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Diablo III |OT4| Antiques Roadshow: Sanctuary Edition

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GJS

Member
8% on ilvl63 items in act3/4 inferno? That's a fuckin pain in the ass, come on

They are supposed to be end game gear, you realistically can't expect them to drop much more often.


I go Graveyard (1-3 mobs if you go inside the crypts) - Festering Woods (guaranteed 5) - Leoric's Manor (1-3 mobs) and then run the Warden/Butcher gauntlet.

I must stop by the Watchtower now. Is it a guaranteed area?

It's not guaranteed but it's pretty common, it's always at the left corner of the map from the waypoint so you just run over quick to see.
 

Tess3ract

Banned
disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness).

Oh fuck you blizzard
 

Kyoufu

Member
Which really gets rid of a lot of the value of it for loot runs. Which is why I was wondering if they'd be exempt.

People will be doing more Pony runs now. Get 5 stacks in Act 1 areas, possibly ilvl61+ loot then each elite pack in Ponyland will drop guaranteed rares. That's better than those shitty clouds.
 
impression until i get to play it. I like pretty much everything. It all helps legit players. Monks got a quasi buff with access to every weapon but ranged.
 

scy

Member
Life per second won't help you when you deal 60k + DPS.

Life on Hit is essentially Life per second (they get treated the same by the game as .5s interval ticks) and you can gear a good amount of regen. Life on Hit doesn't even scale well for many Wizard skills anyway.

Honestly, Life per second is better than Life on Hit.

People will be doing more Pony runs now. Get 5 stacks in Act 1 areas, possibly ilvl61+ loot then each elite pack in Ponyland will drop guaranteed rares. That's better than those shitty clouds.

The drop rates for Pony runs shouldn't be changed (they've always been A3/A4 table) so I wonder if it's worth the effort for someone farming Act 1 comfortably but can't do Act 2/Act 3.
 

Macattk15

Member
People will be doing more Pony runs now. Get 5 stacks in Act 1 areas, possibly ilvl61+ loot then each elite pack in Ponyland will drop guaranteed rares. That's better than those shitty clouds.

Seriously. FUCK those clouds. Once in blue moon I'd get a rare out of them ... and it'd be sub level 60 often.

I'd clear the entire place and then put on my 250% MF gear or something too ... nada.

I will definitely go in there to kill elite packs with 5 NV now.
 

Tess3ract

Banned
Weapon racks will no longer drop weapons 100% of the time
Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed

What the fuck is the point then?
 

RDreamer

Member
Stealth Demon Hunter/Wiz glass cannon nerf on farming seigebreaker too.

Siegebreaker: In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix.

All you DH and Wiz glass cannons better start farming for some high dps life on hit weapons if you're planning on doing Siegebreaker runs. Seems Blizz only want you in Act1.

Makes me glad I took some advice and grabbed a nice crossbow with some LOH to swap to when I come to those sorts of monsters and bosses. My DH is only level 50, but I'll be happy when I get to 60 and I have that bow waiting to swap. It's got, I think 700 or 800 life on hit, and it's got over 800 damage, so I'd take a hit in damage, but won't be dying quickly. Only paid 70k for it, too.
 

zoukka

Member
Tried blocking spambots on chat - blocklist is full.
Tried to delete blocked ID's by clicking on them because there is no option to fully delete the list and I get a disconnect because I clicked too fast.

Sometimes this game feels like a sick joke of a game.
 
So basically, don't bother with anything except mobs because it's not worth the time you invest in it.

More like, you see a little destruction when doing the main purpose of the game.
Its called Diablo, a game where i kill Diablo. Not Ashen Vase 5000, where i kill 5000 ashen vases for millions and rare items.
 

Macattk15

Member
So basically, don't bother with anything except mobs because it's not worth the time you invest in it.

Yep. I'm fine with playing the game to kill mobs. It's pretty boring smashing passive barrels that offer no threat to you.

Get 5 stacks. Get a guaranteed rare.

How can you complain about barrels ... when getting a guaranteed rare with 5 stacks is such an AWESOME change.
 

V_Arnold

Member
Honestly, Life per second is better than Life on Hit.

No, it honestly is not.
The ONLY case when it is "better" if you NEVER stop to even cast signature spells and you let Hydra/Blizzard do your job for you (none of them give even 5% life on hit because of their nature). For every other build, LOH >>>>>> LOS.

And do not even get me started on Meteor/Spectral blades scaling on LOH. Amazing.

So basically, don't bother with anything except mobs because it's not worth the time you invest in it.

More like "stop treating this game as an 'abuse the rules greedy style' simulator" where the goal is to get the most money out of it with less effort, and start treating it as a game where you kill mobs for loot :D

Tried blocking spambots on chat - blocklist is full.
Tried to delete blocked ID's by clicking on them because there is no option to fully delete the list and I get a disconnect because I clicked too fast.

Sometimes this game feels like a sick joke of a game.

Your hatred towards this game is visible to many of us. Question is: why do you keep playing it? And do you know that this is the first month of a Blizzard game? :O
 

Kinitari

Black Canada Mafia
Just reading the patch notes now. So fucking nervous, put up one of my 1h weapons last night - it has 19% attack speed, hopefully it sold before servers went down.

Also, I'm excited about the better drop rates - I am tired of getting level 50 items in act III.

Anything I should be aware of as a monk, anything not really clearly outlined in patch notes?
 
As far as Siegebreaker goes, it won't be much more difficult for a DH as you can just use smokescreen as your shots are about to hit him. Might make the battle last a little longer, but he's still one of the easier bosses in the game.
 

GJS

Member
I just sold 3 items on the RMAH in the past hour. I put them at a really good price... Blizzard employees bought them ? :p

Auction timers carry on during maintenance, so whoever bid on them before it went down won.


As far as Siegebreaker goes, it won't be much more difficult for a DH as you can just use smokescreen as your shots are about to hit him. Might make the battle last a little longer, but he's still one of the easier bosses in the game.
He has a 4 minute enrage timer now, so it better not last too long.
 

scy

Member
No, it honestly is not.
The ONLY case when it is "better" if you NEVER stop to even cast signature spells and you let Hydra/Blizzard do your job for you (none of them give even 5% life on hit because of their nature). For every other build, LOH >>>>>> LOS.

And do not even get me started on Meteor/Spectral blades scaling on LOH. Amazing.

I know the numbers.

LPS is on more slots (practically everything) and it always works. LoH has it's issues, primarily scaling per skill and the fact it's so valued that buying for it is expensive. I never said to not get Life on Hit. Barring Rings/Amulets, they don't even share slots they roll on. Too many people ignore LPS and just think LoH solves everything. It really doesn't.

The fact anyone can think LPS is useless is kind of a sign of not understanding the game mechanics. Again, this isn't a case of LPS vs LoH since you'll (almost) never have to make this choice.

Edit: Also worth noting, LoH value for Wizards will go down a bit as there's less signature spell spamming builds (barring Spectral Blade Crit ones probably) and more Crit AP builds where LoH scaling is pretty much terrible.
 

syllogism

Member
Just reading the patch notes now. So fucking nervous, put up one of my 1h weapons last night - it has 19% attack speed, hopefully it sold before servers went down.

Also, I'm excited about the better drop rates - I am tired of getting level 50 items in act III.

Anything I should be aware of as a monk, anything not really clearly outlined in patch notes?
The drop rates for act 3/4 seem like what they are right now and their phrasing also suggests that

"High-end items now can drop in earlier acts (see notes for numbers)"
 

lol51

Member
Can anyone log on to their Battle.net account (website) or do you get this message:

Due to suspicious activity, this account has been locked. A message has been sent to this account’s email address containing details on how to resolve this issue. Visit http://us.battle.net/account/locked.html for more information.

If I did get locked, I did nothing wrong and I didn't get any email from them.
 

V_Arnold

Member
I know the numbers.

LPS is on more slots (practically everything) and it always works. LoH has it's issues, primarily scaling per skill and the fact it's so valued that buying for it is expensive. I never said to not get Life on Hit. Barring Rings/Amulets, they don't even share slots they roll on. Too many people ignore LPS and just think LoH solves everything. It really doesn't.

The fact anyone can think LPS is useless is kind of a sign of not understanding the game mechanics. Again, this isn't a case of LPS vs LoH since you'll (almost) never have to make this choice.

Well, we agree on this then. My understanding of the matter is that once we are at a point where we get the usual stuff (+int, +vit, +life, +all resist for tankish/survival reasons, +crit chance/damage/+IAS for pure PDS-kiting), then Life per second becomes more and more good-looking as a stat. Still, LOH >>> LOS imho, but since we have to take account the availability of the affixes, of course one can get 1000+ los on every other item that cannot spawn LOH, therefore making that heal to have more significance even if we could not hit anything in those moments when we were running, or were in between group of mobs, etc.
 

xelios

Universal Access can be found under System Preferences
Can anyone log on to their Battle.net account (website) or do you get this message:



If I did get locked, I did nothing wrong and I didn't get any email from them.

I had this happen to me before. I suspect it was from someone else trying to log in to my account. All I had to do was go through a password reset/auth codes and it was unlocked. I tried logging in just now and it only asks for an auth code.





MF question: Anyone care to clarify whether the rolls you get on an item/quality of rolls is affected by MF, or only your % chance of getting a certain color of an item. Basically, are the rolls on any given item and the quality of them completely random?
 

Dahbomb

Member
Wow that's a HUGE patch. A lot of really good changes I am happy for INCLUDING the NT change and I am a day 1 DH player. Pretty much killed any build play on that character when you felt gimped playing with anything except NT. The nerf was pretty severe though but it had to happen.
 

lol51

Member
I had this happen to me before. I suspect it was from someone else trying to log in to my account. All I had to do was go through a password reset/auth codes and it was unlocked. I tried logging in just now and it only asks for an auth code.

Hey thanks that worked. I had to reset and get a new password.
 

Morokh

Member
- Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses

- Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed

WTF ? better remove them then ... jeez
 

TommyT

Member
What're you guys build now for DH farming?

One of two for A3/A4:

(current build)
Caltrops - Jagged Spikes
RoV - Stampede
Smokescreen - Lingering Fog
Prep - Backup Plan
Hungering - Devouring
Elemental Arrow - NT (edit: maybe ball)

Caltrops - Jagged Spikes
RoV - Stampede
Smokescreen - Lingering Fog
Prep - Backup Plan
Hungering - Devouring
Rapid Fire - High Velocity

It's just going to take a bit longer to kill things, which I have no problem with.

edit: Just off the top of my head, might find something better during actual game play.
 

Seth C

Member
With the increased repair costs I'm actually not sure I can keep playing the game. I'm only at Act 1 of Hell, but as I again found no useful gear in Act 3 or 4 of the previous difficulty, I am now completely incapable of taking down any pack of Elite or Champions. I even tried dragging the first two I came across back to town. It was futile. I couldn't manage to kill even one member of the Elite pack despite dying repeatedly.
 

Kinitari

Black Canada Mafia
The drop rates for act 3/4 seem like what they are right now and their phrasing also suggests that

"High-end items now can drop in earlier acts (see notes for numbers)"

So does it just mean it's now more viable farming earlier acts? Hmmm...

Now I am curious, I was really pretty well geared for act III already, and could run it in a group without TOO much trouble, but running act I it was 5 stacks in like 15minutes. I think running act I is probably going to be better for farming, even though after this patch act III will be even more doable for me.
 

balddemon

Banned
Life on Hit is extremely overrated endgame.

LPS and Life Leech are the endgame stats.

how much total life leech can you get? the most i saw on any items was 3% and you can only get it on a couple items. i do 8.6k dps. 6% of that is 516*.2 is 103.2. just seems like only high dps chars would benefit from it. i'll stick with my 440 loh and 500/sec regen.
 
D

Deleted member 17706

Unconfirmed Member
maniac is constant 20% buff to dmg. if you had a good amount of lifesteal + LoH, i'd say maniac is better. as it is, i use maniac so i can kill individual pack members quicker

Late reply, but sidearm is generally better. This is especially true on fights where you can't just stand in one spot the entire fight, since it takes time to build up to that 20% damage increase.
 

Kyoufu

Member
Diablo III Patch 1.0.3 - v.1.0.3.10057
General
To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Willow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies

Battle.net
General
Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
Chat settings and preferences will now be saved whenever you log out
Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session
Bug Fixes
Using the /who command in a heavily populated chat channel should no longer cause the client to crash
The "Invite to Party" button should no longer become grayed-out if a player:
Declines a party invite
Requests a party invite and then declines it
Accepts a party invite, but immediately then leaves the party
The character screen should now always display the display the correct act and quest information
If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: "Battle.net is unable to add friends because you have Real ID disabled."

Classes
Barbarian
Active Skills
Ignore Pain
Skill Rune – Contempt for Weakness
The amount of damage reflected will now cap at the player's maximum Life
Overpower
Skill Rune – Crushing Advance
The amount of damage reflected will now cap at the player's maximum Life
The tooltip has been updated to represent that both melee and ranged damage are reflected
Weapon Throw
Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)
Passive Skills
Relentless
Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)
Demon Hunter
Active Skills
Cluster Arrow
Skill Rune - Dazzling Arrow
Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)
Grenades
Skill Rune - Stun Grenades
Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)
Bug Fixes
Caltrops
Skill Rune – Jagged Spikes
Effect will now only stack up to 10 times on a single target
Elemental Arrow
Skill Rune – Nether Tentacles
Tentacles will now only hit each target once
Monk
General
Monks can now use spears, two-handed weapons, and two-handed swords
Active Skills
Serenity
Skill Rune – Instant Karma
The amount of damage reflected will now cap at the player's maximum Life
Seven-Sided Strike
Skill Rune - Sustained Attack
Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
Mantra of Retribution
Damage will now cap based on the maximum Life of the target
Bug Fixes
Near Death Experience
Fatal damage absorbed by Serenity will no longer trigger Near Death Experience
Witch Doctor
Active Skills
Summon Zombie Dogs
Skill Rune – Leeching Beasts
Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)
Wizard
Active Skills
Diamond Skill
Skill Rune – Mirror Skin
The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
Magic Weapon
When activated, a buff icon will now appear that displays the amount of time remaining
Meteor
Skill Rune - Star Pact
Now deals damage as Arcane instead of Fire
Passive Skills
Paralysis
Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)

Items
General
+ Attack Speed bonus values on weapons and armor have been reduced by 50%
This change does not apply to quivers
High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
The new approximate drop rates are as follows:
Hell - Act III and Act IV
iLvl 61: 9%
iLvl 62: 1.9%
iLvl 63: 0%
Inferno - Act I
iLvl 61: 17.7%
iLvl 62: 7.9%
iLvl 63: 2.0%
Inferno - Act II
iLvl 61: 18.6%
iLvl 62: 12.4%
iLvl 63: 4.1%
Inferno - Act III and Act IV
iLvl 61: 24.1%
iLvl 62: 16.1%
iLvl 63: 8.0%
Please see the Patch 1.0.3 Design Preview for more information and specific details
Repair costs have been increased for item levels between 53 and 63
Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
The Staff of Herding can no longer be salvaged or dropped
Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Weapon racks will no longer drop weapons 100% of the time
Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Weapons and Armor
"Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
Manticore now has one additional bonus affix
User Interface
Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
Tooltips for items on the ground will now show comparison stats
Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab
Bug Fixes
Items level 50 and above will now display their item level in the tooltip
Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
Fixed a bug with linking items with socketed gems in chat
Fixed a bug where vendors would occasionally not have any items for sale
Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size...

Crafting
General
The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
Blacksmith
The gold cost to level the Blacksmith has been reduced by 50%
The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
Base levels now require 1 page/tome, down from 5
Milestone levels now require 2 pages/tomes, down from 5
The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
Weapon crafting costs have been reduced
The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
Jeweler
The gold and material cost to combine gems ranks 2-8 has been reduced
Combinations for these ranks now only require 2 gems, down from 3
The gold cost to combine each rank of gems is now as follows:
Rank 2: Flawed: 10 gold (down from 500 gold)
Rank 3: Regular: 25 gold (down from 750 gold)
Rank 4: Flawless: 40 gold (down from 1250 gold)
Rank 5: Perfect: 55 gold (down from 2000 gold)
Rank 6: Radiant: 70 gold (down from 3500 gold)
Rank 7: Square: 85 gold (down from 7500 gold)
Rank 8: Flawless Square: 100 gold (down from 20,000 gold)

Followers
General
Bug Fixes
Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI
Enchantress
Skills
Mass Control
Radius reduced from 15 yards to 8 yards
If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
Skill will now correctly target enemies in all circumstances

Bosses
General
Bosses have had their pathing improved
The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
Skeleton King
Abilities
Will now summon Skeletal Archers in Hell and Inferno difficulties
The Warden (mini-boss)
General
Now has Fast and Molten affixes, in addition to Jailer
In Inferno difficulty, the Warden will also gain the Desecrator affix
Butcher
Bug Fixes
Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
Ghom
Abilities
Gas Cloud
Radius of Gas Cloud has been slightly reduced
Slowing effect has been removed
The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
Maghda
Bug Fixes
Punish Dust projectiles can no longer be reflected
Zoltun Kulle
General
Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
Abilities
Ceiling Collapse
Can now be cast at a player from any range
Fireball
Fireball attack now moves slower
Can now be cast at a player from any range
Teleport
Will now Teleport and run away from the player less often
Will now occasionally Teleport to the player
Belial
General
Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
Bug Fixes
Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
Siegebreaker
General
Overall damage has been reduced
No longer vulnerable to Confuse and Charm effects
Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
Now enrages after 4 minutes
In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
Cydaea
Abilities
Spiderlings
Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
Rakanoth
General
In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
Izual
General
Health pool has been increased
The number of Oppressors that join the fight has been reduced from 4 to 2
Will no longer target Followers or Tyrael as frequently
Abilities
Base Attacks
Base attack damage has been lowered
No longer does Cold damage on top of base attacks
Charge
Charge damage has been reduced
Knockback has been removed
Will Charge slightly more often, but will only target players
Frozen Bombs
Frozen Bomb damage has been reduced
Bombs will now explode faster
Only 8 Bombs will now spawn around the player rather than 12
Bombs will spawn at Izual's feet less often
Frost Explosion
Frost Explosion damage has been reduced by 70%
Duration of freeze has been increased
Damage dealt to players while frozen will now break the effect
Players can now use defensive cooldown while frozen
Players can no longer avoid being frozen by doing high amounts of amount to Izual
Bug Fixes
Izual will no longer spawn twice if a player skips his introductory cut-scene
Diablo
Bug Fixes
Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
Fixed a bug that was causing pets to not attack Shadow Clones

Monsters
General
Champions, Rares, and Uniques have had their pathing improved
Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
Colossal Golgor base damage has been reduced
Herald of Pestilence tentacle attack damage has been reduced
Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
Succubus monsters will now run away less and for a shorter distance
The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
Bloodclan Warriors no longer knockback when buffed and attack slightly slower
Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
Leaders of Invulnerable Minions packs have had their health pools reduced
Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
Bug Fixes
Interrupting a monster attack before it lands will now properly trigger its cooldown
Treasure Goblins will now drop gold piles for all nearby players
Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
Fixed a bug where Sandwasp projectiles could sometimes become invisible

Bug Fixes
General
The experience bar for characters at level cap on a Guest Pass account will now display 0-0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
Fixed a bug where The Lyceum in the Southern Highlands was not appearing
Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
Fixed a position desync bug ,aka "rubberbanding", that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
Several performance improvements have been made to both the PC and Mac client
Auction House
Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
Items with class-specific affixes should now display the class restriction properly
It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
The data displayed in each auction house tab should now properly reset when logging out

Patch notes for those who requested it.
 

Kinitari

Black Canada Mafia
If so you'd have an e-mail.

I meant in the gold AH. I put it up for 1.6mil. Maybe a touch too high, I put it up before I knew the patch was for sure tonight - if I had known, I would have put it up for sub a mil just to get it gone asap.
 

Anustart

Member
I had this happen to me before. I suspect it was from someone else trying to log in to my account. All I had to do was go through a password reset/auth codes and it was unlocked. I tried logging in just now and it only asks for an auth code.





MF question: Anyone care to clarify whether the rolls you get on an item/quality of rolls is affected by MF, or only your % chance of getting a certain color of an item. Basically, are the rolls on any given item and the quality of them completely random?

MF doesn't affect item affixes, just quality level, i.e. Magic, Rare, etc.
 
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