Diablo® III

Patch 1.10 - Preview [as desired]

Patch 1.10 - v.1.10.0.0

Table of Contents

  • Patch Features
  • General
  • Battle.net
  • Characters
  • Barabarian
  • Demon Hunter
  • Monk
  • Witch Doctor
  • Wizard
  • Crafting
  • Items
  • Monsters
  • User Interface
  • Options
  • .
    Patch Features

    New Feature: Banner System

    As is is until now, the banner allocates only a ping on the minimap and has no further ingame uses wasting a lot of its potential.

    The priest of Ivgorod have blessed the the holy banners of all the noble warriors of Sanctuary with special powers that reflect their carriers prowess and worldly wisdom boosting allies' courage and resilience and bestowing the power of summoning on it.

    A placed banner now allows a player to portal right onto the banner instead of the corresponding character. This will allow to portal to a location outside of melee combat for example or spawn in a safe zone with its owners heavily immersed in action. This option is available from the start

    Each character is now able to create 4 different game affecting banners that are being saved with that character and do not transfer to other characters. Those banners will give specific benefits to all allies in an area of 18 yards for the duration of 6 seconds. The first of these banners will be unlocked with paragon level 1, the next at paragon level 25, 50 and 75. The cooldown for these banners will be 120 seconds and can not be reduced by items or skills.

    The effectiveness of these banners is dependent on the % of acquired achievements.

  • The Blessing of Thunder
    +5% lightning and arcane damage
    +15% total damage
    +20% dodge
    +2.5% life steal
  • .
  • The Blessing of Light
    +5% fire and holy damage
    +20% all resistances
    +600 life per second
    +10.000 life (heal)
  • .
  • The Curse of the Fallen
    +10% cold damage
    +20% armor
    -20% Damage to enemies
    -20% attack speed to enemies
    -40% movement speed to enemies
  • .
  • The Blessing of the Wind
    + 10% poison damage
    +15% attack speed
    +50% crowd control reduction
    +50% resource regeneration
  • .
    Players are able to choose which to unlock. Each player will be able to decorate each of the 4 banners differently for each character. Only one banner can be chosen before entering a game. Changing a banner has the same influence as changing a skill. If the area of effect of two banners overlaps, only the values of the last banner placed will have effect.
    Edited by Ferisam#2351 on 31/01/2013 03:41 GMT
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    General

  • Monster mobs are arranged in a more challenging way now. Groups consist now of soldier, blocker, healer and summoner type monsters with an increased AI
  • Monster density has been increased to allow for more balanced monster hunting throughout all acts
  • It is now possible to use waypoints to all previous areas that are unlocked by quests and acts allowing travel between areas of different acts
  • Added more randomization to all areas
  • Added more random dungeons or sublevels to all areas
  • Added more random micro events spawning champions, unique or rare elite
  • Added 2 more main areas to act 4
  • Experience for miniquests and ingame achievements is increased to compete with normal mob farming
  • Books will give increased experience throughout the difficulties and can be picked up 4 times (once in each difficulty). Some people like to gain experience by actually learning something about the world, who are we to argue
  • Added more lore books
  • Primary weapon damage is now calculated only by base weapon damage, min-max damage and % damage as used in and for many melee related attacks and skills
  • Additional damage on weapons not only affect the weapon type and enhanced the base damage, but is always dealt as independent damage regardless of skill effects, attaching itself to each attack and adding the desired slow, burning, poisoned, shocked, etc. effect
  • Casting and attack animations now always use (show) the weapon equipped
  • 'Share Gold' option will now be available for group play allowing shared gold drops and pickup. gold will then drop in an increased amount by the total groups +%goldfind bonus and then automatically allocated to all players depending on their +%gf bonus at pickup
  • Tyrael will now identify items after escaping from the Butchers dungeon. He will take 10 Gold for each rare item and 1500 gold for each legendary to identify. As we know from reality, god needs money, and so do 'fallen' angels
  • Added a second 'color' option to items making it possible to alter the base tier look of an item to another tier, for example making an archon helm, look like a leather cap or leather boots like chain boots. Normal coloring will still be possible
  • Second 'backhand' weapon slot 'w' has been added allowing for different weapon and skill setups to improve ingame action, built diversity and enable quick adaption to different situations. Switching fades out all skills for 2 seconds like being frozen does
  • Added the option to swap skills with your f-keys to your right or left mouse button. We still don't know why the most innovative feature of Diablo 2 got lost and did not make it into its successor
  • Increased the active skill slots to 12 (from 6) and reallocating them to the f-keys. Only 10 can be used for skills, 11 and 12 a reserved for 'place banner' and 'town portal'. Basic attacks do not count against skill allocations to keys
    This is done to create more viable builds with a fun character and and extravagance flair without the most expensive gear in SC and HC. This way we allow players to add one or more fun skills for more enjoyment or for more specialized situations. We don't feel that we are going to offer players more exploits to create overpowered chars (those who desire to do so already are) we rather want to encourage those players who are at the moment sacrificing fun for survivability or effectiveness due to lacking 'high end' gear to be able to play as they wish or have to play solo, because they are not 'well enough' equipped to play with 'luckier' friends. This way we can guarantee them to continue having fun by offering more options and tweaks with lesser gear and adding the feel to their char that has been missing due to the restricted selection.
  • Added another potion slot
  • Added friendly fire to environmental objects like falling blocks, crumbling walls, exploding barrels etc.. Life loss is base on % actual life and can never kill a player - but learn to beware
  • .
    Battle.net

  • Public game creators will now be able to name their games, but be restricted to create one such game only every 10 minutes
  • Graphic effects have been reduced to allow 6 player into one game
  • Chat rooms/channels are now available for friends to meet, you are even able to password protect them
  • Added /f command to whisper to all friends in the friend list at once, dearly missed for welcomes and goodbyes as well as general questions and calls to arms
  • Edited by Ferisam#2351 on 31/01/2013 03:42 GMT
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    Characters

  • Character individualization activated. Stat points are only automatically allocated for the characters main stat and vitality, players can now choose to allocate the remaining 2 points at their own free will
  • Strength allocates +1% damage per point to 'white', 'black', 'fire' and 'holy' damage (before skills are applied and possibly changed)
  • Dexterity allocates +1% damage per point to 'white', 'black', 'lightning' and 'holy' damage
  • Intelligence allocates +1% damage per point to 'fire', 'cold', 'lightning', 'poison', and 'arcane' damage
  • Armor absorb capped at 86%
  • Resistance absorb is capped at 86%
  • Total absorb is capped at 96%
  • Critical hit chance from items is capped at +45%
  • Non-weapon attack speed capped at +30%
  • Total block is capped at 50%
  • .
    Classes

    General
  • Bug Fix
  • Fixed all issues where the characters would not move to the maximum range distance to attack monsters and were stuck casting out of range, Shock Pulse, Ray of Frost, Disintegrate, Plague of Toads, etc.
  • The basic melee attack deals 200% weapon damage
  • The basic ranged attack deals 150% weapon damage
  • .
    Barbarian

    Active Skills

  • Ancient Spear
  • Skill Rune - Grappling Hooks
  • The distance to target will now determine the spread of the spears
  • Bash
  • Skill Rune - Onslaught
  • Weapon damage increased from 25% to 50%
  • Skill Rune - Pulverize
  • Weapon damage increased from 38% to 60%
  • Skill Rune - Punish
  • Added stack counter
  • Cleave
  • Skill Rune - Scattering Blast
  • Weapon damage increased from 60% to 115%
  • Battle Rage
  • Skill Rune - Ferocity
  • Changed to: Whenever you take damage form a melee attack your critical hit chance increases by 3% for 5 seconds, this effect can stack up 4 times. Added stack counter
  • Skill Rune - Bloodshed
  • Weapon damage increased from 20% to 35%
  • Furious Charge
  • Bug Fix
  • Fixed a bug that caused the character to be rooted to the spot
  • Ground Stomp
  • Area increased from 12 yards to 18 yards
  • Skill Rune - Wrenching Smash
  • Area increased to 28 yards from 18
  • Skill Rune - Trembling Stomp
  • Weapon damage increased from 76% to 200%
  • Skill Rune - Avalanche
  • Weapon damage increased from 55% to 115%
  • Ignore Pain
  • Increased duration from 5 seconds to 6 seconds
  • Skill Rune - Bravado
  • Weapon damage increased from 50% to 100%
  • Skill Rune - Iron Hide
  • Duration increased from 7 seconds to 8 seconds
  • Skill Rune - Contempt for Weakness
  • Reflected damage increased from 50% to 1000%
  • Leap
  • Bug Fix
  • The character can now leap successfully onto a moving target
  • Skill Rune - Toppling Impact
  • Deals also 85% weapon damage to affected opponents
  • Overpower
  • Skill Rune - Storm of Steel
  • Weapon damage increased from 50% to 82%
  • Rend
  • Weapon damage decreased from 700% to 600%
  • Skill Rune - Blood Lust
  • Life steal decreased from 9% to 6%
  • Skill Rune - Mutilate
  • Also lowers the attack speed by 20%
  • Skill Rune - Bloodbath
  • Weapon damage increased from 100% over 5 seconds to 200% over 3 seconds
  • Revenge
  • Increased life steal from 5% to 6%
  • Skill Rune - Vengeance Is Mine
  • Life steal increased from 8% to 9%
  • Skill Rune - Grudge
  • Enemies inflict 86% weapon damage to enemies in the landing area
  • Seismic Slam
  • Bug Fix
  • Fixed a bug that interrupted multiple slams getting the character rooted in place
  • Weapon damage increased from 240% to 300%
  • Skill Rune - Shattered Ground
  • Weapon damage increased from 288% to 400%
  • Skill Rune - Cracking Rift
  • Weapon damage increased from 340% to 450%
  • Sprint
  • Skill Rune - Rush
  • Dodge increased from 12% to 20%
  • Skill Rune - Gangway
  • Weapon damage increased from 25% to 60%
  • Weapon Throw
  • Skill Rune - Stupefy
  • Critical hit damage increased by 70%
  • Skill Rune - Dread Bomb
  • Additional weapon damage increased from 3% to 4.5%
  • Wrath of the Berserker
  • Movement speed lowered from 20% to 10%

  • Skill Rune - Insanity
  • Damage increase lowered from 100% to 80%
  • Skill Rune - Striding Giant
  • Also increases movement speed to 20%
  • Skill Rune - Thrive on Chaos
  • Fury gain necessary lowered from 25 to 20
  • Passive Skills
  • No Escape
  • Also increases critical hit chance for Ancient Spear by 12%
  • Juggernaut
  • Crowd Control Reduction increased from 20% to 30%
  • Edited by Ferisam#2351 on 31/01/2013 13:36 GMT
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    Demon Hunter

    Active Skills

  • Chakram
  • Weapon damage increased from 170% to 225%
  • Skill Rune - Twin Chakrams
  • Weapon damage increased from 114% to 170%
  • Skill Rune - Serpentine
  • Weapon damage increased from 230% to 300%
  • Skill Rune - Razor Disk
  • Weapon damage increased from 187% to 254%
  • Skill Rune - Boomerang
  • Weapon damage increased from 230% to 300%
  • Skill Rune - Shuriken Cloud
  • Weapon damage increased from 34% to 50% and duration from 120 seconds to 240 seconds
  • Caltrops
  • Enemies struck by Caltrops will have their movement speed reduced when they leave the area of effect for 3 seconds or until the ensnaring Caltrop disappears
  • Companion
  • Skill Rune - Ferret Companion
  • Adds another 0.25% gold found per Paragon level
  • Elemental Arrow
  • Skill Rune - Nether Tentacles
  • Increased life steal from 3% to 5%
  • Entangling shot
  • Entangles up to 4 enemies up from 2
  • Skill Rune - Chain Gang
  • Entangles up to 6 enemies up form 4
  • Skill Rune - Shock Collar
  • Weapon damage increased from 70% to 120%
  • Skill Rune - Heavy Burden
  • Movement speed reduction increased to 80%
  • Evasive Fire
  • Weapon damage increased from 130% to 165%
  • Skill Rune - Hardened
  • Armor is increased from 25% to 35%
  • Skill Rune - Parting Gift
  • Weapon damage increased from 55% to 215%
  • Skill Rune - Covering Fire
  • Weapon damage increased from 130% to 142%
  • Fan of Knives
  • Distance increased from 10 yards to 24 yards
  • Skill Rune - Hail of Knives
  • Distance increased from 20 yards to 32 yards
  • Skill Rune - Assassin's Knives
  • Weapon damage increased from 70% to 115%
  • Grenades
  • Grenades are thrown now closer to each other, about 15% tighter
  • Weapon damage increased from 95% to 115%
  • Skill Rune - Cluster Grenades
  • Weapon damage increased from 112% to 138%
  • Skill Rune - Fire Bomb
  • Weapon damage increased from 124% to 190%
  • Hungering Arrow
  • Weapon damage increased from 95% to 115%
  • Impale
  • Reduced Hatred costs from 25 to 18
  • Marked for Death
  • Decreased Discipline cost from 3 to 2 and decreased duration from 30 seconds to 18 but Increased additional damage taken from 12% to 15%
  • Skill Rune - Grim Reaper
  • Additional damage increased from 12% to 24%
  • Skill Rune - Mortal Enemy
  • Hatred gain increased from 3 to 5 and adds a 50% chance to gain 1 Discipline
  • Skill Rune - Death Toll
  • Life steal increased from 1% to 1.5%
  • Multishot
  • Weapon damage increased from 165% to 187%
  • Skill Rune - Fire At Will
  • Weapon damage increased from 165% to 187%
  • Skill Rune - Burst fire
  • Weapon damage increased from 65% to 97%
  • Skill Rune - Full Broadside
  • Weapon damage increased from 215% to 256%
  • Skill Rune - Arsenal
  • Weapon damage increased from 60% to 115%
  • Rapid Fire
  • Rapid Fire now takes a 'snapshot' of your dps for damage evaluation, the attack speed and hatred drain is now always the same for all weapon types
  • Shadow Power
  • Skill Rune - Night Bane
  • Hatred per second increased from 3 to 5
  • Skill Rune - Well of Darkness
  • Discipline cost reduced from 12 to 11
  • Smoke Screen
  • Duration increased from 1 second to 2 seconds. Added a cooldown of 6 seconds
  • Skill Rune - Lingering Fog
  • Changed to: Blinds all enemies within 12 yards for 2 seconds
  • Skill Rune - Special Recipe
  • Changed to: Has a 50% chance to return 7 Discipline and 20 Hatred
  • Strafe
  • Movement speed increased from 75% to 100%
  • Skill Rune - Emberstrafe
  • Weapon damage increased from 65% to 150%
  • Skill Rune - Drifting Shadow
  • Movement speed increased from 100% to 125%
  • Skill Rune - Rocket Storm
  • Weapon damage increased from 60% to 90%
  • Vault
  • Skill Rune - Action shot
  • Weapon damage increased from 75% to 115%
  • Skill Rune - Rattling Roll
  • Area increased from 8 yards to 12 yards and stun duration from 1.5 seconds to 2
  • Trail of Cinders
  • Weapon damage increased from 300% to 450%
  • .
    Passive Skills

  • Brooding
  • Also adds 10% armor
  • Cull of the Weak
  • Increased damage from 15% to 20%. Adds +5% to lightning skill damage
  • Hot Pursuit
  • Movement speed increased from 15% to 25% and added 25% resistance versus crowd control effects
  • Nightstalker
  • Also adds 10% dodge
  • Sharpshooter
  • Decreased critical hit chance gain from 3% to 2 % but added 50% critical hit damage
  • Tactical Advantage
  • Duration increased from 2 to 3 seconds, but no longer applies to Smoke Screen
  • Thrill of the Hunt
  • Cooldown reduced from 7 to 5 seconds, also adds 10% movement speed
  • Vengeance
  • Adds +10% poison skill damage
  • Edited by Ferisam#2351 on 31/01/2013 03:43 GMT
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    Monk

    Active Skills

  • Blinding Flash
  • Skill Rune - Self Reflection
  • Duration increased from 4 to 5 seconds
  • Skill Rune - Blinded and confused
  • Chance increased from 25% to 60%
  • Skill Rune - Blinding Echo
  • Duration increased from 0.5 to 1 second
  • Skill Rune - Faith in the light
  • Weapon damage bonus decreased from 30% to 24%
  • Breath of Heaven
  • Changed to: Breath of Heaven increases the damage of your attacks by 15% for 40 seconds
  • Skill Rune - Circle of Scorn
  • Sears enemies in a 12 yards radius for 144% weapon damage as holy
  • Skill Rune - Circle of Life
  • Changed healing to 35% of targets maximum health
  • Skill Rune - Blazing Wrath
  • Changed to: Engulfs enemies within 12 yards in fire and immolates them for 3 seconds dealing 280% weapon damage as fire
  • Skill Rune - Penitent Flame
  • Area increased to 18 yards and Fear duration increased from 1.5 to 2 seconds
  • Crippling Wave
  • Weapon damage increased from 110% to 128%
  • Skill Rune - Mangle
  • Changed to: Hit enemies take additional 20% weapon damage for 2 seconds
  • Skill Rune - Concussion
  • Duration increased for all negative effects from 3 to 5 seconds
  • Skill Rune - Rising Tide
  • Changed to: Gain 3 additional Spirit for each enemy hit
  • Skill Rune - Tsunami
  • Damage type changed to cold
  • Skill Rune - Breaking Wave
  • Additional damage taken increased from 10% to 16%
  • Cyclone Strike
  • Skill Rune - Sunburst
  • Change to: Has a 35% chance to blind enemies for 1.5 seconds
  • Skill Rune - Wall of Wind
  • Dodge duration increased from 3 seconds to 4
  • Skill Rune - Soothing Breeze
  • Change to: Heals all allies for 16% of their maximum health
  • Deadly Reach
  • Spirit regeneration increased from 6 to 7 and damage from 110% to 122%
  • Skill Rune - Piercing trident
  • Second and third strike extended to 24 yards
  • Skill Rune - Scattered Blows
  • Changed damage type to lightning, last strike hits double if only 1 enemy is within range
  • Skill Rune - Strike from Beyond
  • Changed damage type to holy
  • Skill Rune - Foresight
  • Buff timer added
  • Fists of Thunder
  • Moved 'teleport to the target' from Thunderclap here
  • Skill Rune - Thunderclap
  • Weapon damage increased from 35% to 55%, removed teleport text
  • Skill Rune - Lightning Flash
  • Dodge increased from 16% to 24%
  • Skill Rune - Static Charge
  • Weapon damage increased from 37% to 65% and duration from 5 seconds to 6
  • Skill Rune - Quickening
  • Spirit regeneration reduced from 15 to 12. On critical hits gains 5% movement speed for 9 seconds, stacks up 3 times
  • Skill Rune - Bounding Light
  • Weapon damage increased from 73% to 115%, the lightning can hit up to 4 times (5 total)
  • Mantra of Conviction
  • Skill Rune - Intimidation
  • Damage reduction increased from 10% to 16%
  • Skill Rune - Dishearten
  • Slow increased from 30% to 48% and adds attack speed reduction of 16%
  • Skill Rune - Reclamation
  • Life on hit increased from 279-341 to 480 and the chance from 30% to 36%
  • Skill Rune - Submission
  • Holy damage taken increased from 12% to 24%
  • Mantra of Evasion
  • Dodge bonus increased from 15% to 16%
  • Skill Rune - Hard Target
  • Armor bonus increased from 20% to 24%
  • Skill Rune - Divine protection
  • Triggering life value increased from 25% to 36%. Timer reduced from 90 seconds to 60 seconds
  • Skill Rune - Wind through the Reeds
  • Movement speed increased from 8% to 12%
  • Skill Rune - Perseverance
  • Crowd control reduction increased from 20% to 30%
  • Skill Rune - Backlash
  • Weapon damage increased from 35% to 48%
  • Mantra of Healing
  • Base healing rate increased from 310 to 420 life per second
  • Skill Rune - Sustenance
  • Healing rate increased from 620 to 840 life per second
  • Skill Rune - Circular Breathing
  • Spirit generation increased from 3 to 4
  • Skill Rune - Boon of Inspiration
  • Life on hit increased from 186 to 360
  • Skill Rune - Heavenly Body
  • Vitality bonus increased from 10% to 16%
  • Mantra of Retribution
  • Change to: Reflects 80% of melee attackers weapon damage back to the attacker
  • Skill Rune - Retaliation
  • Reflected damage increased to 120% and includes ranged attackers
  • Skill Rune - Transgression
  • Attack speed increased from 8% to 15%
  • Skill Rune - Indignation
  • Stun chance increased from 10% to 16%
  • Mystic Ally
  • Skill Rune - Water Ally
  • Added: Increases your armor by 12%
  • Skill Rune - Fire Ally
  • Added: Increases your resistances by 8%
  • Skill Rune - Air Ally
  • Added: Increases your crowd control reduction by 12%
  • Skill Rune - Eternal Ally
  • Added: Increases your pickup range by 8 yards
  • Serenity
  • Skill Rune - Peaceful Repose
  • Changed to: Heals for 40% of maximum health
  • Skill Rune - Tranquility
  • Duration increased from 1 to 2 seconds for allies
  • Sweeping Wind
  • Duration increased from 6 to 10 seconds
  • Skill Rune - Master of Wind
  • Duration increased from 20 to 24 seconds
  • Tempest Rush
  • Skill Rune - Bluster
  • Damage reduction increased from 20% to 30%
  • Way of the Hundred Fists
  • Bug Fix
  • Fixed a bug that caused Way of the Hundred Fists to proc from critical hits far less then the other 3 spirit generators
  • Animation and base attack speed increased by 20%
  • Spirit generation decreased from 8 to 7
  • Damage decreased from 140% to 128%
  • Added short dash to the first strike
  • Skill Rune - Blazing Fists
  • Changed damage type to fire and increased the stack size from 3 to 4 and the duration from 5 seconds to 10
  • Skill Rune - Fists of Fury
  • Weapon damage increased from 128% to 188% and doubles the dash distance. Damage over time removed
  • Skill Rune - Spirited Salvo
  • Changed to: Each hit has a 15% chance to add a stack towards Spirited Salvo to a maximum of 4. The next spirit spender activated with a stack of 4 will cost no spirit, replenishing it and resting the stack counter. Stack counter added
  • .
    Passive Skills

  • Beacon of Ytar
  • Added: Adds +10% to holy damage
  • Chant of Resonance
  • Added: Adds +10% to lightning damage
  • Combination Strike
  • Also Increases dodge by 3% and armor by 4%. Increased duration from 3 to 8 seconds
  • Fleet Footed
  • Movement speed increased by 16% and adds 12% to crowd control reduction
  • Guiding Light
  • Mantra of Healing, life on hit affects given to other players also trigger Guiding Light
  • One with Everything
  • Changed to: Your resistance to all elements is equal to your second highest resistance
  • Pacifism
  • Damage reduction increased from 75% to 88%. Added : Adds 24% to your crowd control reduction
  • Resolve
  • Increased damage reduction from 20% to 25% but reduced duration from 2.5 to 2 seconds. Added: Increases your life by 10%
  • Seize the Initiative
  • Added: Increased attack speed by 8%
  • Sixth Sense
  • Increased amount from 30% to 36%
  • The Guardians Path
  • Increased dodge bonus from 15% to 16% which also applies for 2 handed weapons. Added: And your armor is increased by 50% of your Dexterity
  • Transcendence
  • Increased Heal from 62 life per spirit spent to 144 and adds 10% to fire damage
  • .
    Bug Fixes

  • Fixed all issues that caused rubber-banding with Tempest Rush
  • Fixed all issues that caused a character to become stuck and invisible with Dashing Strike
  • Edited by Ferisam#2351 on 31/01/2013 03:43 GMT
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    Witch Doctor

    Active Skills

  • Acid Cloud
  • Area of initial effect increased to 24 yards
  • Skill Rune - Acid Rain
  • Increased area of initial effect to 32 yards
  • Skill Rune - Lob Blob Bomb
  • Movement speed of slime blobs increased by 30%. Added a 30% chance for a second slime blob to appear
  • Skill Rune - Kiss of Death
  • Range increased by 20%, Mana cost reduced from 172 to 146
  • Skill Rune - Corpse Bomb
  • Area of effect decrease from 24 to 18 yards
  • Big Bad Voodoo
  • Skill Rune - Jungle Drums
  • Changed to: Calls 2 Fetishes to arms dealing 20% weapon damage as physical for 20 seconds
  • Skill Rune - Ghost Trance
  • Healing increased from 5% to 8% maximum life per second
  • Skill Rune - Boogie Man
  • Changed to: Enemies in the area have a 20% chance to be feared for 2 seconds
  • Corpse Spiders
  • Skill Rune - Spider Queen
  • Weapon damage decreased from 630% over 15 seconds to 16% per second and movement speed adjusted to match the Gargantuans. Skill changed to become a minion like a Zombie Dog, Toad of Hugeness and Gargantuan. Mana cost increased from 5 to 68 and added a cooldown of 35 seconds
  • Fetish Army
  • Skill Rune - Fetish Ambush
  • Weapon damage increased from 250% to 450% and added Mana costs of 232
  • Skill Rune - Tiki Torchers
  • Weapon damage increased from 15% to 28%
  • Skill Rune - Head Hunters
  • Weapon damage increased from 20% to 32%
  • Fire Bats
  • Weapon damage increased from 180% to 198%
  • Skill Rune - Dire Bats
  • Weapon damage increased from 220% to 280% and added a 6 yards splash
  • Skill Rune - Vampire Bats
  • Life steal increased from 2.5% to 3.5%
  • Plague Bats
  • Weapon damage increased from 270% to 280%
  • Cloud of bats
  • Radius increased to 12 yards, removed damage increase but added a 120 second duration
  • Fire Bombs
  • Skill Rune Pyrogeist
  • Bug Fix
  • Fixed an issue where Pyrogeist disappeared before the end of the 6 second duration when another pyrogeist had been casted
  • Gargantuan
  • Skill Rune - Big Stinker
  • Weapon damage increased from 15% to 28%
  • Grasp of the Dead
  • Skill Rune - Death is Life
  • Changed to: Damage done to enemies returns 3.5% of life
  • Rain of Corpses
  • Corpses falling rate increased by 50%
  • Haunt
  • Weapon damage decreased from 575% to 383% and duration from 6 to 2 seconds
  • Skill Rune - Consuming Spirit
  • Returned Life per second increased from 155 to 310 and adds vulnerability to arcane damage by +10%
  • Skill Rune - Resentful Spirit
  • Weapon damage increased from 383% to 1140% and the duration increased from 2 to 8 seconds
  • Grasping Spirit
  • Movement speed reduction increased from 30% to 60%
  • Skill Rune - Draining Spirit
  • Mana returned rate increased from 20.4 to 28 per second
  • Hex
  • Skill Rune - Hedge Magic
  • Healing amount increased from 1861 to 3722
  • Skill Rune - Angry Chicken
  • Changed to: Hexed enemy randomly attacks other enemies for 28% weapon damage as physical
  • Skill Rune - Painful Transformation
  • Weapon damage increased from 12% to 48%
  • Horrify
  • Radius increased from 12 to 18 yards
  • Skill Rune - Face of Death
  • Radius increased from 24 yards to 28 yards
  • Frightening Aspect
  • Duration increased from 8 to 12 seconds
  • Locust swarm
  • Skill Rune Cloud of Insects
  • Changed to: Infected enemies deal 22% weapon damage to nearby enemies (3 yard splash radius) as physical damage
  • Mass Confusion
  • Skill Rune - Devolution
  • Changed to: Killed enemies have a 50% chance to be reanimated as a Zombie Charger dealing 205% weapon damage as poison damage to a nearby enemy
  • Skill Rune - Mass Hallucination
  • Specter movements speed increased by 30% and weapon damage increased from 22% to 58%
  • Plague of Toads
  • Increased toads movement/jump speed by 50%
  • Skill Rune - Toad of Hugeness
  • Changed to: Summons a giant toad that fights by your side (like a Zombie Dog) dealing 12% weapon damage as physical. Every second there is a 20% chance to swallow an enemy whole dealing 100% weapon damage as poison over 5 seconds. If not killed, the enemy will appear after the 5 second digestion period
  • Skill Rune - Toad Affinity
  • Changed to: Continuously releases 3 toads per second over a period of 120 seconds in all directions dealing 65% weapon damage as poison. Mana cost increased from 12 to 360
  • Poison Dart
  • Additional weapon damage increased from 40% to 140% over 2 seconds
  • Skill Rune - Splinters
  • Weapon damage increased from 60% to 86%
  • Flaming Dart
  • Weapon damage increased from 180% to 258%
  • Sacrifice
  • Added: Each Zombie Dog you sacrifice has a 20% chance to resurrect as a new Zombie dog
  • Skill Rune - Next of Kin
  • Resurrection chance increased from 35% to 40%
  • Skill Rune - Provoke the Pack
  • Damage bonus reduced from 5% to 2.5%. Stacks up to 6 times, added a stack counter
  • Spirit Barrage
  • Initial casting animation speed increased by 20% and missile speed increased by 50% and Mana cost reduced from 108 to 102
  • Skill Rune - The Spirit is Willing
  • Mana gain increased from 44 to 48
  • Skill Rune - Phantasm
  • Radius increased from 10 to 18 yards
  • Skill Rune - Manitou
  • Weapon damage decreased from 1667% to 1537%, cast rate increased by 50% and radius increased to 28 yards
  • Spirit Walk
  • Skill Rune - Honored Guest
  • Mana gain increased from 15% to 30% per second
  • Skill Rune - Umbral Mask
  • Radius increased from 10 to 18 yards
  • Skill Rune - Severance
  • Weapon damage increased from 225% to 320%
  • Skill Rune - Healing Journey
  • Life gain increased from 7% to 26% per second
  • Summon Zombie Dogs
  • Weapon damage increased from 9% to 11%
  • Skill Rune - Rabid Dogs
  • Weapon damage increased from 9% to 16% over 3 seconds
  • Skill Rune - Burning Dogs
  • Weapon damage increased from 2% to 5%
  • Wall of Zombies
  • Cooldown reduced from 20 to 16 seconds
  • Skill Rune - Barricade
  • Also increases the duration from 5 to 6 seconds
  • Skill Rune - Creepers
  • Weapon damage increased from 25% to 58%
  • Skill Rune - Pile On
  • Cooldown reduced to 0, Mana cost increased from 103 to 288 and weapon damage reduced from 550% to 388%
  • Skill Rune - Dead Rush
  • Range increased by 50% and 2 more Zombies added
  • Zombie Charger
  • Increased Zombies movement speed bey 30% and maximum distance by 100% (affects all but Zombie Bears)
  • .
    Passive Skills

  • Bad Medicine
  • Added: Adds +10% to poison skill damage
  • Circle of Life
  • Added: Also increases your life regeneration by 365 life per second
  • Fierce Loyalty
  • Added: Minion damage is increased by 33%
  • Grave Injustice
  • Basic range increased from 8 to 12 yards
  • Rush of Essence
  • Added: Increases maximum life by +12%
  • Tribal Rites
  • Added: Your armor is increased by +10%
  • Vision Quest
  • Duration increased from 5 to 6 seconds and added Soul Harvest, Spirit Walk and Horrify (those skills still need to do damage)
  • Zombie Handler
  • Added: Lowers the cooldown for Wall of Zombies by 2
  • Edited by Ferisam#2351 on 31/01/2013 13:27 GMT
    Reply Quote
    Wizard

    Active Skills

  • Arcane Orb
  • Weapon damage increased from 200% to 235%
  • Skill Rune - Obliteration
  • Weapon damage increased from 228% to 300%
  • Skill Rune - Shadow Nexus (replacing Arcane Orbit)
  • Place black holes, that deal 705% weapon damage over 3 seconds and slow enemies by 30% for 1 second, then by 60% for 1 seconds and 80% for the last second
  • Arcane Torrent
  • Initial casting animation speed increased by 20% and missile speed increased by 30%
    and weapon damage increased from 210% to 240%
  • Skill Rune - Death Blossom
  • Chance to actually hit where aimed at increased by 30% and the number of missiles fired per second by 2
  • Skill Rune - Arcane Mines
  • Shortened timer to 0.75 seconds and weapon damage increased from 180% to 210%
  • Skill Rune - Power Stone
  • Chance increased from 2% to 5% and added resource gain for every character class
  • Skill Rune - Cascade
  • Number of missiles increased from 1 to 3, the weapon damage from 210% to 240% and add a 33% chance for each missile to jump to a second target
  • Diamond Skin
  • Skill Rune - Prism
  • Arcane power reduction increased from 7 to 10
  • Skill Rune - Mirror Skin
  • Changed reflected damage to 100% of attackers weapon damage
  • Skill Rune - Enduring Skin
  • Adds 33% chance to recast Diamond Skin automatically without arcane power cost
  • Skill Rune - Diamond Shards
  • Weapon damage increased from 210% to 266%, the radius by 33% and adds 33% knockback chance of 12 yards
  • Disintegrate
  • Weapon damage increased from 170% to 195%
  • Skill Rune - Chaos Nexus
  • Weapon damage increased from 44% to 62%
  • Skill Rune - Volatility
  • Area increased from 8 to 12 yards
  • Skill Rune - Entropy
  • Range of the center beams extended by 30% and weapon damage increased from 196% to 221%
  • Skill Rune - Intensify
  • Weapon damage increased from 221% to 258%
  • Electrocute
  • Weapon damage increased from 90% to 115% and can hit up to 3 additional enemies up from 2
  • Skill Rune - Chain Lightning
  • Number of total targets increased from 6 to 7
  • Skill Rune - Forked Lightning
  • Weapon damage increased from 55% to 72%
  • Skill Rune - Lightning Blast
  • Weapon damage increased from 86% to 98% and doubles proc coefficient for item procs
  • Skill Rune - Arc Lightning
  • Weapon damage increased from 115% to 138% and extended the middle arc-blast to 28 yards distance
  • Energy Armor
  • Skill Rune - Absorption
  • Arcane power gain increased from 4 to 8
  • Skill Rune- Pinpoint Barrier
  • Critical hit chance increased from 5% to 8%
  • Energy Twister
  • Arcane power costs reduced from 35 to 30
  • Skill Rune - Mistral Breeze
  • Arcane power costs reduced from 20 to 18
  • Explosive Blast
  • Weapon damage increased from 225% to 325%, arcane Power cost increased from 20 to 36 and radius increased from 12 to 18 yards
  • Skill Rune - Unleashed
  • Cost Reduction increased from 10 to 18
  • Skill Rune - Time Bomb
  • Weapon damage increased from 315% to 460%
  • Skill Rune - Obliterate
  • Explosion radius increased from 18 to 28 yards
  • Skill Rune - Chain Reaction
  • Weapon damage increased from 97% to 162%
  • Familiar
  • Weapon damage increased from 20% to 60%
  • Skill Rune - Vigoron
  • Life regeneration increased from 310 to 420 per second
  • Skill Rune - Ancient Guardian
  • Added: Adds 15 % armor
  • Skill Rune - Arcanot
  • Arcane power generation increased from 2 to 3 per second
  • Skill Rune - Cannoneer
  • Weapon damage increased from 20% to 60% and explosion area increased from 6 to 8 yards
  • Frost Nova
  • Also adds 3 seconds of chill after the 3 seconds of freeze
  • Skill Rune - Shatter
  • Extends the chance to chilled enemies
  • Skill Rune - Frozen Mist
  • Weapon damage increased from 160% to 800% and slows the movement speed of enemies for 30%
  • Ice Armor
  • Melee damage reduction increased from 12% to 18%
  • Skill Rune - Chilling Aura
  • Chilling Auras slow effect radius increased by 33% and movement speed reduction increased from 30% to 36%
  • Skill Rune - Ice Breath (former Frozen Storm)
  • Ice Breath increases ranged damage reduction by 12% and lowers the arcane power cost from 25 to 8. Triple casting of Ice Breath creates a Frozen Storm around the character that deals 48% weapon damage and lasts until all arcane power is drained, channeling 14 arcane power per second
  • Hydra
  • Weapon damage increased from 28% to 36%. Spit leaves fire pools (un-stackable) that deal 58% weapon damage over 2 seconds
  • Skill Rune - Frost Hydra
  • Weapon damage increased from 36% to 72%
  • Skill Rune - Mammoth Hydra
  • Changed to: Spits a pool of fire of 18 yards diameter that deals 268% weapon damage over 4 seconds as fire damage
  • Magic Missile
  • Skill Rune - Charged Blast
  • Weapon damage increased from 163% to 188%
  • Skill Rune - Split
  • Weapon damage increased from 56% to 115%
  • Skill Rune - Penetrating Blast
  • Weapon damage increased from 100% to 115%
  • Skill Rune - Attunement
  • Arcane power gain increased from 4 to 6
  • Magic Weapon
  • Duration decreased from 5 to 4 minutes
  • Skill Rune - Electrify
  • Weapon damage increased from 10% to 58%
  • Skill Rune - Force Weapon
  • Weapon damage increased from 15% to 18% and knockback chance increased from 2% to 8%
  • Skill Rune - Venom
  • Weapon damage increased from 15% to 84%
  • Skill Rune - Blood Magic
  • Life Steal increased from 1.5% to 2.5%
  • Meteor
  • Molten fire weapon damage increased from 60% to 180% over 3 seconds
  • Skill Rune - Molten Impact
  • Molten fire weapon damage increased from 90% to 270% over 3 seconds
  • Skill Rune - Comet
  • Freeze weapon damage increased from 72% to 216% over 3 seconds
  • Mirror Image
  • Skill Rune - Mocking Demise
  • Weapon damage increased from 45% to 136%
  • Skill Rune - Extension of Will
  • Life increased from 29% to 36%
  • Skill Rune - Mirror Mimics
  • Weapon damage increased from 10% to 28%
  • Ray of Frost
  • Adds a 66% chance to pierce the first target and a 33% chance to pierce the second. Weapon damage increased from 215% to 240%
  • Skill Rune - Snow Blast
  • Weapon damage increased from 280% to 360%
  • Skill Rune - Sleet Storm
  • Radius increased to 18 yards. Sleet storm lingers for 1 seconds after being cast around the player allowing the player to slowly move while keeping sleet storm up
  • Skill Rune - Black Ice
  • Changed to: Enemies killed by Ray of Frost explode dealing 387% weapon damage to all enemies within 12 yards radius
  • Shock Pulse
  • Cone narrowed and traveling distance of each shock Pulse doubled. Bolts will pierce all enemies
  • Skill Rune - Explosive Bolts
  • Weapon damage increased from 70% to 98% and distance from 10 to 12 yards
  • Skill Rune - Piercing Orb
  • Weapon damage increased from 105% to 118%
  • Skill Rune -Lightning Affinity
  • Arcane power gain increased from 3 to 4. Enemies hit take 10% more lightning damage
  • Skill Rune - Living Lightning
  • Walking speed increased by 30% and weapon damage from 52% to 77%
  • Slow Time
  • Skill Rune - Miasma
  • Duration increased from 3 seconds to 6 seconds
  • Skill Rune - Time Shell
  • Also increases attack speed reduction from 20% to 32%
  • Skill Rune - Perpetuity
  • The bubble also moves with the caster and lasts for 10 seconds
  • Skill Rune - Stretch Time
  • Attack speed increased from 10% to 16%
  • Spectral Blade
  • Weapon damage increased from 165% to 180% and range to 20 yards
  • Skill Rune - Deep Cuts
  • Additional weapon damage changed from 45% over 3 seconds to 120% over 2 seconds
  • Skill Rune - Thrown Blade
  • Extends the reach to 32 yards with decreased weapon damage from 165% to 160%
  • Storm Armor
  • Proc rate increased by 50%
  • Skill Rune - Reactive Armor
  • Primary Storm Armor proc rate is reduced by 33% in combination with Reactive Armor
  • Skill Rune - Power of the Storm
  • Changed arcane power cost reduction from 3 to 15%
  • Skill Rune - Scramble
  • Movement speed duration increased from 3 to 4
  • Skill Rune - Shocking Aspect
  • Weapon damage increased from 35% to 77%
  • Teleport
  • Skill Rune - Safe Passage
  • Damage reduction increased from 30% to 45%
  • Skill Rune - Reversal
  • Traveling distance increased from 35 to 48 yards
  • Skill Rune - Calamity
  • Weapon damage increased from 265% to 370%
  • Edited by Ferisam#2351 on 31/01/2013 03:46 GMT
    Reply Quote
    Wave of Force
  • Skill Rune - Forceful Wave
  • Weapon damage increased from 260% to 320% and adds a 30% chance to stun for 1.5 seconds
  • Skill Rune - Teleporting Wave
  • Adds 2 seconds confusion to teleported enemies
  • Skill Rune - Exploding Wave
  • Weapon damage increased from 100% to 120% and the chance from 40% to 50%
  • .
    Passive Skills

  • Arcane Dynamo
  • Also adds +10% to arcane skill damage
  • Blur
  • Also adds +10% movement speed
  • Cold Blooded
  • Also adds 20% to cold skill damage
  • Conflagration
  • Also adds +10% to fire skill damage
  • Evocation
  • Also decreases ranged damage by 12%

  • Galvanizing Ward
  • Life per second generation increased from 310 to 420 per second
  • Paralysis
  • Also adds +15% to lightning skill damage
  • Power Hungry
  • Changed to: Increase all damage by 15% while raising all arcane power costs by 25%
  • .
    Crafting

  • Enabled the Jeweler to craft target gems in one go without manually upgrading lower level gems first, skipping all steps in between for the complete amount of ingredients and gold
  • Upgrade costs in gold for gems above flawless square are halved for the hardcore community
  • Crafting costs in gold for all crafts are halved for the hardcore community
  • Upped all base stats for level < 60 crafts
  • All level 59+ crafts can roll item level 63 stats
  • All crafts have the option to choose 2 stats and exclude 6 stats for an extra of 20% gold and resource costs
  • Class specific stats can no longer roll on common items unless 'checked' for
  • Further crafting rules will be applied, similar to these suggestion:
  • .

    http://eu.battle.net/d3/en/forum/topic/6297783580

    Items

  • +% elemental damage will no longer effect non elemental or primary weapon damage
  • Added minimum stat roll to all items to 33% of max possible stat once rolled for the item
  • Added the possibility for a second resist on items. Single resist will roll to max 60%, a double roll (counting still as one roll) will be max 45%
  • Class-specific items get an extra roll minimizing loss of common stats to character specific attributes, which are lowering the values of those items until this moment
  • With the new min-max vs elemental weapon fix, most weapon damage values are lowered and balanced out to lower level weapons, making a transfer from level ilev 50 to ilev 63 smoother and lower level weapons less worthless and 50+ legendary more useful
  • Requirement reducing affixes are capped at -10
  • Added another potion type, that increases life regeneration over time
  • Added the stat 'piercing' to some legendary items increasing or giving the chance for projectiles to pierce enemies and hit further targets
  • Adjusted a lot of Legendaries to the new system
  • Fixed a few set boni, e.g. Tal Rasha's set boni to Intelligence, +% elemental damage and damage reduction; Inna's Set 2nd set bonus to from 0.33 to 3.3 Spirit generation, added an extra single resistance base roll to all armor set items and a socket to the weapon and more
  • Weapon Fix:
  • .
    http://eu.battle.net/d3/en/forum/topic/6525032503#3

  • Off hand stats as well as weapon stats for topazes will be changed to offer more diversity and tweaks for faster builds with lower damage, life steal options, combat resistance and fix the unusable 'attacker takes damage' attribute
  • Amethyst - off hand: Reduces resistance to melee attacks by 1% (chipped) to 10% (marquise)
  • Emerald - off-hand: Reduces damage from ranged attacks by 1% (chipped) to 10% (marquise)
  • Ruby - off hand: Melee attackers take 2 (chipped) to 680 (marquise) damage per hit. Damage is increased by strength and dexterity damage multiplier
  • Topaz - off hand: Ranged attackers take 2 (chipped) to 680 (marquise) damage per hit. Damage is increased by dexterity and intelligence damage multiplier
  • Topaz - weapon: Increases attack speed by 1% (chipped) to 16% (marquise) and adds +1% (chipped) to 3% (marquise) life steal
  • .
    Monsters

  • Monsters now have high resistances to certain damage types. The main and first resistance is always fix to the monster type/class, the last will be random
    In normal elite packs will have 35% absorb to a single damage type and 20% to two other damage types.
    In nightmare all normal monsters will have the same absorb as elite in normal, all elites will have 50% absorb to a single damage type and 25% to two other damage types continuing in hell with changed to 75%/50% and in In Inferno to 85%/50%
  • Base monster life will be reduced by 20% due to the 'black' weapon fix and implementation of resistances
  • .
    Elite

  • All elite packs gain life regeneration of 0.5% maximum life per second
  • Attack speed of elites will no longer affect the cast rate of affix powers
  • Monster skills and stats do no longer amplify each other if they are of the same damage type
  • Elite monsters (elite rare, champions and unique) will have their affixes edited and gain certain immunities related to their affixes
  • Arcane - Lays Arcane Mines, like the Wizards Arcane Torrent Rune, which are spammed like Frozen crystals
  • Avenger - gains 'Cannot be Feared'
  • Extra Health - unchanged
  • Fast - gains 'Cannot be Slowed'. Fast affix does no longer affect the cast rate of affix powers
  • Fire Chain - gains 'Cannot be Immolated' (take fire damage over time)
  • Frozen - gains 'Cannot be Frozen' - champions no longer spawn asynchronic, only the leader (unrecognizable to players) has the affix. 'Leader' marker jumps to next champion after being killed
  • Health Link - gains 'Cannot be Leeched from' (no life on hit)
  • Illusionist - Illusions have their own life, which is no longer subtracted from the original. Fixed an issue where the Illusions of Blood Clan Sorcerers were able to shield other monsters
  • Jailer - gains 'Cannot be Charmed/Confused'
  • Missile Dampening - Reduced incoming ranged damage by 20%
  • Molten - gains 'Cannot be Immolated' (take fire damage over time)
  • Mortar - affix will be fixed like it was in 1.05, in the way that they can't hit closer then 12 yards of casters location, no matter how close to a wall, other object or target he is
  • Plague - gains 'Cannot be Poisoned' (take poison damage over time)
  • Reflect - gains 'Cannot be Leeched from' (no life steal). Fixed all issues where automated, summoned or non-direct attacks would reflect damage like Storm Armor, Hyrda, Followers, Meteor, Minions etc. to the character
  • Shielding - remains technically unchanged, might be called 'Shift' and visually changed from a shield to becoming translucent
  • Teleport - is less often triggered but gives 30% melee damage absorb for 1 sec after having teleported
  • Waller - Walls from champions elites will always leave a gab between them preventing imprisonment in tight areas
  • .
    Bosses

  • All bossfights will start very dark and increase in illumination equivalent to the damage dealt to the bosses showing the effect which the great evil have upon the light. And when they diminish so will the darkness
  • Added environmental objects to bossfights, that may either help or hinder the fight making it more challenging or giving a tactical advantage
  • Each bosses first kill will now guarantee a legendary drop in each difficulty. First kill counters will be reset once the patch goes live
  • The fight against The Butcher is now much darker and in 2 phases
  • Belials 2nd phase is more challenging and darker, as is the 3rd
  • Amzomdans fight will now consist of 3 phases and be more challenging and darker
  • The warden in act 4 now has a chance to drop a random key
  • Diablo will now spawn 3 phantoms in the Realm of Terror in a single game and 2 phantoms in a party game. Additional shadow creatures and terror demons will spawn in the 2nd and 3rd phase
  • .
    User Interface

  • Added 'Damage' value to the main character window for base damage min-max without critical chance or speed boni, which is used for almost all skills offering a better chance to understand its influence and allow a more efficient overview to tinker with new builds
  • Added 'Critical Damage' value to the main character window to show the actual min-max damage dealt when an opponent is critically hit
  • Added an averaged resistance value to the main character window. The detailed view will only show the % absorb from now on as it does with armor. Mouse-over the absorb will show the flat value. Done to add consistency
  • Added more buff timers and arranged buffs to the left, debuffs to the right and shrine buffs to the center facing right. this allows for 7 buff, 3 shines and 3 debuff total
  • .
    Options

  • Added a transparency bar for graphic effects (current state = 100%)
  • Added a saturation color bar (current state = 100%)
  • Added an option to turn off plasma effects (gates, fires at Rakkis Crossing, flying fireballs etc.)
  • Added option 'Normal', 'Reduced' and 'None' to all visual skill effects. Character animations will be the same, all extra effects will either be normal, reduced in size and visual intensity or none existent at all delivering the game the realism you decide to have
  • Adding menu options to turn off the minimap, chat menu and character icons, hotkeys have been added to give quick access if needed
  • Edited by Ferisam#2351 on 05/02/2013 10:41 GMT
    Reply Quote
    FYI - These changes require M$ in dev costs. The product managers will not approve it. These chages will not see the light of day even if they were a boxed expansion worth $30-$40.

    Do you have to suggest anything CHEAPER and effective? Activision is poor, and can't afford to fix D3 by spending M$.

    If you had CHEAPER and more effective suggestions you would be a game designer, and your changes would be *REAL* patch notes, in a game instead of this PI-In-the-sky forum post.

    Please I beg you, WAKE UP.
    Reply Quote
    One with Everything
    Changed to: Your resistance to all elements is equal to your second highest resistance

    This one is SO stupid man. How could I even do that? Add +295 to fire ress, and 294 to cold and I will have 294? This is stupid solution.
    I got a better one: Add + 25% of armour into OwE
    Pacifism: boost your ress(all)for 50%(+ the old effects)
    And now you will have 2 skills to choose(We will have the same almost the same ress from these two skills but we will have to choose between armour and damage reduction during stun etc).
    Edited by BurbonPL#2145 on 31/01/2013 08:24 GMT
    Reply Quote
    @ gnosis: Ah, genius, haven't thought about that, patch 1.01, 1.02, 1.03, 1.04, 1.05, 1.06 and now 1.07 fell from the sky, costing now money and time or any effort at all, how could I not see this. You are so right, I better delete this post and except the awesomeness of a mediocre game.

    @ Burbon: Making choices is so, how can I say this ... dough, my bad.

    It is meant to fix the OP of OwE and it does very nicely, you have to focus on 2 resistances instead of only one, while other classes have to focus on all 6, really a bad nerf and so unfair for the monks. Also considering that single res can roll twice on items, a very silly idea, I am really sorry to have ruined all monks °°

    The skill changes you describe are so powerful, that they will result in must-have choices and are worse then OwE is at the moment. +% to armor is one of the strongest attributes in the game, because it is so difficult to accumulate for all classes except Barb - and there is a reason why Energy Armors and Warcires +% resist bonus was lowered way below 50%.

    And you should notice that I haven't touched those, even though I miss them badly In HC and has lowered my survivability so far, that i can't play beyond mp0 at the moment with my chars which dropped from my main chars to 3rd grad fun chars. This is not about my personal taste or favorite class or skill, this is about objective balance and build diversity, stop with your my monk, my build, ruin all ... silly, stupid, selfish and dumb. Look beyond your own desires if you want to argue, otherwise keep away and enjoy the result of other peoples work (or missing work).
    Edited by Ferisam#2351 on 31/01/2013 10:34 GMT
    Reply Quote
    Dude, I don't care about other classes. Wizz got his barrier, DH is DH(NOT MELEE FIGHTER like monk), barb got highest armour and medium ress so what is the problem?
    Reply Quote
    31/01/2013 10:39Posted by BurbonPL
    Dude, I don't care about other classes.


    - no comment
    Reply Quote
    FYI - These changes require M$ in dev costs. The product managers will not approve it. These chages will not see the light of day even if they were a boxed expansion worth $30-$40.

    Do you have to suggest anything CHEAPER and effective? Activision is poor, and can't afford to fix D3 by spending M$.

    If you had CHEAPER and more effective suggestions you would be a game designer, and your changes would be *REAL* patch notes, in a game instead of this PI-In-the-sky forum post.

    Please I beg you, WAKE UP.


    What does Microsoft have to do with diablo 3 dev costs? And how do you spend "Microsoft"?
    Reply Quote
    @ Izzo: You're trolling right ? I am sure he meant millions of dollars, not Microsoft. Could you please edit your post, leads away from the thread discussion. ;) Thx.
    Reply Quote
    wow, its nice, some things are good some things arent. but to sum up - its great work. i doubt that theese fixes that youre suggesting will all be aproved, but the devs should consider to "use" some of your ideas in future patches :)

    P.S. Nice job, keep it going :)
    Reply Quote
    Thx, though I am rather curious about the things you consider not so good, there is always room to improve or others peoples point of view and experience to consider.

    Some things were clear way before release, some are months old, others just surfaced recently, a lot are my experiences, most are common discussion issues and many are from the forum and based on ideas and concepts of other involved players.
    Reply Quote
    Author, seriously, get a life ^^
    Reply Quote
    One with Everything
    Changed to: Your resistance to all elements is equal to your second highest resistance


    You seem to have forgotten that Blizzard have said, time and again, that if they touch this passive, they will do it in a way that does not invalidate the monk's gear. This solution would do just that, and would in effect cause 90% of the monk community to rage-quit, independent of any other changes they do.

    All other classes have skills (passive and active) that raises resistances substantially. WD and Wiz gets a lot from their main stat as well. OwE in its current for is not in any way or form OP as it is now.
    Edited by Cartman1337#2853 on 31/01/2013 17:54 GMT
    Reply Quote
    stop doing stupid topics with your dreams. This dont change anything because devs dont change anything.

    AMEN!
    Reply Quote

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