hammer of the Ancients has a 5% increased Critical Hit Chance.
      • Smash : Strike a smaller area for 406% (Up from 270%) weapon damage.
      • Rolling Thunder : Create a shockwave that deals 275% (up from 155%) weapon damage to all enemies within 22 yards in front of you.

    • Sprint
      • Run Like the Wind : Tornadoes rage in your wake, each one inflicting 60% weapon damage as Physical for 3 seconds to nearby enemies.

    • Weapon Throw Cost: 10 Fury / Hurl a throwing weapon at an enemy for 130% (up from 100%)weapon damage and Slow the movement of the enemy by 60% for 2 seconds.
      • Mighty Throw : Increase thrown weapon damage to 169% (up from 130%) weapon damage.

    • Rend Cost: 20 Fury / A sweeping strike causes all nearby enemies to Bleed for 700% (up from 210%)weapon damage as Physical over 5 (up from 3) seconds.
      • Lacerate : Increase damage to 903% (up from 271%) weapon damage as Physical over 5 (up from 3) seconds.
      • Mutilate : Increase bleeding duration to 7 (up from 5) seconds.
      • Bloodbath : Enemies killed while bleeding cause all enemies within 10 yards to begin bleeding for 100% (up from 60%) weapon damage as Physical over 5 ( up from 3) seconds.

    • Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 240% (up from 155%) weapon damage and Knockback to targets in a 45 yard arc.
      • Shattered Ground : Increase damage to 288% (up from 202%) weapon damage and increases Knockback distance by 100%.
      • Rumble : The ground continues to shudder after the initial strike, damaging enemies in the area for 60% (up from 30%) weapon damage as Physical over 2 seconds.
      • Cracking Rift : Focus the seismic shockwaves along a narrow path to inflict 340% (up from 255%) weapon damage to targets along a 42 yard path.

    • Whirlwind Cost: 16 Fury / Deliver multiple attacks to everything in your path for 145% (up from 110%) weapon damage.
      • Volcanic Eruption : Turns Whirlwind into a torrent of magma that inflicts 189% (up from 143%) weapon damage as Fire.

    • Overpower
      • Crushing Advance : Redirect 35% (up from 30%) of incoming melee and ranged damage for 4 seconds after Overpower is activated.

    Demon hunter
    • Brooding No longer requires you to have not taken damage in the last 3 seconds
    • Multishot Cost: 30 (down from 40) Hatred / Fire a massive volley of arrows dealing 165% weapon damage to all enemies in the area.
      • Fire at Will : Cost reduced to 15 (down from 20) Hatred. Deals 165% weapon damage as Lightning.

    • Bola Shot Generate: 3 Hatred / Shoot out an explosive bola that wraps itself around its target. After 1 second, the bola explodes dealing 160% (up from 130%) weapon damage as Fire to the target and an additional 110% weapon damage as Fire to all other targets within 7 yards.
      • Acid Strike : Shoot 3 bolas that each deal 160% (up from 130%) weapon damage as Poison. The bolas no longer explode for area damage to nearby targets.
      • Thunder Ball : When the bola explodes, it deals 160% (up from 130%) weapon damage as Lightning and has a 35% chance to Stun the primary target for 1.5 seconds.
      • Imminent Doom : Augment the bola to deal 216% (up from 182%) weapon damage as Arcane to the target and 149% (down from 154%) weapon damage as Arcane to all other targets within 7 yards, but increases the explosion delay to 2 seconds.

    • Entangling Shot Generate: 3 Hatred / Imbue an arrow with shadow energy that deals 90% (up from 75%) weapon damage and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds.
      • Shock Collar : Strike targets with electrified chains that do an additional 70% (up from 18%) weapon damageas Lightning over 2 seconds.

    • Vault
      • Trail of Cinders : Ignite withLeave a trail of fire dealing 100in your wake that inflicts 1500% weapon damage as Fire to everything along your pathover 3 seconds.

    • Grenades
      • Gas Grenades : Throw gas grenades that explode for 95% weapon damage as Poison and leave a cloud that deals an additional 75% (up from 25%) weapon damageas Poison over 3 seconds to enemies who stand in the area.

    • Chakram Cost: 10 Hatred / Fire a swirling Chakram that does 170% (up from 150%) weapon damage as Physical to enemies along its path.
      • Twin Chakrams : A second Chakram mirrors the first. Each Chakram deals 114% (up from 101%) weapon damage as Physical.
      • Boomerang : The Chakram path turns into a loop, dealing 230% (up from 188%) weapon damage as Lightning to enemies along the path.
      • Serpentine : The Chakram follows a slow curve, dealing 230% (up from 203%) weapon damage as Poison to enemies along the path.
      • Razor Disk : The Chakram spirals out from the targeted location dealing 187% (up from 165%) weapon damage as Arcane to enemies along the path.
      • Shuriken Cloud : Surround yourself with spinning Chakrams for 120 seconds, dealing 34% (up from 30%) weapon damage per second as Physical to nearby enemies.

    • Caltrops
      • Jagged Spikes : Enemies in the area also take 270% (up from 45) weapon damage as Physical over 6 seconds.

    • Cluster Arrow Cost: 50 Hatred / Fire a cluster arrow that explodes for 225% (up from 200%) weapon damage as Fire into a series of additional miniature bombs that explode for 100% weapon damage as Fire each.
      • Loaded for Bear : Increases the damage of the explosion at the impact location to 304% (up from 290%) weapon damage as Fire.
      • Maelstrom : Instead of releasing grenades, the cluster releases shadow energy that deals 165% (up from 145%) weapon damage as Physical to nearby enemies. You will gain 4% of the damage done as Life.

    • Sentry Cost: 10 Discipline / Drop a turret on the ground. The turret begins firing at nearby enemies for 55% (up from 20%) weapon damage. Lasts 30 seconds.
      • Chain of Torment : Create a tether between you and the Sentry that does 80% (up from 40%) weapon damage every second to every enemy it touches.

    • Smoke Screen
      • Choking Gas : Leave behind a cloud of gas that deals 700% (up from 70%) weapon damageas Physical to enemies in the area over 5 seconds.

    • Rain of Vengeance Cooldown: 30 seconds / Fire a massive volley of arrows around you. Arrows fall from the sky dealing 715% (up from 75%) weapon damage forover 5 seconds to all enemies in the area.
      • Beastly Bombs : Summon 20 Shadow Beasts to drop bombs on enemies, dealing 245% (up from 125%) weapon damage each.
      • Dark Cloud : Launch a massive volley of guided arrows that rain down on enemies for 792% (up from 35%) weapon damage forover 12 seconds.
      • Anathema : Summon a Shadow Beast that drops grenades from the sky dealing 3300% (up from 115%) weapon damage over 15 seconds (instead of for 10 seconds)
      • Flying Strike : A group of 8 Shadow Beasts plummet from the sky at a targeted location dealing 100% (up from 60%) weapon damage each and stunning enemies for 2 seconds.
      • Stampede : Summon a wave of 10 Shadow Beasts to tear across the ground, knocking back enemies and dealing 120% (up from 75%)weapon damage each.

    • Rapid Fire Cost: 20 Hatred initially, and an additional 10 Hatred while channeling / Rapidly fire for 276% (up from 228%) weapon damage as Physical.
      • Bombardment : Rapidly fire grenades that explode for 345% (up from 276%) weapon damage as Fire to all enemies within a 4 yard radius.

    • Impale Cost: 25 Hatred / Impale a target for 265% (up from 250%) weapon damage.
      • Chemical Burn : Your target will also Bleed for 220% (up from 125%) weapon damage as Physical over 2 seconds.

    • Strafe Cost: 15 Hatred / Shoot at random nearby enemies for 156% (up from 120%) weapon damage while moving at 65% of normal movement speed.
      • Demolition : Throw out bouncy grenades that explode for 187% (up from 144%) weapon damage to targets within 9 yards.

    • Evasive Fire Generate: 4 Hatred / Cost: 4 Discipline if you backflip / Shoot for 130% (up from 125%)weapon damage. If an enemy is in front of you at close range, you will also backflip away 15 yards.
      • Covering Fire : Shoot a spread of bolts that hit up to 3 targets for 130% (up from125%) weapon damage each.

    Monk
    • Exalted Soul Increases maximum Spirit by 100 and increases Spirit Regeneration by 1 per second. / Spirit fuels your defensive and offensive abilities.
    • The Guardian's Path While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 35% (up from 25%)
    • Fists of Thunder
      • Quickening : Critical Hits generate an additional 15 Spirit for each target hit.

    • Deadly Reach

    • Crippling Wave Generate: 7 (up from 6) Spirit per attack / Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.
      • Rising Tide : Critical Hits generate an additional 5 Spirit for each target hit.

    • Way of the Hundred Fists Generate: 8 (up from 6) Spirit per attack / Unleash a rapid series of punches that strikes enemies for 140% weapon damage.
      • Fists of Fury : Affected targets will take an additional 100% (up from 10%) weapon damage as Holy over 5 seconds. Also adds a short dash to the first strike.

    • Dashing Strike Cost: 25 Spirit / Quickly dash at the targeted enemy or location, striking for 160% (up from 100%) weapon damage and rooting the target for 1 second.
    • Sweeping Wind
      • Master of Wind : Increases the duration of the vortex to 20 (up from 10) seconds.

    • Exploding Palm Cost: 40 Spirit / Cause a target to Bleed for 745% (up from 220%) weapon damage as Physical over 9 (up from 3) seconds. If the target dies while bleeding, it explodes and deals 30% of the target's maximum Life as Physical damage to all nearby enemies.
      • Impending Doom : Increases the duration of the Bleed effect to deal 745% (up from 220%) weapon damage as Physical over 15 (up from 6) seconds.
      • Creeping Demise : Also reduces your target's movement speed by 80% for 3 seconds.
      • The Flesh is Weak : Also causes the target to take 12% additional damage for 9 (up from 3) seconds.
      • Essence Burn : Instead of bleeding, the target will burn for 745% (up from 250) weapon damage as Fire over 9 (up from 3) seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.

    • Seven-Sided Strike Cost: 50 Spirit / Cooldown: 30 seconds / Dash rapidly between nearby enemies, dealing 1777% (up from 777%) weapon damage over 7 hits.
      • Sudden Assault : Teleport to the target, increasing damage done to 2310% (up from 1007%) weapon damage over 7 strikes.
      • Fulminating Onslaught : Each strike explodes, dealing 254% (up from 111%) weapon damage as Holy in a 7 yard radius around the target.

    • Wave of Light Cost: 75 Spirit / Focuses a wave of light that crushes enemies for 390% (up from 215%) weapon damage as Holy, followed by an additional 45% weapon damage as Holy to all enemies in a line.
      • Wall of Light : Increases damage of the initial strike to 566% (up from 312%) weapon damage as Holy.
      • Explosive Light : Release bursts of energy that deal 430% (up from 285%) weapon damage as Holy to nearby enemies.
      • Pillar of the Ancients : Summon an ancient pillar that deals 280% (up from 210%)weapon damage followed by an additional 280% (up from 210%) weapon damage after 2 seconds.

    • Lashing Tail Kick Cost: 30 Spirit / Unleash a deadly roundhouse kick that knocks enemies back and deals 235% (up from 200%) weapon damage.
      • Vulture Claw Kick : Release a torrent of fire that burns nearby enemies for 259% (up from 220%) weapon damage as Fire and causes Knockback.
      • Spinning Flame Kick : Hurl a column of fire that burns through enemies, causing 294% (up from 240%) weapon damage as Fire to each enemy it strikes.

    • Tempest Rush Cost: 15 Spirit plus an additional 10 Spirit while channeling / Charge directly through your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 85% (up from 50%)weapon damage while running.

    Witch Doctor
    • Circle of Life Whenever an enemy dies within 12 yards, there is a 30% chance (up from 5%) that a Zombie Dog will automatically emerge. The range of this effect is increased by items that increase your gold pickup radius.
    • Spirit Vessel Reduces the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds (down from 3) and heal to 15% of your maximum Life (up from 10%). This effect cannot occur more than once every 90 seconds.
    • Rush of Essence Spirit spells return 49 Mana over 10 seconds. (Changed from 30% of the spells' Mana cost over 10 seconds) / Spirit spells are: / *Haunt / *Horrify / *Mass Confusion / *Soul Harvest / *Spirit Barrage / *Spirit Walk
    • Vision Quest When you deal damage with Corpse Spiders, Firebomb, Plague of Toads or Poison Dart, your Mana regeneration is increased by 30% for 5 seconds (Changed from 300% Mana regeneration when 4 more skills are on cooldown).
    • Grave Injustice Whenever an enemy dies within 8 yards, regain 2% of your maximum Life and Mana (up from 1%) and the cooldown on all of your abilities is reduced by 1 second. This range is extended by items that increase your gold pickup radius.
    • Tribal Rites The cooldowns of your Fetish Army, Big Bad Voodoo, Hex, Gargantuan, Summon Zombie Dogs and Mass Confusion abilities are reduced by 25% (Previously didn't affect Gargantuan, Summon Zombie Dogs and Mass Confusion).
    • Summon Zombie Dogs Cost: 49 Mana / Cooldown: 45 seconds (down from 60 seconds) / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 9% of your weapon damage as Physical per hit.
      • Burning Dogs : Your Zombie Dogs burst into flames, burning nearby enemies for 2% of your weapon damage as Fireevery second (Added "every second").

    • Poison Dart
      • Flaming Dart : Ignite the dart so that it deals 180% (up from 160%) weapon damage as Fire at once.
      • Spined Dart : Gain 29 Mana (up from 25 Mana) every time a Poison Dart hits an enemy.

    • Corpse Spiders Cost: 5 Mana / Throw a jar with 4 spiders that attack nearby enemies for a total of 120% (up from 16%) weapon damage as Physical before dying.
      • Blazing Spiders : Summon fire spiders that deal a total of 156% (up from 21%) weapon damage as Fire.
      • Spider Queen : Summon a spider queen that births spiderlings, dealing 630% (up from 16%) weapon damage as Poison over 15 seconds. (Previously stated "to enemies in the area") / You may only have one spider queen summoned at a time.
      • Leaping Spiders : Summon jumping spiders that leap up to 25 yards to reach their target and attack for a total of 144% (up from 19%) weapon damage as Physical.

    • Grasp of the Dead Cost: 123 Mana / Cooldown: 8 seconds / Ghoulish hands reach out from the ground, slowing enemy movement by 60% and dealing 320% (up from 20%) weapon damage as Physical over 8 seconds (Previously stated "for 8 seconds").
      • Groping Eels : Increases the damage done to 416% (up from 26%) weapon damage as Physical.
      • Death Is Life : Enemies who die while in the area of Grasp of the Dead have a 10% chance (up from 5%) to produce a health globeor summon a Zombie Dog (Previously did not have a chance to summon a Zombie Dog).

    • Soul Harvest
      • Languish : Reduces the movement speed of harvested enemies by 80% (up from 60%) for 3 seconds.
      • Vengeful Spirit : Harvested enemies also take 230% (up from 70%) weapon damage as Physical.

    • Locust Swarm
      • Diseased Swarm : Enemies killed by Locust Swarm leave behind a cloud of locusts that deal 75% (up from 25%) weapon damage as Poison over 3 secondsto enemies who stand in the area (Changed wording from "This cloud of locusts lingers for 3 seconds").

    • Spirit Barrage Cost: 108 Mana / Bombard a target with a spirit blast that deals 230% (up from 190%) weapon damage as Physical.
      • Well of Souls : An additional 3 spirits seek out other targets and deal 65% (up from 30%) weapon damage as Physical.
      • Phantasm : Summon a spectre that deals 225% (up from 45%) weapon damage as Physicalover 5 seconds to all enemies within 10 yards.
      • Manitou : Summon a spectre that hovers over you, unleashing spirit bolts at nearby enemies for 1667% (up from 28%) weapon damage as Physicalover 20 seconds.

    • Horrify Cost: 37 Mana / Cooldown: 16 seconds (down from 20 seconds) / Don a spectral mask that horrifies all enemies within 12 yards, causing them to run in Fear for 4 seconds.
    • Firebomb Cost: 10 Mana / Lob an explosive skull that deals 110% (up from 85%) weapon damage as Fire to all enemies within 8 yards.
      • Ghost Bomb : In addition to the base explosion, the skull creates a larger blast that deals an additional 30% (up from 20%) weapon damage as Fire to all enemies within 28 yards.
      • Fire Pit : The explosion creates a pool of fire that deals 36% (up from 8%) weapon damage as Fire over 3 seconds.
      • Pyrogeist : Create a column of flame that spews fire at the closest enemy for 640% (up from 140%) weapon damage as Fire over 6 seconds (up from 3 seconds). You may only have one Pyrogeist active at a time.

    • Acid Cloud Cost: 172 Mana / Cause acid to rain down, dealing an initial 115% (up from 100%) weapon damage as Poison, followed by 150% (up from 75%) weapon damage as Poison over 3 seconds to enemies who remain in the area.
      • Corpse Bomb : Raise a corpse from the ground that explodes for 230% (up from 200%) weapon damage as Poison to enemies in the area.
      • Lob Blob Bomb : The acid on the ground forms into a slime that irradiates nearby enemies for 250% (up from 25%) weapon damage as Poison over 5 seconds.
      • Slow Burn : Increases the duration of the acid pools left behind to deal 300% weapon damage as Poison over 6 seconds.
      • Kiss of Death : Spit a cloud of acid that inflicts 127% (up from 116%) weapon damage as Poison, followed by 165% (up from 83%) weapon damage as Poison over 3 seconds (Previously stated "to enemies who remain in the area").

    • Gargantuan Cost: 147 Mana / Cooldown: 60 seconds / Summon a Gargantuan zombie to fight for you. The Gargantuan attacks for 100% (up from 25%) of your weapon damage as Physical.
      • Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple targets for 130% (up from 33%) of your weapon damage as Physical.
      • Wrathful Protector : Summon a more powerful Gargantuan that only lasts for 15 seconds. The Gargantuan's fists burn with fire, dealing 110% (up from 55%) of your weapon damage as Fire and knocking enemies back.
      • Bruiser : The Gargantuan gains the ability to periodically slam enemies, dealing 200% (up from 100%) of your weapon damage as Physical and stunning them for 3 seconds.

    • Spirit Walk
      • Severance : Damage enemies you walk through in spirit form for 225% (up from 100%) weapon damage as Physical every second for 2 seconds.
      • Umbral Shock : When Spirit Walk ends, your physical body erupts for 310% (up from 85%) weapon damage as Fire to all enemies within 10 yards.

    • Zombie Charger
      • Wave of Zombies : Summon 3 Zombie Chargers that each deal 115% (up from 72%) weapon damage as Poison.
      • Leperous Zombie : The Zombie Charger leaves behind a cloud of noxious vapors that deals 240% (up from 25%) weapon damage as Poison over 3 seconds to enemies caught in it.

    • Firebats Cost: 123 Mana / Call forth a swarm of fiery bats to burn enemies in front of you for 180% (up from 150%) weapon damage as Fire.
      • Hungry Bats : Rapidly summon bats that seek out nearby enemies for 350% (up from 280%) weapon damage as Fire.
      • Plague Bats : Diseased bats fly towards the enemy and infect them. Damage is slow at first, but can increase over time to a maximum of 270% (up from 225%) weapon damage as Poison.
      • Cloud of Bats : Call forth a swirl of bats that damage nearby enemies for 234% (up from 195%) weapon damage as Fire. The damage of the bats increases by 20% (up from 10%) every second, up to a maximum of 100% (up from 50%).

    • Plague of Toads Cost: 12 Mana (down from 34 Mana) / Release a handful of toads that deal 130% weapon damage as Poison to enemies they come in contact with.
    • Wall of Zombies Cost: 103 Mana / Cooldown: 25 seconds / Raise a line of zombies from the ground that attacks nearby enemies for 800% (up from 80%) weapon damage as Physical forover 5 seconds.
      • Barricade : Increases the width of the Wall of Zombies (Previously the zombies attacked for 80% weapon damage as Physical).

    Wizard
    • Cold Blooded ColdAll damage dealt to chilled and frozen targets is increased by 20%.
    • Spectral Blade
      • Impactful Blades : Hits Slow the movement of enemies by 80% (up from 60%) for 1 second (Previously also had a 5% chance to Knockback).
      • Siphoning Blade : Every enemy hit grants 3 (up from 1) Arcane Power.

    • Shock Pulse Launch a volley of 3 electric bolts that deal 53% (up from 48%) weapon damage as Lightning damage per bolt. / Cost: 0 Arcane Power
      • Fire Bolts : Cast bolts of fire that each deal 152% (up from 137%) weapon damage as Fire.
      • Lightning Affinity : Every target hit by a pulse restores 3 (up from 2) Arcane Power.

    • Ice Armor Surround yourself in a barrier of ice that increases armor by 800% (down from 1000%), causing 0 - 0 Cold damage to attackers, chilling them for 0 second(s). / Duration: 120 seconds
      • Jagged Ice : Melee attackers also take 130% (up from 100%) weapon damage as Cold.
      • Crystallize : Whenever you are struck by a melee attack, your Armor is increased by 30% (up from 15%) for 30 seconds. This effect can stack up to 3 times.

    • Electrocute This is a Signature spell. Signature spells are free to cast. / Lightning arcs from your fingertips, dealing 90% (up from 80%) weapon damage as Lightning. The lightning can jump, hitting up to 2 additional enemies.
      • Lightning Blast : Create streaks of lightning that pierce through targets, hitting all enemies for 86% (up from 80%) weapon damage as Lightning.
      • Arc Lightning : Blast a cone of lightning that causes 115% (up from 80%) weapon damage as Lightning to all affected targets.
      • Forked Lightning : Critical Hits release 4 charged bolts in random directions, dealing 55% (up from 46%) weapon damage as Lightning to any targets hit.

    • Explosive Blast
      • Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 315% (up from 293%) weapon damage as Physical.

    • Diamond Skin
      • Mirror Skin : Reflects 100% (up from 50%) of damage absorbed back at the attacker.
      • Enduring Skin : Increases the duration of Diamond Skin to 9 (up from 8) seconds.
      • Diamond Shards : When Diamond Skin wears off, diamond shards explode in all directions dealing 210% (up from 155%) weapon damage as Physical to nearby enemies.

    • Hydra
      • Frost Hydra : Summon a Frost Hydra that breathes a short range cone of frost, causing 36% (up from 31%) weapon damage as Cold to all enemies in the cone.
      • Lightning Hydra : Summon a Lightning Hydra that electrocutes enemies for 64% (up from 34%) weapon damage as Lightning.
      • Mammoth Hydra : Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 67% (up from 22%) weapon damage per second as Fire to enemies caught on the burning ground.
      • Arcane Hydra : Summon an Arcane Hydra that spits Arcane Orbs, which explode on impact, causing 60% (up from 28%) weapon damage as Arcane to enemies near the explosion.

    • Meteor Cost: 60 Arcane Power / Summon an immense Meteor that plummets from the sky, causing 260% (up from 200%) weapon damage as Fire to all enemies it crashes into. The ground it hits is scorched with molten fire that deals 60% weapon damage as Fire over 3 seconds.
      • Molten Impact : Increases the damage of the Meteor impact to 390% (up from 260%) weapon damage as Fire and the molten fire to 90% (up from 78%) weapon damage as Fire over 3 seconds.
      • Meteor Shower : Unleash a volley of 7 smaller Meteors that each strike for 104% (up from 80%) weapon damage as Fire.
      • Comet : Transforms the Meteor to ice that deals 312% (up from 240%) weapon damage as Cold. The impact site is covered in a freezing mist that deals 72% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.

    • Arcane Torrent Cost: 16 Arcane Power (down from 20 Arcane Power) / Hurl a barrage of arcane projectiles that deal 210% (up from 175%) weapon damage as Arcane to all enemies near the impact location.
      • Cascade : Enemies killed by Arcane Torrent have a 100% chance to fire a new missile at a nearby enemy dealing 210% (up from 175%) weapon damage as Arcane.
      • Arcane Mines : Instead of firing projectiles, lay Arcane mines that arm after 2 seconds. These mines explode when an enemy approaches, dealing 180% (up from 150%) weapon damage as Arcane. Enemies caught in the explosion have their movement and attack speeds reduced by 30% for 3 seconds.

    • Archon
      • Slow Time : Archon form can cast Slow Time that lasts for 15 seconds (up from 8 seconds).
      • Arcane Destruction : An explosion erupts around you when you transform, causing 1600% (up from 450%) weapon damage as Arcane to all enemies within 15 yards.

    • Teleport
      • Calamity : Casts a low power Wave of Force upon arrival, dealing 265% (up from 75%) weapon damage as Physical to all nearby enemies.

  5. #205
    Hoss Officer / WoW
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    Also note on Diablofans.com they have datamined a lot more info including things that point at paragon levels being implemented. The paragon levels will likely be a 1.1 change I would assume.

  6. #206
    A Hero of the Seven Suns Torrid's Avatar
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    Roll your barbarians now folks, if you didn't already have one. The double tornado build already shat all over every other build in the game, and they buffed it. The second best build, 'windup' wizard, was nerfed. (although some legendary procs might mitigate that nerf substantially, who knows) Buffing Crushing Advance is pretty funny when it makes you virtually invincible and can be spammed when you have a lot of Run Like the Wind tornados up with a high crit rate. I'm amazed they didn't nerf Run Like the Wind.

    Rumor has it they are going to implement BoE drops to the game as a pathetic attempt to curb inflation; which only further proves how clueless they are. Destroy the economy with no drop items in order to save it. Brilliant! If they had any sense at all, they'd copy D2's ladder.

  7. #207
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    I haven't seen any reliable talk about your BoE claims but the paragon levels that they are finding inside the patch notes could easily be built into a ladder system, and I had heard that, that would be a possible system that way instead of making all your gear obsolete you merely take away AA's at the end of a ladder.

  8. #208
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    Diablo III Patch 1.0.4

    Click here to review all 1.0.4 class changes.

    GENERAL
    • New System added: Paragon Levels
      • After a player reaches level 60, killing monsters and completing combat challenge streaks (Killing Blow, Massacre, etc) will begin to award experience towards Paragon levels
      • There are 100 Paragon levels
      • Every Paragon level will reward you with:
        • Core stats such as Strength, Dexterity, Intelligence, and Vitality in amounts similar to what you'd gain from a normal level
        • 3% Magic Find and 3% Gold Find

      • In addition, a distinctive border will surround your character portrait in the in-game party frame to denote your Paragon progression, with a new frame earned after every ten levels. Your Paragon level will also be visible to other players wherever your normal level is shown.

    • Pets with passive life regeneration (most notably Followers, Zombie Dogs, and Gargantuans) have had their life regeneration greatly increased from levels 30-60
    • Nephalem Valor now grants +15% Bonus Experience per stack, as well as +15% to Magic Find and Gold Find
    • Magic Find will now cap at 300% (Nephalem Valor bonuses will still stack beyond this cap)
    • Magic Find is no longer averaged among all players in a multiplayer game
    • Players can now disable or enable music in the Sound Options
    • Additional Sound Options including Sound Output and Speaker Setup has been added
    • A new tutorial about "Elective Mode" will now appear when a player enters Nightmare, Hell, or Inferno difficulty for the first time

    ACHIEVEMENTS

    Bug Fixes
    • The achievement "Espionage" can now be completed as the Battlefield Reports lore can now drop in Act III
    • The achievement "A Unique Collection" can now be completed (see the Bug Fixes in the Monsters section for more information)
    • The "Kill Diablo" criteria for the achievement "Death From Afar" has been removed

    AUCTION HOUSE
    • Auctions can now be cancelled at any point so long as they do not have any active bids
    • Number of "Preferred Stats" allowed per search increased from 3 to 6
    • Number of digits allowed in the "Min Value" field for equipment searches increased from 3 to 5
    • "Minimum Damage" has been replaced with "Average Damage" as a searchable stat
      • Bonus damage is calculated as the Average Damage: (Min Damage + Max Damage) / 2
      • For example, searching for a Bonus Damage of 12 will find an item with 10-14 damage, 12 minimum damage, or 24 maximum damage

    • Stat increases which come from slotted gems are no longer taken into account when searching for equipment
    • Armor, DPS, Buyout, and Time Left columns are now sortable in the Search tab
    • The maximum stack size of gold per listing has been increased from 100,000 to 1,000,000
    • The following message has been added to the Item Purchase screen: "Item properties and values may change over time due to game balancing"
    • Description text has been added or improved for several error messages

    UI Improvements
    • Tooltips have been added for items in the Completed tab
    • Tooltips have been added for commodities
    • Item Compare tooltips have been added to the Recommended Items page
    • The listing price of unsold and cancelled auctions will now display in the Completed tab
    • The Auctions tab and Completed tab will now refresh when a player’s item has been purchased

    Bug Fixes
    • Auction house search filters are now no longer case sensitive
    • Players can now search for stats on Legendary items
    • "Attack Speed" is now a searchable affix for quivers
    • "Chance to Blind on Hit" is now a searchable affix for amulets
    • Items with the "Level Requirement Reduced" affix will now properly appear in search results when specifying the level range
    • Searches will now properly filter results according to the set Minimum and Maximum values for "Life per Spirit Spent"
    • Witch doctor’s Corpse Spider bonus is now listed when searching for mojos
    • The Recommended Items page will now display quivers for demon hunters even if the player has a two-handed ranged weapon equipped

    BATTLE.NET
    • The "Report Spam" option is now available in the main menu when right-clicking on a player's name (rather than being hidden in the "Report" sub-menu)
    • Reporting another player for chat spam using "Report Spam" option will now also temporarily mute that player for the duration of your login session
    • Reporting another player for friend request spam using the "Report Spam" option in the Friends List will now also automatically decline that player’s friend request
    • The Quick Join window has been improved
    • More information about Global Play (and its restrictions) has been added to the Account tab
    • The game will now display both on the login and character select screen which region a player is currently logging into

    Chat
    • Clicking on achievement toasts will now provide more information about the achievement
    • The Public chat menu will now indicate which channels a player has already joined
    • /who and /invite commands can now be used in all channels
    • "DND" and "AFK" tags have been added to the "You are now Busy" and "You are now Away" status messages (respectively)
    • Shift-left-clicking on a player’s name will now display the following information: [Name]: [Level][Mode][Class] – [Act (difficulty)] (i.e. "[Pixie]: Level 45 Hardcore Barbarian – Act I (Nightmare)")
    • Chat Channel and Party message formatting has been updated

    Bug Fixes
    • Fixed a bug that caused items from the Normal gold auction house to display in the Hardcore gold auction house when a player switched between characters during periods of high latency
    • The chat commands /p and /party now work correctly when joining Public Games
    • Fixed a crash that could occur when clicking on a link to a fake item that contained more sockets than is possible

    BOSSES
    • Boss rooms have been standardized so that, after the boss fight is complete, players will always be able to do the following:
      • Use Town Portal to leave the room
      • Re-enter the room again via Town Portal as well as the room's entrance portal

    Maghda
    • Abilities
      • Insect Swarm
        • Projectiles can now be slowed

    Ghom
    • Abilities
      • Breath Attack
        • Pets and Followers should now only take 10% damage from the breath attack

      • Gas Cloud
        • The rate at which Ghom spawns Gas Clouds has been reduced by approximately 20%
        • The cooldown on Ghom's Gas Cloud attack has been increased from 6-10 seconds to 10-13 seconds
        • Pets and Followers should now only take 5% damage from Gas Clouds


      • Bug Fixes
        • Fixed an issue where certain movement skills were granting immunity to Ghom's gas clouds if cast while inside the cloud (and if the player never left the cloud’s area of effect)

    Cydaea
    • Bug Fixes
      • Players can no longer bypass the chains that appear during the "Heart of Sin: Kill the Daughters" event

    Azmodan
    • Abilities
      • Fire Ball
        • Projectiles can now be slowed

    Izual
    • Bug Fixes
      • Skipping Izual's cut-scene should no longer cause players to become trapped behind his ice barrier
      • Fixed a bug where Izual’s Charge attack would not do any damage
      • Fixed a bug where Izual’s Charge attack could damage players twice
      • Fixed a bug where Izual could become immune to damage when at 30% health under rare circumstances

    Rakanoth
    • Bug Fixes
      • Rakanoth is now properly immune to crowd control effects when enraged in Inferno difficulty

    Diablo
    • Bug Fixes
      • Diablo's Bone Cage debuff will now be properly removed from the player during a phase transition if the cut-scene is skipped
      • Fixed an issue where triggering a phase transition while grasped by Diablo could cause both the player and Diablo to become temporarily invisible
      • Fixed an issue that caused Diablo to not summon Shadow Clones of the player if Seven-Sided Strike was cast at the appropriate time

    CRAFTING
    • A repair tab has been added to the Blacksmith

    Bug Fixes
    • Gem-combine designs for Amethysts and Emeralds should no longer contain typos

    FOLLOWERS
    • The last follower a player had active in a single-player game will now be restored automatically after leaving a multiplayer game
    • The frequency of follower dialog has been reduced

    ITEMS
    • All level 60- 62 damage affixes have had their Minimum and Maximum top-end damage values increased
      • Level 63 items will still roll the highest potential damage values in the game, but the damage difference between level 60-62 items and level 63 items just won’t be as dramatic as it was before
      • Note: This will only impact items created or dropped after patch 1.0.4

    • Two-handed melee weapons have made more viable:
      • Two-handed melee weapons can now roll their own affixes for core stats as well as higher damage values (as compared to one-handed melee weapons)
        • Core stat values have been increased by approximately 70%
        • Note: This does not affect two-handed ranged weapons

      • Additional affix changes for two-handed melee weapons include:
        • + Crit Damage, Life on Hit, Life After Each Kill, and Life Steal values can now roll up to 200%
        • Note: This does not affect two-handed ranged weapons

      • Note: These changes will only impact items created or dropped after patch 1.0.4

    • All off-hand items (mojos, orbs, quivers, shields) can now roll Strength, Dexterity, Intelligence, and Vitality in the same ranges as Armor and Weapons
      • Note: This will only affect off-hand items created or dropped after patch 1.0.4

    • Off-hands can now roll Reduced Level Requirement
    • Drop rate on quivers has been reduced
    • +MaxFury and +MaxSpirit will no longer roll on ranged weapons
    • Max Block amount on shields with an item level of 59 and higher has been changed so they all provide the same amount of Max Block
    • Repair costs have been reduced by up to 25% for item levels between 53 and 63
    • Weapon racks have had their weapon drop rate restored to 100%, though weapons are more likely be of Common quality (white or grey items)
    • Destructible objects now have a chance to drop items again
    • The text color of gems, potions, crafting pages and tomes dropped on the ground has been changed from white to light blue
    • The maximum stack size of gems has been increased from 30 to 100
    • The gem drop sound effect is now more noticeable

    Legendary Items
    • Significant changes have been made to Legendary items:
      • Custom proc effects have been added to over 50 Legendary items and Set item bonuses
      • All Legendary items will now roll with at least one of the following affixes to ensure that their DPS is viable: +Elemental Damage, +Attack Speed, +Critical Damage, +%damage, Has Sockets
      • Affix values on Legendary items are no longer demoted and will now roll at their maximum potential
      • Many lower level Legendary items have had their affix count increased to 6
      • Legendary items based on Uniques from previous Diablo games have received a tuning pass to make their stats more reflective of their ancestors
      • The chance for a Legendary item to drop that's below an item level of 50 has been increased
      • Item level 63 Legendary items have been added to the game
      • Legendary Sets:
        • All item level 61 set pieces have been increased to item level 63 (excluding rings and amulets), and had their base item changed from late Hell/early Inferno to late Inferno
        • Class-specific sets are now guaranteed to have the class’s core stat on every item in the set

      • Summoned Creatures:
        • Creatures summoned by Legendary item procs should now follow the player or Follower with the item equipped
        • Creatures summoned by Legendary item procs should now have combat awareness similar to Followers
        • Creatures summoned by Legendary item procs should now their level determined by the Legendary item level

    • Please note that these changes will only apply to new Legendary items that drop or are created after patch 1.0.4. Legendary items which dropped or were created prior to patch 1.0.4 will remain unchanged (this also applies to items which have not been identified yet). To distinguish these items from one another, new Legendary items will have slightly different names and appearances from those dropped or created prior to 1.0.4.

    Vendors
    • Squirt the Peddler has permanently moved from the Caldeum Bazaar up to the Hidden Camp, as she heard people liked buying Health Potions up there

    Bug Fixes
    • Legendary items (pre- and post-1.0.4) with the +Attack Speed affix should now work correctly
    • Items with +Chance to Stun on Hit now have the suffix "of Staggering" instead of "of Devastation"
    • Multiple chests that had a small chance of dropping loot into unreachable locations have been repositioned slightly to prevent this from happening
    • Fixed a bug where Normal chests found in Bastion keep were dropping items from too low of a treasure class (these chests will now drop the same class of items as other Normal chests throughout the game)
    • Fixed a bug that allowed players to see properties of unidentified items

    MONSTERS
    • Monsters across the game have had a pass to make their experience and loot rewards more proportional to the effort required to kill them
      • For example, Imps and Tormented Stingers grant less XP and drop less items, but Lacuni Warriors grant increased XP and drop more items

    • Experience awarded by level 61-63 monsters has been increased by approximately 60%
    • Normal monsters should now drop Magic (blue) items and Rare (yellow) items approximately 4 times more than before
    • Bonus health granted to monsters in co-op games has been reduced to 75% per additional player for all difficulties:
      • Normal: (no change)
      • Nightmare: 85% → 75%
      • Hell: 95% → 75%
      • Inferno: 105% → 75%

    • Monster damage and health and drop rates has been adjusted for Inferno as follows:
      • Normal monsters now have a greatly increased chance to drop Magic (blue) and Rare (yellow) items
      • Act I
        • Elite monster health reduced by 11%

      • Act II
        • Normal monster health increased by 4%
        • Elite monster health reduced by 8%
        • Overall damage done by all monsters reduced by 8%

      • Act III and Act IV
        • Normal monster health increased by 10%
        • Elite monster health reduced by 2.5%
        • Overall damage done by all monsters reduced by 15%

    • Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaver damage has been reduced by approximately 37%
    • Sarkoth has had his loot quality and health adjusted slightly
    • Quill Fiends in the Dank Cellar will now drop less additional gold (but will still drop more than other Quill Fiends) and should now properly turn hostile when confronted by a player
    • Blood Clan Ranged monsters should now run away less often and for shorter distances
    • Moon Clan Ranged monsters should now run away for shorter distances
    • Snakeman Casters now have a melee attack
    • Snakeman Casters' Electric Burst now has a max channeling duration of 7 seconds
    • Rockworms should now burrow less frequently after unburrowing, and will unburrow more quickly after burrowing
    • Succubus blood star projectiles can now be slowed
    • Brickhouse monsters (e.g. Demonic Tremors) should now Arm Shields and enrage less often, and will no longer gain an increase in damage while enraged
    • Possessed monsters can no longer spawn with the Illusionist affix
    • Fast mummies (Betrayed, Accursed, and Reviled) can no longer spawn with the Illusionist affix
    • Pets and Followers should now only take 10% damage from a Fast mummy's Poison Death Cloud
    • Heralds of Pestilence no longer attack pets and Followers
    • The first and third levels of Leoric’s Dungeon now have a total of five Uniques that can be spawned
    • Reduced the chance of a skeletal Rare pack to spawn in the Cemetery of the Forsaken from 50% to 20%
    • The lone Champion Shaman in the Demonic Trebuchet is no longer considered a Champion
    • The treasure goblin spawn has been removed from the Road to Alcarnus

    Champions and Rares
    • Champion and Rare monsters will no longer enrage after prolonged combat, and they will no longer heal to full health after not being engaged
    • Jailer can now no longer appear with Knockback, Nightmarish, or Vortex
    • Invulnerable Minions has been removed as a possible affix
    • Fire Chains damage has been reduced by 20%
    • Nightmarish monsters will now make players immune to Fear for 6 seconds after the Fear is cast on the player
    • Plagued, Frozen, and Mortar monsters will now do only 10% of their damage to pets and Followers
    • Shielding monsters will no longer shield if they are the last monster left in the area, and only one monster in a given pack can be shielded at a time
    • The spawn points of Arcane Enchanted beams have been adjusted slightly to be more spread out, and their damage has been reduced by approximately 30%
    • Champion and Rare Fallen Lunatics have been removed from both Zoltun Kulle dungeons
    • Swarm monsters now have a more pronounced Champion and Rare appearance

    Bug Fixes
    • Mortar monster projectiles should no longer be aimed within the monster's dead zone
    • Waller monsters can no longer spawn walls on top of players
    • Plagued, Arcane Enchanted, and Electrified minions no longer have resistance to Poison, Arcane, or Lightning damage (respectively)
    • Dark Moon Shaman Champions and Rares now correctly show their affixes
    • Dark Moon Shaman’s Empower ability will now properly reduces all types of incoming damage
    • Oppressors' Charge attack will no longer deal damage to players twice
    • Berserkers now have the proper "blue glow" of Champions
    • The Champion pack at the end of Kyr the Weaponsmith's event "A Reputation Restored" will now drop loot and give experience
    • The common and Champion skeletons that spawn from the treasure chest during the zombie ambush event in Act I, Cathedral level 4 will now drop loot and give experience
    • The Goatman Ambush event in the Fields of Misery will now properly spawn a full pack of Champions (instead of just one Champion)
    • The Aspect of Terror will now drop at least one Magic (blue) item, and its clones will now only drop health globes
    • The Flying Molok can no longer turn invisible and become un-targetable
    • The Bloated Malachor’s damage has been normalized to be in line with the rest of his other monster variants
    • Killing Sardar's illusions will no longer trigger quest completion for "Sardar’s Treasure: Kill Sardar"; the quest will now properly complete when Sardar is slain (this is because Sardar is no longer an Illusionist, and will now only spawn with Vampiric and Nightmarish affixes)
    • It should now be significantly easier to dodge Triune Berserker Power Hits
    • Damage over time spells will no longer prevent certain monsters from dropping health globes
    • A player who is killed by a monster's Reflect Damage affix will now be able to release his or her corpse and be resurrected by other players
    • Fixed a bug that allowed monsters with multiple affix powers to sometimes to ignore the cooldown timers of those powers
    • Fixed a bug where several Unique monsters could not spawn in Act II – The Howling Plateau (this fix now allows players to finish the achievement “A Unique Collection”)

    QUESTS
    • Players will now receive full experience and gold rewards for completing quests for the first time in Nightmare, Hell, and Inferno difficulties
    • Players will no longer receive a quest reward after opening the entrance to the Waterlogged Passage; instead, they will now receive the reward after completing the step "Kill Gavin the Thief" instead (which occurs slightly after)

    Bug Fixes
    • The Quest Select window will now always display the most recently completed quest or quest step, as well as all resumable steps leading up to that point
    • "Trailing the Coven: Talk to Karyna" will now automatically update for players to "Trailing the Coven: Find the Khazra Staff" (even if they have not yet talked to Karyna) when triggering the Lost Wagon scene
      • This is to ensure that players are able to receive a quest reward when clicking on the wagon

    • Players no longer receive Town Portal as a reward during repeated completions of the quest "A Shattered Crown: Take the Skeleton King's crown from the Chancellor's Altar" and will now receive gold and experience
    • Players can no longer disrupt the rituals during "The Crumbling Tower: Explore the Lyceum," which used to prevent players from completing the event
    • Vendel the Armorsmith can no longer be killed by the environment during the event "The Scavenged Scabbard"
    • Skipping the cut-scene during the quest "A Royal Audience: Talk to Emperor Hakan II" as quickly as possible will no longer prevent the quest objective from being updated
    • The matchmaking cut-off point for the quest “The Light of Hope” has been adjusted slightly

    USER INTERFACE
    • The ability to drag-and-drop skills in Elective Mode will now only be enabled while the Skill window is open
    • Resist values are now taken into consideration when calculating the item comparison "Protection" value
    • When a player cancels out of a Trade window, any items that are under the player's cursor will also be cancelled
    • A two-second delay will now occur when clicking "Accept" in a Trade window if either player makes any changes to their offering

    Bug Fixes
    • Holding CTRL while mousing over an item on the ground that has socketed gems will no longer cause that item to appear unsocketed
    • Players will no longer get disconnected from the game if their Mouse Wheel is bound to the function "Close All Open Windows"

    MAC
    • Retina Displays are now fully supported
    • Game resolutions which match Mac screen aspect ratios now offered
    • Switching between Windowed and Fullscreen modes is now faster
    • Added a "Help" menu so players can more quickly navigate to relevant support pages
    • Added a menu item which allows players to copy system information to their Clipboard
    • Added a menu item to reveal various games files and folders in Finder

    Bug Fixes
    • Selecting the default resolution settings in Video Options will now correctly reset the resolution
    • Changing the resolution settings while in Windowed (Fullscreen) mode will now properly change the resolution

    BUG FIXES
    • Level 60 characters will no longer receive a "+XP" message when looting a new lore journal
    • Decreased the chance for multiple Sigil rooms in the Gardens of Hope (Tier 2) to spawn at once
    • Fixed a bug that was causing some tiles in the Holy Sanctum not to spawn, preventing players from being able to access the room's treasure chest

    CLASSES

    Barbarian
    • Active Skills
      • Ancient Spear
        • Now also roots the target in place for 1.5. seconds
        • Will now default to Basic Attack if on cooldown or if the player runs out of Fury

      • Bash
        • Fury generated increased from 6 to 8
        • Weapon damage increased from 150% to 165%
        • Skill Rune - Onslaught
          • Weapon damage increased from 22% to 25% per reverberation

        • Skill Rune - Punish
          • Bonus damage per stack increased from 6% to 8%

        • Skill Rune - Instigation
          • Bonus Fury generated reduced from 6 to 4

      • Cleave
        • Weapon damage increased from 120% to 140%
        • Skill Rune - Reaping Swing
          • Proc coefficient increased from 0.667 to 0.8

        • Skill Rune - Broad Sweep
          • Weapon damage increased from 156% to 175%
          • Proc coefficient increased from 0.5 to 0.8

        • Skill Rune - Gathering Storm
          • Proc coefficient increased from 0.5 to 0.8

      • Hammer of the Ancients
        • Weapon damage increased from 200% to 325%
        • Skill Rune - Rolling Thunder
          • Weapon damage increased from 155% to 275%

        • Skill Rune - Smash
          • Weapon damage increased from 270% to 406%

        • Skill Rune - The Devil's Anvil
          • Proc coefficient reduced from 1 to 0.08

      • Leap
        • Can now be used while immobilized by crowd control effects (such as Jailer)
          • Note: Leap will not break CC effects, but that it can still be used while under the effect

      • Overpower
        • Skill Rune - Crushing Advance
          • Can no longer trigger On Hit procs
          • Amount of damage reflected increased from 30% to 35%

      • Rend
        • Weapon damage increased from 210% over 3 seconds to 700% over 5 seconds
        • Skill Rune - Lacerate
          • Weapon damage increased from 271% over 3 seconds to 903% over 5 seconds

        • Skill Rune - Bloodbath
          • Weapon damage increased from 60% over 3 seconds to 100% over 5 seconds

      • Seismic Slam
        • Weapon damage increased from 155% to 240%
        • Skill Rune - Shattered Ground
          • Weapon damage increased from 202% to 288%

        • Skill Rune - Cracking Rift
          • Weapon damage increased from 255% to 340%

      • Weapon Throw
        • Weapon damage increased from 100% to 130%
        • Will now default to Basic Attack if the player runs out of Fury
        • Skill Rune - Mighty Throw
          • Weapon damage increased 130% to 169%

      • Whirlwind
        • Weapon damage increased from 110% to 145%
        • Skill Rune - Volcanic Eruption
          • Weapon damage increased from 143% to 188%

    Demon Hunter

    • Active Skills
      • Bola Shot
        • Weapon damage to the primary target increased from 130% to 160%
        • Skill Rune - Thunder Ball
          • Weapon damage increased from 130% to 160%

        • Skill Rune - Acid Strike
          • Weapon damage of each bola increased from 130% to 160%

        • Skill Rune - Imminent Doom
          • Weapon damage to the primary target increased from 182% to 216%

      • Caltrops
        • Skill Rune - Jagged Spikes
          • Can no longer trigger procs

      • Chakram
        • Weapon damage increased from 150% to 170%
        • Skill Rune - Twin Chakrams
          • Weapon damage increased from 100% to 114%

        • Skill Rune - Serpentine
          • Weapon damage increased from 203% to 230%

        • Skill Rune - Razor Disk
          • Weapon damage increased from 165% to 187%

        • Skill Rune - Boomerang
          • Weapon damage increased from 188% to 230%

        • Skill Rune - Shuriken Cloud
          • Weapon damage increased from 30% to 34%
          • Proc coefficient reduced from 0.333 to 0.125

      • Cluster Arrow
        • Initial bomb weapon damage increased from 200% to 225%
        • Skill Rune - Maelstrom
          • Weapon damage increased from 145% to 165%

        • Skill Rune - Loaded for Bear
          • Weapon damage increased from 290% to 304%

      • Entangling Shot
        • Weapon damage of base skill and all rune variants increased from 75% to 90%
        • Skill Rune - Shock Collar
          • Now deals an additional 70% weapon damage over 2 seconds
          • Weapon damage % is no longer based on attack speed

      • Evasive Fire
        • Weapon damage increased from 125% to 130%
        • Skill Rune - Covering Fire
          • Weapon damage increased from 125% to 130% weapon

      • Grenades
        • Skill Rune - Gas Grenades
          • Proc coefficient reduced from 0.5 to 0.165

      • Impale
        • Weapon damage increased from 250% to 265%
        • Skill Rune - Chemical Burn
          • Weapon damage increased from 125% to 220%

      • Multishot
        • Hatred cost lowered from 40 to 30
        • Skill Rune - Fire at Will
          • Now reduces Hatred cost to 15

      • Rain of Vengeance
        • Changed from 75% weapon damage for 5 seconds to 715% weapon damage over 5 seconds
        • Skill Rune - Dark Cloud
          • Changed from 34% weapon damage for 12 seconds to 792% weapon damage over 12 seconds
          • Can now find targets in a larger radius around the player

        • Skill Rune - Beastly Bombs
          • Weapon damage increased from 125% to 245% per bomb

        • Skill Rune - Stampede
          • Weapon damage increased from 75% to 120% per strike

        • Skill Rune - Anathema
          • Changed from 115% weapon damage for 10 seconds to 3300% weapon damage over 15 seconds

        • Skill Rune - Flying Strike
          • Weapon damage increased from 60% to 100%

      • Rapid Fire
        • Weapon damage increased from 228% to 276%
        • Skill Rune - Bombardment
          • Weapon damage increased from 276% to 345%

      • Sentry
        • Turret weapon damage increased from 20% to 55%
        • Skill Rune - Chain of Torment
          • Maximum tether length increased to 45 yards
          • Weapon damage increased from 48% to 80%

      • Smoke Screen
        • Skill Rune - Choking Gas
          • Now does 700% weapon damage over 5 seconds
          • Weapon damage % is no longer based on attack speed

      • Strafe
        • Weapon damage increased from 120% to 156%
        • Skill Rune - Demolition
          • Weapon damage increased from 144% to 187%

      • Vault
        • Skill Rune - Action Shot
          • Will now always shoot 4 arrows

        • Skill Rune - Trail of Cinders
          • Now leaves a trail of fire behind the player dealing 1500% weapon damage over 3 seconds

    • Passive Skills
      • Brooding
        • No longer requires player to not be damaged for 3 seconds to regenerate 1% of maximum Life per second

    • Bug Fixes
      • Rain of Vengeance
        • Skill Rune - Anathema
          • Shadow Beast should now drop the appropriate amount of grenades

    Monk

    • Active Skills
      • Crippling Wave
        • Spirit generated increased from 6 to 7

      • Cyclone Strike
        • Proc coefficient increased from 0 to 0.125

      • Dashing Strike
        • Weapon damage increased from 100% to 160%

      • Exploding Palm
        • Changed from 220% weapon damage over 3 seconds to 745% weapon damage over 9 seconds
        • Skill Rune - Impending Doom
          • Duration increased from 6 seconds to 15 seconds.

      • Lashing Tail Kick
        • Weapon damage increased from 200% to 235% (this also benefits Sweeping Armada, Scorpion Sting, and Hand of Ytar)
        • Skill Rune - Vulture Claw Kick
          • Weapon damage increased from 220% to 258%

        • Skill Rune - Spinning Flame Kick
          • Weapon damage increased 240% to 294%

      • Mystic Ally
        • Can no longer trigger procs

      • Seven-Sided Strike
        • Weapon damage increased from 777% to 1777% over 7 hits
        • Skill Rune - Sudden Assault
          • Weapon damage increased from 1007%to 2309% over 7 hits

        • Skill Rune - Several-Sided Strike
          • The 2 extra hits now also increase the total duration of the spell (which increases the amount of time that you are invulnerable)

        • Skill Rune - Fulminating Onslaught
          • Weapon damage of each explosion increased from 111% to 254%

      • Sweeping Wind
        • Skill Rune - Master of Wind
          • Increased the duration of the vortex from 10 to 20 seconds

      • Tempest Rush
        • Weapon damage increased from 50% to 85%

      • Wave of Light
        • Weapon damage of initial strike increased from 215% to 390%
        • Skill Rune - Wall of Light
          • Weapon damage bonus to initial strike increased from 312% to 566%

        • Skill Rune - Explosive Light
          • Weapon damage increased from 285% to 430%

        • Skill Rune - Pillar of the Ancients
          • Weapon damage on both the initial strike and delayed explosion increased from 210% to 280%

      • Way of the Hundred Fists
        • Spirit generated increased from 6 to 8
        • Skill Rune - Fists of Fury
          • Now does 100% weapon damage over 5 seconds

    • Passive Skills
      • Exalted Soul
        • Now also generates 1 Spirit per second

      • Fleet Footed
        • Movement speed bonus no longer counts toward the 25% movement speed increase cap

      • The Guardian's Path
        • Two-handed weapon Spirit generation bonus increased from 25% to 35%

    • Bug Fixes
      • Exploding Palm
        • Fixed a bug that allowed players to gain multiple rare item drops from a single Champion or Rare pack by killing all remaining monsters in the pack at the same time using Exploding Palm

      • Mystic Ally
        • All Mystic Ally variants are now summoned with full health

      • Wave of Light
        • Fixed an issue that was causing enemies affected by Wave of Light to not always receive the full damage

    Witch Doctor

    • General
      • Base Mana regeneration increased from 20 per second to 45 per second
      • The spellcasting animations for the following skills have been modified to allow the effect to occur quicker and for the player to move sooner after casting: Acid Cloud, Corpse Spiders, Firebomb, Locust Swarm, Poison Dart, and Zombie Charger

    • Active Skills
      • Acid Cloud
        • Range increased from 45 yards to 50 yards
        • Now deals 115% weapon damage plus 150% weapon damage over 3 seconds (up from 100% weapon damage followed by 75% weapon damage over 3 seconds); also benefits Acid Rain
        • Skill Rune - Lob Blob Bomb
          • Now increases base damage of Acid Cloud to 115% weapon damage
          • Slime weapon damage increased from 25% to 50% per second

        • Skill Rune - Slow Burn
          • Now increases base damage of Acid Cloud to 115% weapon damage, and deals and additional 300% weapon damage over 6 seconds

        • Skill Rune - Kiss of Death
          • Cloud of acid weapon damage increased from 110% to 126%
          • Weapon damage done to enemies who remain in the affected area increased from 83% to 165%, and damage is now dealt over 3 seconds

        • Skill Rune - Corpse Bomb
          • Weapon damage increased from 200% to 230%
          • When casting Acid Cloud, your witch doctor will no longer attempt to walk closer to targets that are out of range

      • Corpse Spiders
        • Will now inherit +Critical Damage bonuses from the player
        • Can now proc Life on Hit for the player
        • Are aware of enemies from further away
        • Have increased speed when pursuing enemies
        • Skill Rune - Spider Queen
          • Changed from 16% weapon damage per second for 15 seconds to 630% weapon damage over 15 seconds
          • Tooltip has been updated to clarify that you may only have one Spider Queen active at a time

      • Firebats
        • Weapon damage increased from 150% to 180%
        • Skill Rune - Plague Bats
          • Maximum weapon damage increased from 225% to 270%

        • Skill Rune - Hungry Bats
          • Weapon damage increased from 280% to 350%

        • Skill Rune - Cloud of Bats
          • The damage of the bats will now increase by 20% (up from 10%) every second, up to a maximum of 100% additional damage (up from 50%)

      • Firebomb
        • Weapon damage increased from 85% to 110% (this benefits all runes except Pyrogeist)
        • Skill Rune - Fire Pit
          • Changed from 8% weapon damage for 3 seconds to 36% weapon damage over 3 seconds
          • Proc coefficient reduced from 0.67 to 0.067

        • Skill Rune - Pyrogeist
          • Changed from 140% weapon damage over 3 seconds to 640% weapon damage over 6 seconds
          • Tooltip has been updated to clarify that only one column of flame can be active at a time

      • Gargantuan
        • Gargantuan survivability has been increased:
          • Maximum Life now scales with the player's Maximum Life
            • At level 60, the Gargantuan will receive an additional 50% of the player’s Maximum Life

          • The amount of damage a Gargantuan can take from a single hit is now capped. The cap scales with the player's level, and is further reduced by the player’s Armor and Resistance.

        • Weapon damage increased from 25% to 100%, but can no longer trigger procs
        • Skill Rune - Humongoid
          • Weapon damage increased from 32% to 130%

        • Skill Rune - Wrathful Protector
          • Weapon damage increased from 55% to 110%

        • Skill Rune – Bruiser
          • Weapon damage increased from 100% to 200%

      • Grasp of the Dead
        • Now does 320% weapon damage over 8 seconds
        • Skill Rune - Death is Life
          • Now has a 10% chance to produce health globe or summon a Zombie Dog

      • Horrify
        • Cooldown reduced from 20 seconds to 16 seconds

      • Plague of Toads
        • Mana cost reduced from 34 to 12

      • Poison Dart
        • Skill Rune - Spined Dart
          • Mana return on hit increased from 24 to 29

        • Skill Rune - Flaming Dart
          • Weapon damage increased from 160% to 180%

      • Spirit Barrage
        • Weapon damage increased from 190% to 230%
        • Skill Rune - Well of Souls
          • Weapon damage increased from 30% to 65% for each of the bonus projectiles

        • Skill Rune – Manitou
          • Changed from 28% weapon damage every second for 20 seconds (for a total of 560% weapon damage) to 1667% weapon damage over 20 seconds
          • Search radius for targets has been increased from 20 yards to 30 yards
          • Proc coefficient reduced from 0.5 to 0.125
          • No longer shows a buff icon

      • Spirit Walk
        • Skill Rune - Umbral Shock
          • Weapon damage of explosion increased from 85% to 310% but is no longer increased by attack speed

        • Skill Rune - Severance
          • Changed from 100% weapon damage per second to 450% weapon damage over 2 seconds

      • Soul Harvest
        • Skill Rune - Languish
          • Movement speed reduction increased from 60% to 80%

        • Skill Rune - Vengeful Spirit
          • Weapon damage increased from 70% to 230%

      • Summon Zombie Dogs
        • Zombie Dog survivability has been increased:
          • Now also receive 35% of the player's Maximum Life
          • The amount of damage a Zombie Dog can take from a single hit is now capped. The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance.

        • Cooldown reduced from 60 seconds to 45 seconds
        • Skill Rune - Rabid Dogs
          • Proc coefficient has been reduced from 1.0 to 0.10

        • Skill Rune - Burning Dogs
          • Proc coefficient has been reduced from 1.0 to 0.05

      • Wall of Zombies
        • Now does 800% weapon damage over 5 seconds

      • Zombie Charger
        • Skill Rune - Leprous Zombie
          • Changed from 25% weapon damage for 3 seconds to 240% weapon damage over 3 seconds

        • Skill Rune - Wave of Zombies
          • Weapon damage increased from 72% to 115% per zombie

    • Passive Skills
      • Circle of Life
        • Chance to summon a Zombie Dog when an enemy dies increased from 5% to 30%

      • Grave Injustice
        • Mana and Life gain increased from 1% to 2% of their maximum values whenever a nearby enemy dies

      • Rush of Essence
        • Now returns a flat amount of Mana over 10 seconds (49 Mana at level 60)

      • Spirit Vessel
        • Spirit realm duration reduced from 3 seconds to 2 seconds
        • Heal increased from 10% to 15% of player’s maximum Life
        • While in the spirit realm, players can now walk through enemy monsters

      • Vision Quest
        • Vision Quest has been redesigned and now grants 30% increased Mana regeneration for 5 seconds after doing damage with Corpse Spiders, Firebomb, Plague of Toads, or Poison Dart

      • Tribal Rites
        • Now also benefits Gargantuan, Mass Confusion, and Summon Zombie Dogs

    • Bug Fixes
      • Corpse Spiders
        • Skill Rune - Leaping Spiders
          • Spiders will now always leap to their target as soon as it’s in range

    Wizard

    • Active Skills
      • Arcane Torrent
        • Arcane Power cost reduced from 20 to 16
        • Weapon damage increased from 175% to 210%
        • Skill Rune - Death Blossom
          • Projectiles are now less random

        • Skill Rune - Arcane Mines
          • Weapon damage increased from 150% to 180%

        • Skill Rune - Cascade
          • Weapon damage increased from 175% to 210%

      • Archon
        • Slow Time duration increased from 8 seconds to 15 seconds
        • Skill Rune - Arcane Destruction
          • Weapon damage increased from 450% to 1600%

      • Diamond Skin
        • Skill Rune - Mirror Skin
          • Amount of damage reflection increased from 50% to 100%

        • Skill Rune - Enduring Skin
          • Duration bonus increased from 8 seconds to 9 seconds

        • Skill Rune - Diamond Shards
          • Weapon damage increased from 155% to 210%

      • Electrocute
        • Weapon damage increased from 80% to 90%  (this also benefits Chain Lightning, Forked Lightning, and Surge of Power)
        • Skill Rune - Forked Lightning
          • Weapon damage increased from 46% to 55% per charged bolt

        • Skill Rune - Lightning Blast
          • Weapon damage increased from 80% to 86%

        • Skill Rune - Arc Lightning
          • Weapon damage increased from 80% to 115%

      • Energy Twister
        • Proc coefficient reduced from 0.25 to 0.125

      • Explosive Blast
        • Skill Rune - Time Bomb
          • Weapon damage increased from 293% to 315%

      • Hydra
        • Skill Rune - Arcane Hydra
          • Weapon damage increased from 28% to 60% per Arcane Orb

        • Skill Rune - Lightning Hydra
          • Weapon damage increased from 34% to 64%

        • Skill Rune - Frost Hydra
          • Weapon damage increase from 31% to 36%
          • Cone width changed from 15 yards with a 60 degree spread to 35 yards with a 30 degree spread

        • Skill Rune - Mammoth Hydra
          • Weapon damage increased from 22% to 67%

      • Ice Armor
        • Increased the likelihood that attackers will be Frozen rather than Chilled
        • Skill Rune - Crystallize
          • Armor bonus per stack increased from 15% to 30%

        • Skill Rune - Jagged Ice
          • Weapon damage as Cold increased from 100% to 130%

      • Meteor
        • Weapon damage increased from 200% + 60% over 3 seconds to 260% + 60% over 3 seconds
        • Skill Rune - Molten Impact
          • Weapon damage increased from 260% +78% over 3 seconds to 390% + 90% over 3 seconds

        • Skill Rune - Meteor Shower
          • Weapon damage increased from 80% to 104%  for each smaller Meteor

        • Skill Rune - Comet
          • Weapon damage of initial hit increased from 240% to 312%

      • Shock Pulse
        • Skill Rune - Fire Bolts
          • Weapon damage increased from 136% to 152%

        • Skill Rune - Lightning Affinity
          • Arcane Power restored per pulse increased from 2 to 3

      • Spectral Blade
        • Skill Rune - Impactful Blades
          • Now guarantees to Slow the movement speed of enemies by 80% for 1 second (rather than a 5% chance to cause Knockback and Slow the moment speed of enemies by 60% for 1 second)

        • Skill Rune - Siphoning Blades
          • Arcane Power restored per hit increased from 1 to 3

      • Teleport
        • Skill Rune - Calamity
          • Weapon damage increased from 75% to 265%

    • Bug Fixes
      • Cold Blooded
        • Tooltip has been updated to clarify that all damage is increased by 20% to Frozen or Chilled targets, not just Cold damage (functionality of the skill has not changed)

  9. #209
    Hoss Officer / WoW Zeyla's Avatar
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    Dinked around with it yesterday and some of the changes are nice. I like being able to actually use my dogs and Garg again on my Witch Doc. I also like that you can spot gems and potions now in the mass of white text, heh heh. It will keep me busy until Guild Wars 2 this weekend

  10. #210
    Hoss Officer / WoW
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    Yea I played last night for a few hours. I haven't tried to change up my old standard Wiz build but if I can get Kath to play I think I might remake my old Meteor Swarm build.

  11. #211
    I beat the game at or around lv 30 and thought, that was it? Do i want to play that again? nope! sigh. Was totally hoping for a better plot twist than the evil mother bit. Am i missing something by not playing it again do something cool happen or is it just harder or a lot harder? Is it funner co op?
    Burn the heretic. Kill the mutant. Purge the unclean.

  12. #212
    PANTS!!!!!! Aindayen's Avatar
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    Quote Originally Posted by Trem View Post
    I beat the game at or around lv 30 and thought, that was it? Do i want to play that again? nope! sigh. Was totally hoping for a better plot twist than the evil mother bit. Am i missing something by not playing it again do something cool happen or is it just harder or a lot harder? Is it funner co op?
    Funner?

    Oh how I miss Trem the monk...

  13. #213
    Hoss Officer / WoW Zeyla's Avatar
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    It does get more challenging eventually (In Inferno difficulty mostly). Even though the strategy for most of the difficult mobs is to whack it a few times then kite it around. The thing that keeps you playing is the gear carrot-on-a-stick, and even then most of the loot that drops is crap anyway so you are mostly just farming gold to buy decent stuff off the AH. Damn, why am I still playing it?!? heh heh

    Co-Op play is actually pretty fun though

  14. #214
    Trem don't feel bad, I only made it to level 18 and never touched it again.
    Widespread Panic

  15. #215
    Quote Originally Posted by Widespreadd Panic View Post
    Trem don't feel bad, I only made it to level 18 and never touched it again.
    10 here, I've played more interesting Monkey Tower Defense games.
    Ab alio spectes alteri quod feceris






  16. #216
    Quote Originally Posted by Aindayen View Post
    Funner?
    It's a word damnit!

    I think i still have the fondest memories in an mmo as a monk in Ever Quest. There was some really good ones in WoW too. I really should look into recorded my awesome adventures.
    Burn the heretic. Kill the mutant. Purge the unclean.

  17. #217
    Quote Originally Posted by Trem View Post
    It's a word damnit!

    I think i still have the fondest memories in an mmo as a monk in Ever Quest. There was some really good ones in WoW too. I really should look into recorded my awesome adventures.
    Ah, good times defending stables. We never got over run!
    Ab alio spectes alteri quod feceris






  18. #218
    PANTS!!!!!! Aindayen's Avatar
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    Quote Originally Posted by Trem View Post
    It's a word damnit!

    I think i still have the fondest memories in an mmo as a monk in Ever Quest. There was some really good ones in WoW too. I really should look into recorded my awesome adventures.
    You could always log back in near MoP to say hai~

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