<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-gb"><author><name>Blizzard Entertainment</name></author><title type="text">Diablo III</title><id>4</id><updated>2012-02-22T22:13:35.572Z</updated><entry><title type="text">The Portrait of a Champion Contest is Coming </title><published>2012-02-21T17:59:36.321Z</published><updated>2012-02-22T22:13:35.572Z</updated><id>3746479</id><link href="http://eu.battle.net/d3/en/blog/3746479" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>They say that a picture is worth a thousand words. If so, then a brush stroke may portend the beginning of a saga; the merest scratch of a pen on parchment can be the seed of a legend. Hone your craft, for the time has come for you to take up your tools… and bring a hero to life.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>They say that a picture is worth a thousand words. If so, then a brush stroke may portend the beginning of a saga; the merest scratch of a pen on parchment can be the seed of a legend. Hone your craft, for the time has come for you to take up your tools… and bring a hero to life.</p>
<p>If you are up to the challenge, then we invite you to join the Diablo III Portrait of a Champion Art Contest. We ask that you use your skills to immortalize a mighty champion of Sanctuary. Perhaps your original artwork will capture a monk, deep in meditation, calmly preparing to face the slavering minions of hell. You could create a thrilling piece capturing the moment a mighty wizard blasts demonic fiends into dust. Whichever of Diablo III’s mighty heroes you choose to depict, and whatever tale your art tells, let the power of your creativity guide you. We will feature the most impressive pieces on the Diablo III community site, and the very best pieces could win prizes from Antec, SteelSeries, and NVIDIA.</p>
<p>There is no time like the present to begin forging an image that is sure to sway our hearts, but remember that any images you submit must wholly be comprised of your own, original imagery, must be at least a resolution of 1600 x 1200, and may be no larger in size than 5 MB. We will begin accepting contest entries soon so do not delay, for Sanctuary’s darkest hour approaches.</p>
</div></content></entry><entry><title type="text">Play Diablo III and Win Beta Keys with Blizzard at CeBIT 2012! </title><published>2012-02-21T16:25:49.614Z</published><updated>2012-02-21T16:25:49.613Z</updated><id>3746116</id><link href="http://eu.battle.net/d3/en/blog/3746116" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p><span style="font-size: 12px; ">CeBIT is a unique exhibition of digital technology, games and much more which takes place every year in Hannover, Germany. At the 2012 show, which starts on March 6, Blizzard Entertainment will be showcasing the Diablo III beta in the free gaming area, in partnership with ESL.</span></p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>CeBIT is a unique exhibition of digital technology, games and much more which takes place every year in Hannover, Germany. At the 2012 show, which starts on March 6, Blizzard Entertainment will be showcasing the Diablo III beta in the free gaming area, in partnership with ESL.</p>
<p>Members of our Community and eSports teams are looking forward to meeting you there! So if you’re going to CeBIT make sure you drop by to see us, especially as you’ll have the chance to win some nice prizes — including Diablo III beta keys — in the various contests and activities we’ll be organizing.</p>
<p>CeBIT is also hosting the final of the Intel Extreme Masters Season VI, where 24 of the best StarCraft II players will fight for the title of IEM World Champion and an impressive prize pool of $75,000! The roster so far contains famous names like Greg “IdrA” Fields, Giacomo “Socke” Thüs, Moon “MMA” Sung Won and Kim “viOLet” Dong Hwan – so make sure to follow the matches live or tune in on <a href="http://www.esl.tv/" target="_blank">ESL TV</a>.</p>
<p>We’re looking forward to seeing you there!</p>
<p><b>DETAILS</b></p>
<p><b><i>Event</i>:</b> CeBIT 2012 / Intel Extreme Masters Season VI World Championship</p>
<p><b><i>Location</i>:</b> Messe Hannover / Exhibition Grounds 30521 Hannover Germany</p>
<p><b><i>When</i>:</b> March 6 to 10, 2012</p>
<p><b><i>Stream</i>:</b> <a href="http://www.esl.tv/" target="_blank">ESL TV</a></p>
<p><b><i>More details</i>:</b> <a href="http://www.esl-world.net/masters/#/masters/season6/hanover/" target="_blank">ESL news</a> / <a href="http://www.cebit.de/home" target="_blank">CeBIT website</a></p>
</div></content></entry><entry><title type="text">Skill and Rune Changes </title><published>2012-02-19T11:30:00.000Z</published><updated>2012-02-19T11:43:17.141Z</updated><id>3723159</id><link href="http://eu.battle.net/d3/en/blog/3723159" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p><span style="font-size: 12px; ">Last August we held a Diablo III press tour, and it was with a small group of fansites that I first revealed significant changes were still in store for the rune system. Since then, we've been hard at work on the rune and skill systems, and today we'd like to share details on the changes you'll see in Beta patch 13. We're confident that these changes will make Diablo III a better game, and to help illustrate why, I'll start with a high-level explanation of our goals for these systems as well as the feedback we were responding to in making these changes.</span></p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p style="text-align: justify;">Last August we held a Diablo III press tour, and it was with a small group of fansites that I first revealed significant changes were still in store for the rune system. Since then, we've been hard at work on the rune and skill systems, and today we'd like to share details on the changes you'll see in Beta patch 13. We're confident that these changes will make Diablo III a better game, and to help illustrate why, I'll start with a high-level explanation of our goals for these systems as well as the feedback we were responding to in making these changes.</p>
<p style="text-align: justify;">I'll start with the skill system. Our high-level goal with this system has always been to give players a great degree of power to customize their characters. We believe we accomplished that early on by abolishing skill trees and moving toward an open-ended system where skills, rune variants, and passives are chosen at-will by the player in a flexible customization system.</p>
<p style="text-align: justify;">That goal and the system have been great successes, but the amount of customization we have available doesn't mean anything if it's not useful in combat situations. Combat depth is another one of our goals; Diablo III is designed to be a modern action game, built on the mantra of "easy to learn, difficult to master." What that means for the player is picking a set of skills and abilities that work together, and then executing them in ways that lead to success: the wholesale slaughter of the demonic invasion. With that combat-depth goal in mind, we've been internally categorizing the skills since the inception of the system. Many of you could probably identify what these categories were if we asked, and some players have even mapped out what they are fairly accurately.</p>
<p style="text-align: justify;">For every class we essentially created three common types of abilities, and then a handful of class-specific ability types. All classes have skills that fit into categories we call Primary Attack, Secondary Attack, and Defensive. Primary Attack skills are frequently used abilities that typically generate resources. Secondary Attacks are more powerful attacks that are limited in use through resource cost or cooldown. Defensive abilities are used to escape or control the flow of combat. Beyond that, classes have unique categories, like armor spells for the wizard or mantras for the monk. We used this methodology to help us design the classes and their skills, but we weren't exposing this to the player despite the fact that these categories would give the player, like they did our own team, a better understanding of how the classes work.</p>
<p style="text-align: justify;">One of our other goals is to ensure our game controls and interfaces are easy to use so that players spend their time trying to master game mechanics rather than fighting an interface. Giving players complete freedom to choose "anything" with no direction as to how our systems are intended to work was a failure in our design. There was also a detached relationship between the bottom-bar UI and the skill system. We have six skill slots, and six spots to put skills, but the two interfaces didn't really interact, and stocking abilities in your interface felt awkward.</p>
<p style="text-align: justify;">To fix these issues, we focused on two core changes: (1) exposing the skill design intent by categorizing the skills and (2) linking skill selection directly to the bottom-bar UI to make assigning skills a clearer process. When viewing the skill screen, you'll be presented with your six skill selection slots; each of these correspond directly to your bottom bar, and each will provide a specific list of skills from which to choose. By providing a clear-cut guide on how to best maximize your build potential, we hope to cover that "easy to learn" half of the mantra.</p>
<p style="text-align: center; "><a class="lightbox" href="http://eu.media5.battle.net/cms/gallery/X5JMDNQ1ST3U1329411564151.jpg"><img alt="" src="http://eu.media4.battle.net/cms/gallery/CMFP6Q586G1X1329411576823.jpg" style="width: 560px; height: 182px; " /></a><br />
<em>(A Nightmare-level monk choosing skills and runes from the specified categories)</em></p>
<p>You may already be fuming because you're a "difficult to master" type of person, but before you run to the forums, we have you covered. In the Gameplay options, we've added an 'Elective Mode' for the skill system. With this checkbox ticked you'll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it. We hope the new, more guided interface will give you an in-game heads up as to the intent of each skill — and maybe even be the way you play through the game in Normal — but if you eventually have a build that simply can't be accomplished the way we've laid things out, you're free to pop on Elective Mode and take the skills you want.</p>
<p style="text-align: center; "><a class="lightbox" href="http://eu.media4.battle.net/cms/gallery/4EQR6JD2ALRJ1329411595017.jpg"><img alt="" src="http://eu.media5.battle.net/cms/gallery/YYBOJ4MYABNZ1329411605650.jpg" style="width: 560px; height: 182px; " /></a><br />
<em>(This screenshot depicts an 'Elective Mode' build made entirely of Primary and Secondary skills. Note that the skill slot names do not accurately reflect from which category a skill is selected in Elective Mode.)</em></p>
<p style="text-align: justify;">While the skill system is largely unchanged save for some UI improvements and the helpful new (but optional) skill categories, we've been working to make some rather intense changes to the runestone system. Before we get too far, it's probably best to clarify our terms: First, they're now called skill runes, and they're called skill runes because they're no longer a physical item, but built directly into the skill system. Let's back up, though, and go through some of the problems we were encountering and how this final design is intended to resolve those issues.</p>
<p style="text-align: justify;">Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem.</p>
<p style="text-align: justify;">Diablo is certainly about the items, but later in the game, having to juggle all of those various runes was not only un-fun, it was a serious and tedious inventory problem. We went through a number of different iterations, some of which we fully implemented and tested, to try to solve these fundamental issues while still keeping the customization intact. Ultimately we developed, implemented, and have been playing and testing a new system which we're confident hits all of the desired mechanics and solves all of the related issues - and that's what I'm going to talk about today and what you'll see in Beta patch 13.</p>
<p style="text-align: center; "><a class="lightbox" href="http://eu.media3.battle.net/cms/gallery/QM197YTO56MN1329411640320.jpg"><img alt="" src="http://eu.media4.battle.net/cms/gallery/E4ABG34F56X81329411651258.jpg" style="width: 560px; height: 182px; " /></a><br />
<em>(A mid-20's demon hunter choosing a skill and its rune variant)</em></p>
<p style="text-align: justify;">With the new skill rune system, you'll be unlocking new skills as you level up just like you always have… but in addition you'll also be unlocking skill runes. Now, when you open the skill window, you'll choose which skills you want in which slots, the skill rune variants you'd like, and your passives. All of this is done directly through the UI, and all of the options from the skill, skill rune, and passive systems are unlocked through character leveling progression, leading to a cleaner overall integration of these systems. Just as we set different skills to unlock at specific levels, skill rune choices unlock at different levels as well.</p>
<p style="text-align: justify;">Another thing we strive for in our games is "concentrated coolness," and while rune quality levels made sense when we were attempting to itemize them throughout the game, they make far less sense as runes are unlocked through the UI. We didn't want to get back into a situation where you're clicking a button to pump points into skills. It's far more concentrated (and cool) when your rune choices have a single and powerful benefit to your skill choice. The new skill rune system does not have ranks, and we've instead made each around the equivalent to what the rank 4 or 5 rune was previously. One click, you make your rune choice, and you get an explosive benefit to that skill. That feels a lot cooler.</p>
<p style="text-align: justify;">Runes have been by far the biggest design hurdle we've had in the game, and as you know we've been continually iterating on them. We fully expect that some of you will be disappointed that runes won't be part of the itemization system. Internally, it took us a long time to let go of that notion too and stop trying to force them into being items, and instead embrace the intent of the system. Integrating runes with the skill system directly gave us a bunch of great benefits, and even without runes we're launching with more item types than Diablo II had. We knew we were making the right choice by letting go of runes as items and focusing on the core objective of the system: to customize your skills in awesome ways.</p>
<p style="text-align: justify;">Before I wrap up, I did want to cover that one of the added benefits of the new system is that you'll be unlocking something every level all the way up to the level cap (60). Now, with each level you'll unlock at least one new skill or rune, and in most cases you'll be unlocking three or four. The most immediately exciting part of that system is that skill runes begin unlocking at level 6, which means that players in the beta test will finally be able to play around with some rune variants.</p>
<p style="text-align: center; "><a class="lightbox" href="http://eu.media2.battle.net/cms/gallery/UA5CW5W601RJ1329411662852.jpg"><img alt="" src="http://eu.media4.battle.net/cms/gallery/LGE63F537N4L1329411674525.jpg" style="width: 560px; height: 182px; " /></a><br />
<em>(The above image depicts a potential level 13 witch doctor build in beta with skill rune choices)</em></p>
<p style="text-align: justify;">Phew. Well, there you have it — the new skill and rune systems! We strongly believe that these changes are going to make for a better Diablo III, and we're looking forward to you trying it out in patch 13, which should be live any minute now (if it isn't already). As always, we'd love to hear your feedback on your experiences with these changes. To help center the conversation on these changes to a single location, we're going to lock comments on this blog and encourage you to post in a thread we're specifically making to discuss this: <a href="http://eu.battle.net/d3/en/forum/topic/3388889535">Skill and Rune Changes Discussion</a>.</p>
<p style="text-align: justify;">Thanks for reading.</p>
<p><em>Jay Wilson is Game Director for Diablo III and won first place in the team's chili cook-off competition. Recipe available upon request.</em></p>
<p>
<style type="text/css">
#blog .detail img {
-moz-border-radius:4px;
-webkit-border-radius:4px;
border-radius:4px;
-moz-box-shadow:0 0 20px #000000;
-webkit-box-shadow:0 0 20px #000000;
box-shadow:0 0 20px #000000;
border: 1px solid #300E0D;
padding: 1px;
}
#blog .detail td:hover > a img, #blog .detail a img:hover {
border: 1px solid #BA5E0B;
}</style>
</p>
</div></content></entry><entry><title type="text">New Wallpaper Available</title><published>2012-02-15T13:00:00.000Z</published><updated>2012-02-15T13:08:58.358Z</updated><id>3716482</id><link href="http://eu.battle.net/d3/en/blog/3716482" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>We understand that picking out the appropriate desktop wallpaper to fit your tastes and complement your décor can be an arduous task. To that end, we’ll be offering you help regularly by featuring a new downloadable Diablo III, StarCraft II or World of Warcraft wallpaper image on our community sites.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>We understand that picking out the appropriate desktop wallpaper to fit your tastes and complement your décor can be an arduous task. To that end, we’ll be offering you help regularly by featuring a new downloadable <a href="http://eu.battle.net/d3/en/media/wallpapers/" target="_blank">Diablo III</a>, <a href="http://eu.battle.net/sc2/en/media/wallpapers/" target="_blank">StarCraft II</a> or <a href="http://eu.battle.net/wow/en/media/wallpapers/" target="_blank">World of Warcraft</a> wallpaper image on our community sites.</p>
<p>Here’s what we have for you this week. Enjoy!</p>
<p style="text-align: center;"><a href="http://eu.battle.net/d3/en/media/wallpapers/?view&amp;keywords#/wallpaper019" target="_blank"><img src="http://eu.media3.battle.net/cms/gallery/SS4CFETFSL9V1329305567042.jpg" /></a></p>
<style type="text/css">
#blog .detail img {
-moz-border-radius:4px;
-webkit-border-radius:4px;
border-radius:4px;
-moz-box-shadow:0 0 20px #000000;
-webkit-box-shadow:0 0 20px #000000;
box-shadow:0 0 20px #000000;
border: 1px solid #300E0D;
padding: 1px;
}
#blog .detail td:hover > a img, #blog .detail a img:hover {
border: 1px solid #BA5E0B;
}</style>
</div></content></entry><entry><title type="text">Blizzard Cinematics Wins Award for “Black Soulstone” </title><published>2012-02-13T16:07:07.342Z</published><updated>2012-02-14T08:32:33.647Z</updated><id>3691450</id><link href="http://eu.battle.net/d3/en/blog/3691450" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>The Visual Effects Society has announced the winners of its 10th Annual VES Awards, which recognizes outstanding visual effects artistry in 23 categories of film, animation, television, commercials, special venues, and video games.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.visualeffectssociety.com/" target="_blank">The Visual Effects Society</a> has announced the winners of its 10th Annual VES Awards, which recognizes outstanding visual effects artistry in 23 categories of film, animation, television, commercials, special venues, and video games.</p>
<p>The Blizzard Cinematics team won the ‘Outstanding Visual Effects in an Animated Commercial or Video Game Trailer’ award for the Diablo III: Black Soulstone video, which was presented to Nick Carpenter, VP of art &amp; cinematic development; Jon Lanz, VFX supervisor; Chris Thunig, 2D art director; and Taka Yasuda, producer.</p>
<p>If you’ve yet to see the video, or want another look, here it is:</p>
<p> </p>
<center>
	<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/nlhWqmVeDno" width="560" /></center>
<p> </p>
<p>Congratulations, Blizzard Cinematics!</p>
</div></content></entry><entry><title type="text">Get Ready to Die </title><published>2012-02-10T02:00:00.000Z</published><updated>2012-02-09T16:18:24.905Z</updated><id>3684617</id><link href="http://eu.battle.net/d3/en/blog/3684617" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>At BlizzCon 2011, the Diablo III Gameplay panel included this video from 3D Artist Kevin K. Griffith, Environment Artist Nate Bowden, Senior Artist Nick Eberle, and 3D Artist Richie Marella. In the video, they try to answer the question: “How hard is this game going to be in Nightmare difficulty (and above)?”</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>At BlizzCon 2011, the Diablo III Gameplay panel included this video from 3D Artist Kevin K. Griffith, Environment Artist Nate Bowden, Senior Artist Nick Eberle, and 3D Artist Richie Marella. In the video, they try to answer the question: “How hard is this game going to be in Nightmare difficulty (and above)?”</p>
<p>Check out their answers, accompanied by exclusive gameplay footage, right here:</p>
<center>
	<p><iframe allowfullscreen="" frameborder="0" height="349" src="http://www.youtube.com/embed/U0F2wPZWdYk?wmode=opaque" width="560" /></p>
</center>
<p><em>Note: The above video was recorded for BlizzCon 2011 and references some outdated game systems information. See the <a href="http://us.battle.net/d3/en/blog/4325959/Systems_Changes-1_19_2012#blog" target="_blank">Systems Changes</a> blog by Jay Wilson for further details.</em></p>
<p>What do you think of the harder difficulties, now that you’ve seen this video? Let us know in the comments below!</p>
</div></content></entry><entry><title type="text">New Battle.net Balance Feature Now Available</title><published>2012-02-08T09:15:00.000Z</published><updated>2012-02-09T12:23:34.138Z</updated><id>3675249</id><link href="http://eu.battle.net/d3/en/blog/3675249" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Battle.net Balance is now live! As we announced previously, Battle.net Balance is a new feature that gives players an alternate way to purchase Blizzard digital products and services directly through their Battle.net accounts.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Battle.net Balance is now live! As we <a href="http://eu.battle.net/d3/en/blog/3389810" target="_blank">announced previously</a>, Battle.net Balance is a new feature that gives players an alternate way to purchase Blizzard digital products and services directly through their Battle.net accounts. Players are now able add to their <a href="http://battle.net/" target="_blank">Battle.net</a> Balance using a variety of payment methods, and then use that balance toward select Blizzard Entertainment digital products and services such as World of Warcraft realm transfers, character name changes, and other paid services, as well as digital versions of select Blizzard games, including Diablo II and StarCraft II. In the future, players will be also able to use <a href="http://battle.net/" target="_blank">Battle.net</a> Balance for the digital World of Warcraft Battle Chest and WoW digital upgrades and to purchase digital products, including World of Warcraft game-time codes and Pet Store pets and mounts. In addition, with the upcoming launch of Diablo III, players will have the option to use Battle.net Balance to buy and sell items in the game’s currency-based auction house.</p>
<p>For more information, check out the <a href="http://www.battle.net/support/en/article/battle-net-balance-frequently-asked-questions-faq" target="_blank"> Battle.net Balance FAQ</a>, or head to the <a href="https://eu.battle.net/account/management/ebalance-purchase.html" target="_blank">Battle.net Balance page</a> in Account Management to manage your balance.</p>
</div></content></entry><entry><title type="text">New Wallpaper Available</title><published>2012-01-26T15:00:00.000Z</published><updated>2012-01-26T12:23:03.099Z</updated><id>3625294</id><link href="http://eu.battle.net/d3/en/blog/3625294" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>We understand that picking out the appropriate desktop wallpaper to fit your tastes and complement your décor can be an arduous task. To that end, we’ll be offering you help regularly by featuring a new downloadable Diablo III, StarCraft II or World of Warcraft wallpaper image on our community sites.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>We understand that picking out the appropriate desktop wallpaper to fit your tastes and complement your décor can be an arduous task. To that end, we’ll be offering you help regularly by featuring a new downloadable <a href="http://eu.battle.net/d3/en/media/wallpapers/" target="_blank">Diablo III</a>, <a href="http://eu.battle.net/sc2/en/media/wallpapers/" target="_blank">StarCraft II</a> or <a href="http://eu.battle.net/wow/en/media/wallpapers/" target="_blank">World of Warcraft</a> wallpaper image on our community sites.</p>
<p>Here’s what we have for you this week. Enjoy!</p>
<p style="text-align: center;"><a href="http://eu.battle.net/d3/en/media/wallpapers/?view#/wallpaper018" target="_blank"><img src="http://eu.media3.battle.net/cms/gallery/CW1DBR5PHWRU1327571379937.jpg" /></a></p>
<style type="text/css">
#blog .detail img {
-moz-border-radius:4px;
-webkit-border-radius:4px;
border-radius:4px;
-moz-box-shadow:0 0 20px #000000;
-webkit-box-shadow:0 0 20px #000000;
box-shadow:0 0 20px #000000;
border: 1px solid #300E0D;
padding: 1px;
}
#blog .detail td:hover > a img, #blog .detail a img:hover {
border: 1px solid #BA5E0B;
}</style>
</div></content></entry><entry><title type="text">Sword of Justice Issue #2 Now Available! </title><published>2012-01-25T17:00:00.000Z</published><updated>2012-01-25T16:44:02.119Z</updated><id>3622234</id><link href="http://eu.battle.net/d3/en/blog/3622234" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>From the explosive team of Aaron Williams <em>(North 40)</em> and famed French artist Joseph Lacroix <em>(L'Encyclopédie du mal)</em> comes Diablo: <em>Sword of Justice</em>.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>From the explosive team of Aaron Williams <em>(North 40)</em> and famed French artist Joseph Lacroix <em>(L'Encyclopédie du mal)</em> comes Diablo: <em>Sword of Justice</em>.</p>
<p>From the world and legends of Sanctuary, a new hero is born.</p>
<p>The Dreadlands are being corrupted by madness, causing its victims to open their flesh and lash out at friend and foe alike. Jacob, a young fugitive from the city of Staalbreak, may be Sanctuary's only hope to stop this plague before it consumes or destroys mankind. His destiny is bound to a mysterious sword and the woman who watches over it, but his own troubled soul may keep him from embracing its true power in time.</p>
<p>DC Comics on Comixology<br />
<a href="https://read.dccomics.com/comixology/" target="_blank">https://read.dccomics.com/comixology/#</a></p>
<p>Local Comic Retailers<br />
<a href="http://www.comicshoplocator.com/" target="_blank">http://www.comicshoplocator.com/</a></p>
</div></content></entry><entry><title type="text">Blizzard Announces 2012 Battle.net World Championship Event </title><published>2012-01-25T13:46:31.966Z</published><updated>2012-01-26T10:56:01.231Z</updated><id>3599264</id><link href="http://eu.battle.net/d3/en/blog/3599264" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Blizzard Entertainment is proud to announce the 2012 Battle.net World Championship, a major global eSports event featuring some of the best pro-gaming competition in the world. Slated to take place in Asia toward the end of 2012, the Battle.net World Championship will host this year’s StarCraft II and World of Warcraft Arena World Championship tournaments. Blizzard gamers and eSports fans from around the world will be invited to attend and witness some of the most skilled pro players on the planet battle it out for cash and glory.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Blizzard Entertainment is proud to announce the 2012 Battle.net World Championship, a major global eSports event featuring some of the best pro-gaming competition in the world. Slated to take place in Asia toward the end of 2012, the Battle.net World Championship will host this year’s StarCraft II and World of Warcraft Arena World Championship tournaments. Blizzard gamers and eSports fans from around the world will be invited to attend and witness some of the most skilled pro players on the planet battle it out for cash and glory.</p>
<p>We’re excited to be showcasing Blizzard eSports on a truly global stage this year. We're also heavily focused on getting <i>Diablo III</i>, <i>Mists of Pandaria</i>, and <i>Heart of the Swarm</i> into players’ hands as soon as possible. In light of our jam-packed schedule, we’ve decided to hold the next BlizzCon in 2013.</p>
<p>More details about the 2012 Battle.net World Championship and BlizzCon 2013, including specific dates and locations, will be coming in the months ahead.</p>
</div></content></entry><entry><title type="text">Systems Changes — Jay Wilson </title><published>2012-01-19T17:00:00.000Z</published><updated>2012-01-19T15:06:44.368Z</updated><id>3599257</id><link href="http://eu.battle.net/d3/en/blog/3599257" /><summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>While working on Diablo III we've been called out for messing around with systems too much, that the game is good as-is and we should just release it. I think that's a fair argument to make, but I also think it's incorrect. Our job isn't just to put out a game, it's to release the next Diablo game. No one will remember if the game is late, only if it's great. We trust in our ability to put out a great game, but we're not quite there yet. In addition to finishing and polishing the content of the game we're continuing to iterate on some of the core game systems. So all that said, I'd like to provide everyone an update on some of the systems we're currently working on.</p>
</div></summary><content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><div>
	<p>While working on Diablo III we've been called out for messing around with systems too much, that the game is good as-is and we should just release it. I think that's a fair argument to make, but I also think it's incorrect. Our job isn't just to put out a game, it's to release the next Diablo game. No one will remember if the game is late, only if it's great. We trust in our ability to put out a great game, but we're not quite there yet. In addition to finishing and polishing the content of the game we're continuing to iterate on some of the core game systems. So all that said, I'd like to provide everyone an update on some of the systems we're currently working on.</p>
	<p>We’re changing some of the systems we’ve gotten the most feedback on both internally and from the beta test, including crafting, items, core attributes, and inventory. We’ll go over those changes and the reasons for them. In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system. :)</p>
	<p>Let’s start off small: <strong>Scrolls of Identification are no longer in the game.</strong> Unidentified items and the act of identifying them is still very much part of the game, but now when obtaining an unidentified item you'll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified. We love the double-discovery of finding a present and then unwrapping it, but we don't think it requires a physical item you have to find and keep in your bags to get the same effect. From now on you'll just be able to inherently identify all your items, no need to carry scrolls. Your character in Diablo III is just that badass now.</p>
	<p>We’re also <strong>moving the fifth quick slot button, which is becoming a dedicated potion button.</strong> A dedicated potion button is something we went back and forth on throughout development. Recently it became apparent that players need to be aware of their potions for emergency situations. Our combat model doesn’t promote or even allow chugging potions in rapid succession, but they’re certainly useful when you run into a string of bad luck with health globes, or if you just get in over your head. This is one of our newest changes, so the button and mechanics don’t actually function in beta Patch 10, but that’s our intent and you’ll be seeing it supported in future beta updates.</p>
	<p>The design team is currently looking at systems and cleaning them up, removing any superfluous system objectives and those that are beyond fixing. Thus, <strong>we're removing the Mystic artisan.</strong> As we look at the big picture, the Mystic simply wasn’t adding anything to our customization system. Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it, so we’ll revisit the Mystic and enhancements at a later time. Removing her from the game took some time, but it’s nowhere near the efforts that would be required to flesh out a better customization system. We hope she’ll be able to join your caravan in the future, but for now we’re going to focus on the extensive customization options the game already offers.</p>
	<p>We're also looking at systems we’ve created and making sure that the rationale that brought us to these designs still makes sense. The Stone of Recall, for instance, has a short cast time and allows you to return to town. Early on we said we wouldn't have town portals, as they introduced too many combat exploits, but we were able to resolve them. Because we have the Stone of Recall, though, we began to evaluate systems that were originally implemented to deal with the exclusion of town portals.</p>
	<p><strong>So we've decided to remove the Cauldron of Jordan and Nephalem Cube.</strong> They were implemented to allow for salvaging and selling items when there was no quick and easy way to return to town. Now that the Stone of Recall exists, we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk. It’s a good idea to break up combat so that players have a moment to evaluate their gear and crafting options before venturing back out. In addition, we've decided to just call it what it is and the Stone of Recall is now Town Portal, and is integrated directly onto the skill bar UI.</p>
	<p> </p>
	<p style="text-align: center; "><img alt="" src="http://eu.media3.battle.net/cms/gallery/F03CK3K00P941326904150650.JPG" /></p>
	<p><strong>The Blacksmith artisan will now salvage items.</strong> With removal of the Cube we needed some mechanic in town that allowed you to salvage your items, and it just makes sense for the Blacksmith to offer it.</p>
	<center>
		<p><a class="lightbox" href="http://eu.media4.battle.net/cms/gallery/U5QI0MIX6YEJ1326924527782.jpg"><img alt="" src="http://eu.media4.battle.net/cms/gallery/U5QI0MIX6YEJ1326924527782.jpg" style="width: 520px; height: 325px; " /> </a></p>
		<p>Blacksmithing - Salvage Interface</p>
	</center>
	<p>One other important change is that <strong>common (white) items will no longer be salvageable.</strong> We found that it caused a few itemization issues, but mostly this is due to a general philosophy shift on the importance of items. Previously, our thinking was that when an item dropped it should always be useful to you in some way, either the stats could be an improvement for you, or in the case of white items you could break it down and craft something better. Through a lot of play testing we have come full circle to the Diablo II methodology -- a lot of stuff that drops just isn’t worth picking up. Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.</p>
	<p>This leads us to the last change I'll be detailing today:</p>
	<p><strong>We're changing core character attributes to Strength, Dexterity, Intellect, and Vitality,</strong> and the benefits each stat provides is being broken down as:</p>
	<p>Strength<br />
	+Barbarian damage<br />
	+Armor</p>
	<p>Dexterity<br />
	+Demon Hunter damage<br />
	+Monk damage<br />
	+Dodge</p>
	<p>Intellect<br />
	+Wizard damage<br />
	+Witch Doctor damage<br />
	+Health from globes</p>
	<p>Vitality<br />
	+Health</p>
	<p>We're dropping Defense, Attack, and Precision as attributes, Armor is taking over for what Defense used to provide, +Physical Resist will take over for Armor, and +Chance to Crit will fill in for Precision. Obviously these stat changes are one of the bigger systems changes we're currently working on as they have far reaching requirements to re-itemize and balance the game.</p>
	<p>This change makes the stats more intuitive and fixes some of the itemization issues we were running into. We want to make it clear that junk items aren’t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system.</p>
	<p>By and large these changes have little impact on which items you’re going to want. The item hunt has always been based on secondary stats and affixes, and we’re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something we’ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.</p>
	<p>Moving on, with the removal of the Cauldron of Jordan, Nephalem Cube, and by moving Town Portal to the skill panel, <strong>we're now displaying character stats directly on the inventory UI.</strong> Now you can see your stats go up and down as you try on different items. All the same info is available; we’re just streamlining the UI, making it more useful. It might seem insignificant but we're pleased with the results.</p>
	<center>
		<p><img alt="" src="http://eu.media4.battle.net/cms/gallery/Q4T5TBZS52JX1326893064214.jpg" style="width: 506px; height: 594px;" /></p>
		<p>Updated Inventory UI</p>
	</center>
	<p>All of these are changes that will in one way or another be seen in the latest beta patch, and so we hope that those of you with access please try them out and let us know what you think in the Beta Feedback forum.</p>
	<p>There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. We’re also working on a number of other large systems changes -- specifically with the skill and rune systems. We're not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.</p>
	<p>We want Diablo III to be the best game it can be when it launches. To get there, we're going to be iterating on designs we've had in place for a long time, making changes to systems you've spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience. Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo III won't just live up to our expectations, but will continue to do so a decade after it's released.</p>
	<p><i>Jay Wilson is game director for Diablo III and the Inventor of Meat. He believes that Kate Beckinsale is the greatest actress that’s ever lived.</i></p>
</div>
<style type="text/css">
#blog .detail img {
-moz-border-radius:4px;
-webkit-border-radius:4px;
border-radius:4px;
-moz-box-shadow:0 0 20px #000000;
-webkit-box-shadow:0 0 20px #000000;
box-shadow:0 0 20px #000000;
border: 1px solid #300E0D;
padding: 1px;
}
#blog .detail td:hover > a img, #blog .detail a img:hover {
border: 1px solid #BA5E0B;
}</style>
</div></content></entry></feed>
