• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Diablo III: Reaper of Souls |OT| Once again! The Sound of HAMMERS is GLORIOUS!

Status
Not open for further replies.

Anoregon

The flight plan I just filed with the agency list me, my men, Dr. Pavel here. But only one of you!
I have a dream that one day we can find legendary crafting materials in Nephalem Rifts.

I think it would be cool if the the layout a given rift's level was based on could spawn the super uniques of that map.
 
Found the full patch notes:

GENERAL
Greatly increased the survivability of pets summoned by several items and skills, including:
Skycutter
Maximus
The Gidbinn
Genzaniku
Litany of the Undaunted
Call of the Ancients
Falling Sword - Rise Brothers
All Town hubs have had the placement of the Nephalem Rift Obelisk, Orek, and Kadala adjusted to help reduce the chance of accidental clicking
The Blacksmith's Belongings box in Act I no longer has collision

CLASSES
Barbarian
Philosophy
Many skills that spend Fury feel great, but when it comes time to generate Fury the single-target options don't feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of those single-target generators to be more competitive.
Active Skills
Bash
Increased base damage from 170% to 215% weapon damage
Skill Rune - Clobber
Increased chance to stun for 1.5 seconds from 30% to 35%
Skill Rune - Onslaught
Increased additional damage from 80% to 100% weapon damage
Frenzy
Increased base damage from 120% to 155% weapon damage
War Cry
Bug Fix: Fixed an issue preventing the 5 seconds of paused Fury degeneration after casting War Cry from working.
Weapon Throw
Increased base damage from 150% to 185% weapon damage
Skill Rune - Mighty Throw
Increased damage from 210% to 270% weapon damage
Skill Rune - Throwing Hammer
Increased chance to stun from 30% to 40%

Crusader
Philosophy
Many of the Crusader's Wrath spenders are below where we would like, while Heaven's Fury - Fires of Heaven was over-performing. We are toning back Fires of Heaven while increasing the potency of most of the other Crusader spenders to encourage greater build exploration.
The single-target Wrath generator spells, Punish and Justice, don't feel meaty compared to generators that can hit more than one target at a time. As a result, we are increasing the potency of Punish and Justice to be more competitive.
We are making a few adjustments to improve Steed Charge. The cooldown and duration of the skill have both been reduced. Overall, this makes the total uptime for the skill slightly higher and, more importantly, you'll be able to hit the button more often. We're removing the ability for Steed Charge to break stuns, which allows us to focus on Steed Charge being primarily a mobility skill that can still get you out of root effects, such as Jailer. We still want Steed Charge to be useful in combat, so we're also increasing the damage on damage-focused runes.
General
Crusaders now take 15% less damage from all sources
Active Skills
Akarat's Champion
Skill Rune - Rally
Fixed an issue where Rally would not reduce the cooldown of Condemn
Blessed Hammer
Skill Rune - Burning Wrath
Increased radius from 5 to 8 yards
Increased pool damage from 95% to 150% weapon damage
Skill Rune - Icebound Hammer
Bug Fix: Fixed an issue where Icebound Hammer wasn't chilling enemies
Icebound Hammer no longer goes away when exploding
Blessed Shield
Increased base skill damage from 280% to 340% weapon damage
Skill Rune - Combust
Increased damage from 105% to 270% weapon damage
Skill Rune - Shattering Throw
Increased damage from 50% to 333% weapon damage
Known Issue: The tooltip for this skill rune does not reflect this change
Fist of the Heavens
Increased base skill's impact damage from 250% to 340% weapon damage
Increased base skill's bolt damage from 210% to 340% weapon damage
Skill Rune - Divine Well
Increased damage from 14% to 80% weapon damage
Increased bolt zap search radius from 12 to 18 yards
Skill Rune - Fissure
Increased area of effect damage from 80% to 400% weapon damage over 5 seconds
Increased Arc capsule damage radius from 3 to 6 yards
Skill Rune - Heaven's Tempest
Bug Fix: Fixed an issue where Heaven's Tempest was not moving around in its intended pattern
Heaven's Fury
Skill Rune - Fires of Heaven
Reduced damage from 950% to 735% weapon damage
Justice
Increased base skill damage from 175% to 240% weapon damage
Skill Rune - Burst
Increased damage from 25% to 30% weapon damage
Skill Rune - Hammer of Pursuit
Hammer of Pursuit now seeks targets more quickly after cast
Increased damage from 200% to 300% weapon damage
Phalanx
Increased base skill damage from 295% to 380% weapon damage
Skill Rune - Bowmen
Increased damage from 85% to 160% weapon damage
Skill Rune - Bodyguard
Increased damage from 200% to 285% weapon damage
Skill Rune - Shield Charge
Increased damage from 75% to 180% weapon damage
Skill Rune - Stampede
Increased Stun chance from 25% to 30%
Punish
Increased base skill damage from 200% to 270% weapon damage
Skill Rune - Retaliate
Increased damage from 70% to 94% weapon damage
Shield Bash
Increased base skill damage from 325% to 370% weapon damage
Skill Rune - Crumble
Increased on death proc damage from 550% to 660% weapon damage
Skill Rune - Pound
Increased damage from 550% to 740% weapon damage
Increased bonus damage from shield Block Chance from 150% to 500%
Steed Charge
Reduced base skill cooldown from 25 to 16 seconds
Reduced base skill duration from 2 to 1.5 seconds
No longer breaks Stun
Skill Rune - Endurance
Reduced duration from 3 to 2 seconds
Skill Rune - Ramming Speed
Increased damage from 475% to 515% weapon damage
Skill Rune - Nightmare
Bug Fix: Fixed an issue where the Fire pools were not lasting their full intended duration
Skill Rune - Draw and Quarter
Increased damage from 125% to 185% weapon damage
Sweep Attack
Increased base damage from 400% to 440% weapon damage
Passive Skills
Lord Commander
Now reduces the cooldown of Steed Charge by 25% and Bombardment by 35%

Demon Hunter
Philosophy
Many skills that spend Hatred feel great, but when it comes time to generate Hatred the single-target options don't feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of a few single-target generators to be more competitive.
Active Skills
Evasive Fire
Increased base middle shot damage from 160% to 200% weapon damage
Increased base side shot damage from 80% to 100% weapon damage
Skill Rune - Covering Fire
Bug Fix: Fixed a bug causing the side shot damage to be lower than the amount listed
Increased the damage of the side shots from 160% to 200% weapon damage
Increased the range of the side shots from 50% to 80% to match the range of the middle shot
Hungering Arrow
Increased base damage from 125% to 155% weapon damage
Sentry
Skill Rune - Guardian Turret
The damage reduction from this rune will now be reflected in the Toughness display

Monk
Philosophy
Monks are working as intended and Dashing Strike is perfectly balanced.
There are no Monk changes at this time. Monks are currently in a fairly comfortable place, but as with all aspects of the game, we will continue to monitor them and make changes as needed.

Witch Doctor
Philosophy
The Witch Doctor was lacking good options for when they were low on Mana. A lack of attractive Signature spells results in builds primarily focused on sustaining Mana for long periods of time. We are increasing the potency of a few single-target Signature spells to be more competitive so that there are still aggressive options while waiting for Mana to regenerate.
Haunt has received some changes to provide a low-Mana option as well as to emphasize options for a damage-over-time (DOT) play style.
Active Skills
Poison Dart
Increased base skill damage from 155% + 40% to 185% + 40% weapon damage
Skill Rune - Splinters
Increased damage from 65% to 105% weapon damage per dart
Skill Rune - Spined Dart
Increased amount of Mana returned from 25 to 50
Skill Rune - Flaming Dart
Increased damage from 275% to 425% weapon damage over 4 seconds
Damage over time from Flaming Dart can now stack with itself
Skill Rune - Snake to the Face
Stun chance increased from 25% to 33%-35%
Corpse Spiders
Increased base skill damage from 216% to 324% weapon damage
Skill Rune - Leaping Spiders
Increased damage from 238% to 383% weapon damage
Skill Rune - Blazing Spiders
Increased damage from 259% to 400% weapon damage
Firebomb
Skill Rune - Pyrogeist
Increased damage from 560% to 880% weapon damage
Haunt
Reduced Mana cost from 200 to 50
Increased base skill damage from 1465% over 6 seconds to 4000% over 12 seconds

Wizard
Philosophy
Two skills on the Wizard, Arcane Orb - Frozen Orb and Electrocute, have bugs with their implementation. Unfortunately, these bug fixes do have the side effect of weakening these skills. Ultimately, this brings these skills back in line with other Wizard skills, which is why we chose to implement these fixes.
Teleport is receiving some changes to allow it to work in more situations. The range is being increased overall for each cast of Teleport. As a result, the Wormhole rune is receiving a reduction in the number of successive casts that can be completed. Previously, you could cover 140 yards in 4 casts and now you can cover 150 yards in 3 casts. Overall, this is a buff.
Active Skills
Arcane Orb
Frozen Orb
Bug Fix: Fixed an issue where Frozen Orb was chilling for longer than intended
Bug Fix: Fixed an issue where the Frozen Orb bonus damage radius was hitting a larger area than intended
Electrocute
Skill Rune - Surge of Power
Reduced proc scalar from 0.25 to 0.166
Teleport
Increased range from 35 to 50 yards
Skill Rune - Wormhole
Reduced maximum allowed teleports from 4 to 3
Passive Skills
Arcane Dynamo
Bug Fix: Arcane Dynamo now properly grants bonus damage to channeled spells
Prodigy
Bug Fix: Fixed an issue where Electrocute was granting double the intended amount of Arcane Power when used with Prodigy

ADVENTURE MODE
The Nephalem Obelisks now have a short cast time before they activate
Nephalem Rifts
Adjusted the potential layouts for Sewer and Aqueduct style dungeons to include more randomized options

CRAFTING
Level 70 crafted sets no longer require Flawless Royal gems and instead now require Marquise gems
The drop rate of unique Legendary crafting materials has been significantly increased
This matches the drop rate of Death's Breaths
Death's Breaths are no longer required for level 61-70 Rare crafting recipes
Bug Fix: Legendary crafted shields now provide the correct amount of Block Value for their level

ITEMS
The treasure from Resplendent Chests has been improved to feel more resplendent
Bug Fix: Legendary Follower relics will no longer roll incorrect Primary stats
Malthael is now much more afraid, and will more consistently drop the Reaper's Fear Legendary crafting material
Bug Fix: Gloves of Worship no longer grant 60 minute buffs for Empowered or Fleeting Shrines

MONSTERS
Damage from ghosts with the Soul Siphon ability has been reduced
Poison Enchanted
Duration of each Poison Enchanted globule reduced from 8 to 6 seconds.
Maximum number of Poison Enchanted globules has been reduced from 4 to 3 per cast
Poison Enchanted is now triggered with more variation in timing from Champion packs
The "Kill Malthael" quest is now required to be completed before Malthael will drop loot

QUESTS
The Crazy Climber event now requires players to kill the monsters spawned during the event to complete
The Jar of Souls event now spawns additional monsters in Torment I and higher
The Matriarch's Bones event now spawns additional monsters in Torment I and higher
In Campaign Mode, Manglemaw now only drops loot and gives XP before the player progresses to the Chancellor's Tomb quest

USER INTERFACE
Bug Fix: Fixed an issue where game objects were prioritized over chat links in the chat window
Bug Fix: Fixed an issue where players were sometimes unable to click on chat links at the bottom of the chat window
 

Sanctuary

Member
Get rekt. All the wizards I know used that shit. Time to actually play the class ;)

I'm sure Glacial Spike + Mirrorball will still return all Arcane Power in 2-3 shots. I have that to fall back on, so it's not like I can't adjust. I just don't like spamming MM, it's very boring compared to Electrocute. The irony too is that a Mirrorball +2 makes it so you don't even need to use a spender.
 

dengatron

Member
Cloak of the Garwulf users be happy as fuck

yeah, going from 1.8 million damage per auto from all 3 to like 7-8 million is a pretty big buff. i don't know if it'd outweigh cindercoat and me switching to rockets instead of cluster arrow, but i'd try it if i found one.

i realize i've never shared my battle tag in the thread before, so, dengatron #1154, on NA, and i play all day, everyday, basically.
 

Ashodin

Member
Really hope pets using CHD isn't a bug.



I don't think you know what an exploit is.
Let me drop some knowledge on you. I _ran_ that exploit several hundreds of times, and it was the most mind numbing shit ever. Pulling teeth is more fun. Loading and reloading the game? Nawww son.
 

scy

Member
Sweet, the Legendary Crusader Shield plan dropped. Now I only have one plan left. Let's see how good this shit is...

LWryy4A.jpg

fuck you game
 

Tom Penny

Member
Monk

Philosophy

Monks are working as intended and Dashing Strike is perfectly balanced.

There are no Monk changes at this time. Monks are currently in a fairly comfortable place, but as with all aspects of the game, we will continue to monitor them and make changes as needed.

Thank you Blizzard. All those runes to utilize various elemental damage modifiers make Monks the best. Master Race confirmed.
 

Deadly

Member
Horse shit. That's not the only thing they changed about elecrocute. They changed the crit rate of the base skill too. My APoC was completely demolished, and it's taking slightly over twice as long to get Arcane Power back now too. With Forked and Chain Lightning.
Odds are your qualms are with the Prodigy fix and not Electrocute.
 
If the pets thing isn't a bug everyone will be WD within 15 hours.

Maybe the FO/electrocute spammers, when they realize there's another big man on campus. I've played WD since release, and I think it's consistently the least played class in the game. I highly doubt it will become a flavor of the month reroll option.

I played mine quite a bit yesterday since I was waiting on the crusader improvements on my main. Pet builds are amazing but they require a few specific items that I haven't found yet to be effective.
 

Ashodin

Member
I'm bout to go to this mad awesome man salon and get this girl to massage my head after a hair cut, then we in this Diablo patch!

The hype is too real!!!!
 
Maybe the FO/electrocute spammers, when they realize there's another big man on campus. I've played WD since release, and I think it's consistently the least played class in the game.

I played mine quite a bit yesterday since I was waiting on the crusader improvements on my main. Pet builds are amazing but they require a few specific items that I haven't found yet to be effective.

I've played WD since launch too. Feels good to see this buff but I wasn't exactly struggling before.

The way I play is I like to STEAMROLL so my Torment 1 (Farming level) is like most people's normal BEFORE the pets buff today. I literally think I can jump up to T3 maybe even T4 now and have the same speed as before but I can't test it until later tonight when my little girls goes to bed.

[I'm specialized in Firebombing - it's my own build I made and I'm using no physical damage buff my Garg is critting for 6.4 million per swing.]
 

Sanctuary

Member
Odds are your qualms are with the Prodigy fix and not Electrocute.

Not really. Not when 2-3 shots of Glacial Spike can refill all of your AP. Forked Lightning, on a pack of 5 or more would refill all of my AP in 1-2 shots. Now? Even on a pack twice that size, I'm sitting there shooting Electrocute for what seems like five seconds. The bolts on Forked can crit. 20 - 30 bolts @ 60% crit rate * 4 APoC should be seeing a hell of a lot more returns than what it currently is. They said it was returning "twice" as much, but I shit you not that it's taking 4-5x as long to get back my AP now.
 
Havent seen this posted yet, but profiles now show gear properly so you can see everyones rerolls. Nice little bonus to actually have something working right. :p
 
After playing 150+ hours of launch strength witch doctor (i.e. when they were garbage), it's nice to see them finally get enough improvements that some people think they may wear the new OP crown, even if I think that's a bit of an exaggeration. You still need some really top shelf gear to turn haunt or pets (and by pets, really just fetishes) into ridiculous damage dealers.

And even if they do someday make electrocute / frost orb wizards look like launch day witch doctors, not sure I'll care. It will just be some fine reparations for hours spent slogging through the game purely out of love for throwing frogs. Now if Blizz can just make toad of hugeness worth using in a group...
 

Sanctuary

Member
After playing 150+ hours of launch strength witch doctor (i.e. when they were garbage), it's nice to see them finally get enough improvements that some people think they may wear the new OP crown, even if I think that's a bit of an exaggeration. You still need some really top shelf gear to turn haunt or pets (and by pets, really just fetishes) into ridiculous damage dealers.

And even if they do someday make electrocute / frost orb wizards look like launch day witch doctors, not sure I'll care. It will just be some fine reparations for hours spent slogging through the game purely out of love for throwing frogs. Now if Blizz can just make toad of hugeness worth using in a group...

Yeah that makes sense. It's the fault of the player base or other classes that Blizzard designed the Witch Doctor in a specific way? Got it. Ironically, Bear WDs were strong from launch.
 
Thanks to Kotaku's advice, I started a Demon Hunter at lunch (no idea why I didnt earlier). AMAZINGLY FUN

Catapulting around battlefield is a ton of fun. Cant wait to see what level 20 brings.
 

dengatron

Member
Stuck at work so I cant test, but can you clear PF-2 on normal, go into Mals pre portal, quit game, set it torment, resume game and be right there and ready to kill him?

yes, the checkpoint is still right before the boss battle portal, but, he drops loot like diablo now, after his death animation, and it progresses the quest so you lose the checkpoint before you can pick up the loot.
 
Yeah that makes sense. It's the fault of the player base or other classes that Blizzard designed the Witch Doctor in a specific way? Got it. Ironically, Bear WDs were strong from launch.

Huh? I have no idea how that was derived from my post. I'm not faulting players or other classes in any way. Let me try and restate the points I thought I was making.

1. Witch doctors got a buff. It's nice to see that the buff is strong enough that it's gotten the attention of people in the community.
2. Some of the responses to the buff have been "WD are now the new OP class", I disagree, based on the level of gearing required to get there.
3. Even if someday WD do become an OP class, I won't care, because I spent so much time playing them when they were weak, it will be a fun change of pace.

"Electrocute / Frost orb wizard" was used as an example of a currently very powerful, probably considered top shelf class, that one would need to greatly outperform to truly be considered op. Always hated zombie bears since launch, so never really used them myself.

Edit: Just a thought, was "And even if they do someday make electrocute / frost orb wizards look like launch day witch doctors, not sure I'll care." read as "If blizzard nerfs wizards to the ground, I won't care"? I meant "If witch doctors are eventually buffed so much as to make wizards look like launch day witch doctors by comparison, I won't care".
 

Paches

Member
After testing out the new Frozen orb changes, when you hit clumped up (but not black hole clumped) unique packs, they no longer die uniformly and it results in quite a few extra orbs you need to cast. I wouldn't mind changes like this if the way to get the best out of your gear and build wasn't to dump lots of mats and money in to mystic re-rolling all your gear in order to get the most elemental and skill % boost possible.
 

Insaniac

Member
dunno if some of you guys know, but APoC works based on the proc coefficient, so if you have 4 APoC and assuming the proc rate for surge of power and forked lightning are similar (IE 0.166) you will be getting 16% of 4 APoC, so rounding up, 1 extra AP per crit.
 
yes, the checkpoint is still right before the boss battle portal, but, he drops loot like diablo now, after his death animation, and it progresses the quest so you lose the checkpoint before you can pick up the loot.

That part doesn't bother me, more just curious for farming deaths fear. Does anyone by chance know if it drops in Adv Mode, or just campaign.

Still not accurately showing damage, toughness or healing.

Might not be showing skill buffs, but who knows. I have 2M toughness in game and no skills that change that, but its only showing 1.7M in my profile.
 

garath

Member
So crusaders are now using Fist of heaven fissure as a right click wrath consumer? My new crusader is like 63 now. Going to finish off to 70 and start focusing more on the crusader than my DH.

Condemn still good? Heaven's fury?
 

Insaniac

Member
So crusaders are now using Fist of heaven fissure as a right click wrath consumer? My new crusader is like 63 now. Going to finish off to 70 and start focusing more on the crusader than my DH.

Condemn still good? Heaven's fury?

Even before the buff, FoH Fissure was really good ( as long as you took advantage of the "Fissures")
 
Status
Not open for further replies.
Top Bottom