Log ind med brugernavn, kodeord og sessionslængde

Vis indlæg

Denne sektion tillader dig at se alle indlæg oprettet af dette medlem. Bemærk at du kun kan se indlæg der er oprettet i områder du i øjeblikket har adgang til.

Emner - mads-wm3

Sider: 1 2 3 [4] 5 6 7 8 9
Diablo 3: Reaper of Souls / Patch 1.0.5 Sneak Peek
« Dato: September 13, 2012, 05:28:58 pm »
Vi har i forvejen fået et kig på deres ideer til Crowd Control changes i den næste patch, men blizzard kommer nu med et par saftige små hints til hvad vi kan forvente:


We’ll have articles in the coming days providing all the details on the upcoming patch, but we wanted to give you a sneak peek at what major features to expect.

Defensive Skill Changes

In our eternal quest to promote build diversity; we’ll be making changes to defensive skills across the board while simultaneously reducing incoming damage. The net result is a survivability buff for players, and an increase in build options as defensive abilities become less “mandatory.”

New Event: Infernal Machine

The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.

New System: Monster Power

Similar to the “Players 8” command in Diablo II, the Monster Power system is designed to give players more control over how challenging enemies are in each difficulty.

This and more is coming in Patch 1.0.5! Stay tuned for all the gory details.



patch 1.0.5 previews:
Crowd Control changes
Defensive Bonuses and Monster Damage


Shortly after Diablo III launched, I remember watching Jay play his barbarian. He was having a blast, killing monsters left and right, casting their giblets to the wind with every successful strike. But, something was bothering him. He was annoyed because Ground Stomp — one of his favorite abilities — got worse as he progressed to higher difficulty levels, and that his character felt weaker despite having better gear and more stat points.

We all agreed that the game needed to get harder at higher difficulty levels, but Jay didn’t like the way that it was getting harder. Specifically, he didn’t like that we diminished crowd control (CC) effects. We had discussed CC effects many times during development, and we felt the system we had got the job done, but Jay felt we could do better.

Before release, we’d designed the game so that CC skills would have diminished durations at higher difficulties — for example, most CC skills have their effectiveness reduced by 65% in Hell and Inferno. Jay has never been a fan of the way Ground Stomp and other CC skills become less powerful as a result of diminishing effects, but he also knew that a system to limit CC was required to add challenge at higher difficulties. While we’ve wanted to improve CC for some time now, we had bigger fish to fry first (like adding the Paragon System and improving Legendary items), so we made a note to revisit CC effects in a future patch.

Fast forward to present day as we prepare for patch 1.0.5. Before I talk about what we’re doing to buff CC skills while still allowing the game to get harder, first, let’s go over some of the reasons why we diminish the effects of CC in Diablo III:

  • Monsters need time to do their thing to threaten you.
  • While infinite CC rotations can feel awesome, if CC becomes too powerful, it can trivialize most major mechanics and the game can become boring.
  • Players in co-op have the potential to synchronize CC.

Of course, there are side effects to diminishing CC. One of the bigger issues we've seen is that, when it comes to mitigating incoming damage, CC skills rarely hold up against other options as you progress through Nightmare, Hell, and Inferno. While a skill like Ground Stomp mitigates damage, let's you control the battlefield, and is really fun to use, the duration reduction at higher difficulties is really noticeable, making the skill far less effective. Ignore Pain, on the other hand, mitigates damage by reducing how much of it you take, regardless of difficulty level. It may not be as exciting to trigger, but it's more reliable in those later levels since its power isn't diminished.
The following graphs show a few examples of how CC skills become less widely used as players progress from levels 25, 45, and 59 (the levels you're likely to be at Act III Normal, Act III Nightmare and Act III Hell).

It's no surprise that as the effectiveness of a CC skill starts to diminish, its relative value (especially against skills that provide self-buffs) starts to diminish as well. This can make you feel less powerful as a player, but it also starts to push people into a narrower set of builds. After all,if one skill's power depreciates over time and another skill's power doesn't, the skill that retains its power can become much more appealing.

Trial and Error

Crowd controlling monsters is not only tactically valuable, but we think it's really fun, too. Our goal was to recapture that feeling in the higher difficulties. We wanted players to feel strong and heroic when using their CC skills, no matter what level they are, and we came up with a few ideas on how to accomplish that.

Idea #1: Reduce the Duration of CC effects in Co-Op Games

The first solution we came up with was to reduce the duration of CC effects in co-op games only, and allow full durations in single-player. While this would provide a great experience for solo players and help reduce the issue of infinite CC rotations in group play, the obvious downside is that CC skills would still feel weak in co-op games.

There are already a few mechanics (such as On Kill triggers) that discourage players from teaming up with their friends, and we don’t want to pile on "my CC is less effective" as yet another reason to avoid co-op. So, we tossed that idea out and went back to the drawing board.

Idea # 2: Make Diminishing Effects Not as Strong

We also discussed making all CC effects shorter from the start, but make them not diminish (this would apply for both single-player and co-op games). For example, we talked about making Ground Stomp always last for 2 seconds, even when you first get it at level 1. Sure, it's not as good at first, but at least it doesn't get worse with time.
Of course, this means that we’d have to make CC less powerful across the board. Although it solves the original problem of CC skills feeling weaker over time, it creates the new problem of "my CC skills never feel powerful," which is arguably worse.

Idea #3: Diminishing Returns

Another idea we considered was implementing diminishing returns the way World of Warcraft does. So, your first stun gets full duration, the second stun is cut in half, the third stun is cut by 75%, and for the fourth stun and beyond you get "IMMUNE."

While this works for WoW, it just doesn't seem like a good fit for Diablo III. Not only does it feel really weird to get an "IMMUNE" message, but it also limits you in co-op games when the order in which you and your teammate use CC can matter a great deal.
Let's say you have a 5-second stun and your partner has a 1.5 second stun. If you go first, the monster is stunned for 5 + 0.75 seconds = 5.75 seconds total. If your partner goes first, the monster is stunned for 1.5 + 2.5 seconds = 4 seconds total. The order the stuns were applied changed the total stun duration by 1.75 seconds! That seems like more micromanagement burden than we want to place in a fast-paced action game like Diablo III.

Additionally, there are currently a few methods of CC which are already very potent. For example, certain wizard and monk builds can maintain extremely heavy CC on enemies. As we examined CC, we realized we wanted to make CC skills feel good on their own, while still allowing these dedicated builds and combinations to be successful. In effect, we want to buff the baseline usage without hurting the players who have figured out certain potent combinations (though in the big picture we are still keeping an eye on that). This was yet another reason not to adopt the WoW diminishing returns system.

As you can see, every one of the solutions we discussed had a pretty noticeable downside, and we were kind of left hanging. We went over the solutions together and Jay basically said, "I know WHY we reduce the durations, but I still don't like it. Keep working on it."

Developers, Assemble!

As we started to wrap up development for patch 1.0.4, I decided to get a fresh perspective on the situation and hit up some designers on the World of Warcraft and StarCraft II. One of the great things about working at Blizzard is being able to tap the creativity of other developments teams, while still being able to do what is right for the Diablo franchise. Although they work on a different game, many of the designers around the company have been playing the heck out of Diablo III, and I figured they would be able to offer me some deeper insight into what they thought worked and what did not.

After tossing out ideas for a while, we had a small epiphany:What if we used diminishing returns, but developed a different set of rules for Diablo III?

What if monsters just never went immune? And what if, instead of reduced % durations, the durations were reduced based on the length of the CC, so that it didn't matter which order the CC effects were applied when playing co-op?
Here's the system we arrived at:

How It Works:

  • Monsters have a "CC resistance"that is stored on a per-monster basis.
  • The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
  • Monsters lose 10% of their CC resistance every second that they are not CC’d.
  • Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
  • 35% in Normal
  • 50% in Nightmare
  • 65% in Hell
  • 65% in Inferno

What This Means For the Player:

  • From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
  • You will never get an "Immune"message due to diminishing returns.
  • Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
  •        As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)
  • If two players are in a co-op game, the order in which they apply their stuns doesn't generally matter, so you shouldn't feel totally "screwed over"by the other person applying their stun before yours.
  • A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.

A Free Demonstration

Let's provide some examples to show how this new system can play out in real scenarios.

Example 1:

1. A wizard freezes an Elite monster in Inferno difficulty for three seconds using Frost Nova. The monster is stunned for the full 3 seconds and now has 30% CC resistance (+10% resistance per second for 3 seconds = 30% CC resistance).

2. The moment the freeze ends, a witch doctor casts Horrify which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it’s actually only feared for 2.8 seconds (3 seconds * 70% CC effectiveness = 2.8 seconds). The monster now has 58.4% CC resistance (30% from the first 3-second freeze + 28.4% from the 2.8-second fear).

3. After 5.84 seconds (freeze + fear duration), the monster is no longer CC’d. Suppose nothing happens for 5 seconds. During this time, the monster loses 50% of its CC resistance and is now at 8.4% CC resistance (58.4% - 50% = 8.4% CC resistance).

4. A monk casts Blinding Flash applying a 3 second stun blind. The monster is blinded for 2.75 seconds (8.4% CC resistance off of 3 seconds) and the monster now has 35.9% CC resistance (which we could round off as necessary).

Example 2:

1. A monk with the Pandemonium rune is in Nightmare difficulty and casts Seven-Sided Strike on a single enemy, resulting in a lot of possible 7 second stuns.

2. The first hit stuns the monster and lasts for a full 7 seconds, but adds 70% CC resistance.

3. The second hit also successfully stuns the monster, and lands 0.4 seconds later after the first hit. The 70% CC resistance is lowered to 50% because the game is currently on Nightmare difficulty, and Nightmare difficulty has a CC resistance cap of 50% —so the stun is 3.5 seconds long.The 3.5 second stun gets applied, even though it is fully redundant with the existing 7 second stun.Since the new stun is shorter than the amount of time left on the current stun, no additional CC resistance is added. In effect this second stun has no effect at all.

Example 3:

1. A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.

2. The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.

3. The second monk also casts Blinding Flash, but times it to land the instant the first one ends. It lasts 2.4 seconds and increases the CC resistance to 64%.

4. Both blinds wear off 6.4 seconds later. The third monk lands his Blinding Flash immediately afterwards, which lasts 1.44 seconds. This increases the monster’s CC resistance to 78.4%

5. It’s now been 7.84 seconds, and the fourth monk wants in on the action. She uses her Blinding Flash. Even though the monster’s CC resistance is technically at 78.4% by now, it’s capped at 65% because of its CC resistance caps in Inferno. So, the 4-second blind actually lasts for 1.4 seconds. This adds another 14% CC resistance, bringing the final to 92.4%. (The effective resistance is still at the 65% cap, but the 92.4% is tracked under the hood for the stun resistance to wear off.)

6.The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flash. :(

7. The next blind will occur when the first monk’s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%.

8. The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4-second blind is reduced to 2.61 seconds (4 seconds * (100% - 34.8%) = 2.61 seconds), and the monster’s CC resistance is back up to 60.9%.

Example 4:

Scenario 1

Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.

Player 2 applies a 6 second stun, it lasts 5.4 seconds. Monster now has 64% CC resistance.

Scenario 2

   Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
   Player 2 applies a 1 second stun, it lasts 0.4 seconds. Monster now has 64% CC resistance.

(Scenario 1 & 2 demonstrate that this system allows consecutively chained CC effects to be applied in any order. In both cases, the total stun duration is 6.4 seconds.)

We feel these changes should make CC abilities much more appealing (especially in those later difficulty levels), and are currently targeting them to go out with patch 1.0.5. While that patch is still a ways away, we encourage you to experiment with the math in the meantime, ask us any questions you may have about how the new diminishing returns system will work, and share your feedback!

Wyatt Cheng is a Senior Technical Game Designer for Diablo III. His favorite Iron Chef is Hiroyuki Sakai. A la cuisine!


Diablo 3: Reaper of Souls / Patch 1.0.4 preview: Monk
« Dato: August 16, 2012, 07:19:58 pm »
så er blog updaten om monk i patch 1.0.4 landet!


The most important changes for the monk in 1.0.4 are aimed at improving damage-focused Spirit Spenders. We're happy with where Spirit Generators are right now, but unfortunately once you have Spirit, there aren’t very many appealing ways to use it.  In many cases, the most effective use of Spirit has been to recast a Mantra repeatedly for the three-second bonus.  While this is certainly one possibility, it doesn't seem as exciting as using one of the more offensively-focused Spirit Spenders (or at least having that option available).

Spirit Spenders

Exploding Palm:

From a strict usability standpoint, we think the visuals for Exploding Palm can be a little difficult to interpret.  It's hard to tell who's affected by the Bleed and who's being damaged by the resulting explosion.  Our Visual Effects team has made some improvements in 1.0.4 which will make it easier for players to tell who's bleeding and who's getting damaged.
From a mechanics standpoint, the three-second Bleed can make the explosion hard to pull off, and the damage just doesn't seem enough to be worth the Spirit cost.  To help with both of these issues, we’re increasing the duration of the Bleed to nine seconds as well as its damage per second, which should make it more likely that monsters you’ve touched with Exploding Palm will go boom when they die.
Current: 220% weapon damage over 3 seconds

1.0.4: 745% weapon damage over 9 seconds

(Don't worry, Impending Doom is also having its duration increased to 15 seconds.)

Seven-Sided Strike:

The original intent for Seven-Sided Strike was for it to be a solid damage dealer that you could use for a quick burst. Where Serenity granted you an amazing period of invulnerability, and your other combat skills could put out some damage, Seven-Sided Strike would ideally exist somewhere in the middle by offering some invulnerability and some damage. Unfortunately, the way it currently plays out, Seven-Sided Strike feels more like a bad version of Serenity, and the damage just doesn’t seem worth it. To address this, we’ll be doing a straight damage increase to Seven-Sided Strike to make it an attractive option for those who are looking for a skill that really packs a punch.
The damage buff to Seven Sided Strike is significant.  And although players rarely complain when a skill gets buffed, it does leave one wondering why a lower damage existed in the first place.

The answer is: our initial design was flawed in several ways. To get the skill where it needed to be, we  identified three distinct problems that were plaguing not only Seven-Sided Strike, but other class skills as well, and each problem merited a damage increase.

  • First, we're upping the damage of many skills with longer cooldowns in 1.0.4.  Across all classes, if I can only hit a button once every so often, it needs to dole out some significant damage to justify the spot on my bar.  While some skills, like Archon and Wrath of the Berserker, are significant enough to make the cut, there are a lot of skills that need DPS improvements to make their cooldowns worthwhile.  Indeed, many monks use Seven-Sided Strike for the brief invulnerability, not the damage.
  • Second, we're also upping the damage on skills that spend Spirit. As mentioned in the introduction, Spirit Spenders are getting buffed because the Spirit cost needs to be weighed against the benefit of using that Spirit on something else -- such as refreshing your Mantra.
  • Third, we're taking a hard look at distinctive, class-defining skills that create better tension on your skill bar. We'd like to promote skills that help to fulfill the fantasy of a class; skills that make you feel happy that you chose the class you did.  Since the fantasy of a monk involves being fast, agile, and hard to hit, Seven-Sided Strike seemed like a natural candidate.

We looked at making these improvements across all skills and all classes, and Seven-Sided Strike benefitted all three times.  As a result, the 1.0.4 version of the skill is incredibly potent (we'll save the details for the patch notes).  

Wave of Light:

Wave of Light is the kind of skill that just needs to do way more damage. It has a big Spirit cost, but it doesn’t seem to pay off based on the amount of Spirit invested into it. In general, we’d like Lashing Tail Kick to be a skill that’s good against a small number of targets and feels relatively "spammable," and for Wave of Light to be a skill that’s more of an investment -- something that you don’t use as frequently, but pays out with bigger damage numbers when you actually do hit the button.
Current: 215% weapon damage as Holy + 45% damage as AoE

1.0.4: 390% weapon damage as Holy + 45% damage as AoE

This is just for the base skill. Wall of Light, Explosive Light, and Pillar of the Ancients damage has also been buffed up by a fair amount.


In terms of passives, it's pretty clear at this point that One With Everything is considered a mandatory passive for all monks.  While "mandatory" passives aren't great, making any major change would do more harm than good, particularly when a) incoming damage is so high and b) monks need the extra durability in order to survive. Additionally, as a result of this passive, monks are more heavily tied to their current gear, so making changes to One With Everything would have very noticeable negative repercussions to the gear monks have invested in.

While we'd prefer that there wasn't an "absolutely mandatory" passive, we're going to let this one ride for now. If we do try to make changes we'll ideally do it in a way that doesn't invalidate the passive, doesn't hurt monk survivability, and doesn't undermine the gear people are currently wearing.

Last but not least, we added the ability for monks to wield two-handed weapons in 1.0.3, along with supporting animations. This has allowed some monks who enjoy two-handers to play this way, but it's not always effective. In the Systems Preview, we mentioned that two-handed melee weapons are getting a buff, and that will help.  As additional support, the Spirit generation bonus granted by The Guardian's Path is going to be increased from 25% to 35%.

Be sure to check out our other class previews for patch 1.0.4:[/color]

Wyatt Cheng is a Senior Technical Game Designer for Diablo III. He's currently debating whether to level his Shadow priest or "Laser Chicken" to 90 first when Mists of Pandaria comes out.


Diablo 3: Reaper of Souls / Patch 1.0.4 preview: Wizard
« Dato: August 16, 2012, 04:49:25 pm »
tænkte den lige skulle smides op som en nyhed ;)

Like the other classes, the wizard is also seeing a lot of tuning improvements to help promote build diversity. Rather than focus on those minor adjustments, though (which you'll be able to learn more about in the 1.0.4 patch notes), I’m going focus the majority of this preview on Hydra.
Here are the major points I'll cover:

  • Skill design philosophy for Diablo as a whole
  • What makes Venom Hydra as strong as it is
  • Why, rather than nerfing Venom Hydra, we're simply going to buff all the other Hydra variants

Nature of the Beast

From a development standpoint, we love Hydra and put a lot of effort into its design. In fact, Hydra took many times more development time to create than an average skill.  There are more art variants, more spell effects, and more lines of code associated with Hydra than almost any other wizard skill in the game (except potentially Archon).  We did this because Hydra is an iconic skill in the wizard’s arsenal and we wanted it to stand out.  When you’re in a multiplayer game and you see that Hydra spawn, it’s instantly recognizable.  And for those who are familiar with the class, you can also immediately tell which rune variant a wizard is running with.
Our goal for Hydra is to not just have each rune variant be visually distinct, but also for it to be better at something than the others. Specifically:

  • Arcane Hydra: Best at AoE
  • Lightning Hydra: Good against targets that move a lot
  • Venom Hydra: Good against targets that stand still
  • Frost Hydra: Good for snaring
  • Mammoth Hydra: Best in hallways

New Tristram, We Have a Problem

Despite these goals, it doesn’t take long to figure out that Venom Hydra is simply the best Hydra to use, regardless of the situation.  This is mostly to do with its very high damage output.  Although (technically) against fast-moving targets the Lightning Hydra does slightly more damage, Venom Hydra does three times more damage if you get the target to stand still, and that difference is simply too big to pass up.
The other rune variants have similar issues. The range on the Frost Hydra is too short to be useful.  The DPS loss Arcane Hydra takes for being good at AoE makes it too weak versus single targets (especially when you consider that most of the hard fights are against high health Elites).  The niche for Mammoth Hydra is very narrow and, if you can get a target to stand still, Venom Hydra does more damage in hallways than Mammoth Hydra anyways.

Five Heads Are Better Than One

To address these issues, we’ve decided to boost the damage of Lightning, Frost, Arcane, and Mammoth Hydra. Venom Hydra will remain the best against stationary targets, but if the targets are moving in any way, Lightning should be a clear winner.  The range of Frost Hydra has been more than doubled as well, which should allow it to fill the intended role of snaring.  Arcane Hydra will do less damage than Venom Hydra versus a single target, but rather than doing approximately 60% less damage, choosing it should only cause about a 15-20% DPS hit against single targets -- and you should be much better against groups.  Mammoth Hydra will be getting a modest bump, but ultimately "good in hallways" just doesn't seem like a very good specialty. We're going to keep an eye on this one for now, but down the road we’d like to find something much cooler for the Mammoth Hydra -- like giving it the ability to move around the battlefield without needing to be recast (just as an example).

Skill Diversity

One concern is how this change will affect skill diversity.  If our goal is to promote a large variety of builds, why are we taking one of the most powerful wizard runes and then bumping all of the variants to match it rather than simply nerfing Venom Hydra?

From our point of view, it's okay for Venom Hydra to be extremely powerful.  One of the trickiest things throughout our design process has been creating lots of appealing skills.  You only have six skill slots, so the more appealing skills we can make, the more significant your choice becomes of which skills earn a spot on your bar.  If a Signature skill is on the strong side, it starts to trump the other Signature skills.  If a Signature skill is way too strong then it starts to trump your Arcane Power spenders as well.  This hurts build diversity.  Similar situations exist for Arcane Power spenders, many defensive skills, and the trio of Armor skills (Ice Armor, Storm Armor, and Energy Armor).

However, in the case of Hydra, the risk of trumping other skills is much lower.  It’s totally okay for Hydra to be one of the most used skills because there’s still a lot of flexibility beyond making it your only source of DPS.  If you can spare the skill slot, you’ll almost certainly want to combine it with a Signature skill to cast while the Hydra is out.  If you can spare two skill slots, you can do even more damage by adding a secondary Arcane Power spender.


While patch 1.0.4 has very few nerfs, one of them does affect the wizard. Rather than waiting for players to discover this change in the patch notes or while playing, I wanted to call it out here because it affects a build that I find to be quite cool and enjoy a lot.

Energy Twister is having its proc coefficient reduced from 0.25 to 0.125.  For players who may not know what proc coefficients are: they affect how effectively a skill triggers procs (or effects that have a small chance to activate).  Many skills (like Magic Missile) have a proc coefficient of 1. Skills that hit multiple targets or pulse multiple times have lower proc coefficients.

In the case of Energy Twister, specifically Wicked Wind, the 0.25 proc coefficient causes the skill to generate more procs in a given time period than any other skill.  Currently, this is used in combination with Critical Mass to lower the cooldown on skills like Frost Nova and Diamond Skin.  By reducing the proc coefficient from 0.25 to 0.125, the build still works and remains fairly strong, but it won’t be quite as good as it is now.  (For those with extremely high Crit rates, you may not even notice much difference, but I wanted to call it out anyway. )

Originally, we weren’t going to make this change, but 1.0.4 also brings with it a number of new Legendary items, and many of them have phenomenal new proc effects.  If we left high proc coefficients as they were, then a handful of skills with higher coefficients would become the de facto choice to use with these sexy new items.  We were faced with a choice: we could either reduce the proc coefficient, or we could make it so these skills could not trigger the procs on Legendary items at all.  We opted for the former because it seemed like getting a Legendary with a proc effect but never seeing it trigger would be very disappointing.  Regardless, having well-balanced proc coefficients on all skills is not only better for Legendaries, but also for the game in the long term.

Buffs, Buffs, and More Buffs

The reduced proc coefficient is just a drop in the bucket, and overall wizards are seeing their fair share of buffing.
In addition to the Hydra buffs, we're also increasing the damage of some lesser used Signature skill runes.  A few skills are very popular right now such as Seeker (Magic Missile) and Piercing Orb (Shock Pulse), so we’ll be buffing the other runes to match.  We'll be revisiting all of the other Signature skill runes with much the same philosophy as Hydra.

Meteor and Arcane Torrent are both going to get buffs, as well, since neither of those feel strong enough to justify the Arcane Power expenditure.  Meteor requires the player to correctly predict enemy movement in order to deal maximum damage, and Arcane Torrent requires you to stand still for extended periods of time to do damage.  Since a player is putting in some extra effort to use these skills, some extra damage seems justified.

Be sure to check out our other class previews for patch1.0.4:

Wyatt Cheng is a Senior Technical Game Designer for Diablo III. He loves all of you. Especially you.


Diablo 3: Reaper of Souls / Patch 1.0.4: Systems preview
« Dato: August 10, 2012, 07:30:02 pm »
Blizzard har gennem Wyatt Cheng ("Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.") udtalt lidt mere om, hvad de har tænkt sig med den store 1.0.4 patch.

(Hop ned i bunden af indlægget for at se et lidt kortere resumé på dansk.)

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

Let’s get started!

So Happy Together

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

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

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

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

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

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

Weapons Master

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

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

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

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

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

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


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

Stay Classy
We’re making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:

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

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

The Outro

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

See you in-game!

*P.S. We’re getting rid of the Invulnerable Minions monster affix.[/colour]


(tråden opdateres med hovedpunkter, når jeg lige har læst igennem selv ;) )

ændringer af co-op:

Blizzard føler ikke at nok spillere, spiller co-op, og dette føler de skyldes at det bedre kan betale sig at spille solo; derfor vil de ændre MF, så man har individuel magic find i co-op games, og altså ikke har et gennemsnit af spillere i gamets mf. Derudover vil monstre på alle sværhedsgrader få præcis 75% mere i liv per spiller: lige nu er det 75/85/95/110% alt efter sværhedsgraden.

ændringer af monstre (mindskning af mellemrummet imellem Elites og normale monstre)

Blizzard føler at de fleste almindelige monstre bare er fyld, og at elites til gengæld opleves som en murstensmur. Resultatet er at de almindelige monstre får 5-10% mere liv på inferno (og bedre drop rates for rare og magic), imens Elites (champions og rares) mister 10-25% liv. Desuden vil de pille ved nogle af de affixes (evner) Elites har, blandt andet fire chains og shielding og de fjerner invulnerable minions helt. Desuden vil de også kigge lidt på de monster typer som er meget stærkere end de andre monster typer, fx skull cleaver skeletterne, der som bekendt render rundt med en tohånds-økse og slår meget hårdt ;)

ændringer til våben

Blizzard føler at alle våben burde have muligheden for at være brugbare. Som det er nu ved man allerede når våbenet dropper, om det er brugbart eller ej, før man overhovedet identificerer det. Derfor vil man lade ilvl 61 og 62 våben have mulighed for at have lige så meget damage som et ilvl 63 våben.
Desuden er der ændringer til two-handed våben, som får nogle nye stærke affixes, der vejer op for de stats man ville kunne få ved brug af et off-hand item

desuden skal skills være nemmere at forstå, så en del skills der før gav fx "75% weapon damage for 5 seconds", bliver nu til "X% weapon damage over 5 seconds" dette har også givet dem mulighed for at inkluderer weapon speed i regnestykket, så en skill der gav "75% weapon damage for 5 seconds" med et 2.0 attacks per second våben bliver til mindst "750% weapon damage over 5 seconds"

ændringer af hensyn til effektivitet i forhold til sværhed

Elite packs mister deres "enrage timer" og "heal back to full", hvilket betyder at du nu kan bruge lige så lang tid du vil på et elite pack, uden at du begynder at tage skade over tid fra enrage timeren. Desuden vil de nu heller ikke få fuldt liv hvis du forlader kampen ved fx at dø. "De store" bosser har dog stadigvæk deres enrage timer, men denne enrage timer er som bekendt noget der har at gøre med bossernes opførsel, og ikke DOT på spilleren.

Repair cost på "hig-end" gear bliver desuden reduceret med 25%

ændringer af legendaries: Endnu mere legendarisk!

legendary items får et buff, og der vil komme meget mere info om 1-2 uger. Man skal dog bemærke at items fra før patchen ikke bliver bedre end de er.

ændringer af classes og skills

Blizzard vil gerne gøre de mindre brugte skills til gode alternativer til dem der bruges som standard, igennem enten buffs, eller bedre overblik over deres brugbarhed.

Det samme gør sig gældende for runer, hvor de vil prøve at buffe runer, som lige nu er fuldstændigt udkonkurreret af en specifik rune.

Blizzard håber at opnå større build-variation med dette tiltag

Patch release

shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.


         The drop rates for high-end items (items level 61-63) have been increased for Acts III and IV of Hell difficulty and Acts I – IV of Inferno difficulty
           The new approximate drop rates are as follows:
            Hell – Act III and Act IV
                  iLvl 61: 9% to 13.9%
                  iLvl 62: 1.9% to 3.45%
                  iLvl 63: 0% (no change)
            Inferno – Act I
                  iLvl 61: 17.7% to 23.9%
                  iLvl 62: 7.9% to 12.6%
                  iLvl 63: 2.0% to 4.8%
            Inferno – Act II
                  iLvl 61: 18.6% to 23.3%
                  iLvl 62: 12.4% to 18.6%
                  iLvl 63: 4.1% to 9.3%
            Inferno – Act III and Act IV
                  iLvl 61: 24.1% to 27.1%
                  iLvl 62: 16.1% to 21.7%
                     iLvl 63: 8.0% to 16.3%
   Bug Fixes
         Fixed a bug with several items that would allow those items to block pathing when dropped on the ground


   Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor

Bug Fixes

   Fixed a crash that could sometimes occur when a player was interacting with environment objects (e.g. opening chests or clicking on a lectern)

Så bliver item drops da lige boostet! Og bosser igen gjort mere værd, hvilket imo er nice!

Tech. Support / Adobe flash player
« Dato: Juni 19, 2012, 08:23:54 pm »
nogle andre der har problemer med flash player? hver gang jeg går ind på en youtube video fryser hele min browser i 10 sekunder, hvorefter jeg hører en lille smule af lyden, og så fryser min browser igen... hvis jeg er heldig spiller lyden uden problemer efter ca. 1 minut, og videoen lagger, efter yderligere ½ minut virker både video og lyd... hvis jeg er uheldig crasher adobe flash player og beder mig om at genindlæse siden for at prøve igen...

formoder at jeg har fået en af deres u-testede beta updates, eftersom problemet lige er opstået... ser dog ud til at det er den samme version de har liggende på deres side...

Blær og Tud / Første legendary endelig! gange to?
« Dato: Juni 10, 2012, 01:10:35 pm »
spillede på min DH på act 3 NM, på vej hen til siege breaker... nakker en gruppe mobs og der dropper sgu mit første legendary item! et par bukser... jeg kigger så lige på det andet loot der ligger og bemærker... et par legendary pants til!

altså fuldstændigt identiske på nær den ene stat, som bare er lidt mindre på det ene par... rimelig weird når man kigger på de variabler som bukserne har:


ærgerligt at det ikke var på min wiz at jeg lige fik dobbelt drop på et par lvl 60 legendaries :p men okay gold find busker... og nice reference til Mc Hammer  :P

tjaa, nu nærmer tiden sig, og i forhold til hvad jeg så ved den åbne beta weekend var der et ton af lignende tråde ;) så tænkte om man ikke kunne nøjes med en tråd til at opdatere andre om sine ufortrødne login forsøg, og tjekke op på det allestedsnærværende spørgsmål "kan de andre logge ind?"

Med de ord, vil jeg ønske alle en god aften/nat/morgen i Diablos tegn ;) god gaming!

Diablo 3: Reaper of Souls / Hvad er Diablo III?
« Dato: Maj 12, 2012, 02:04:29 pm »
hvis man skulle være i tvivl:



Feedback / langsomt forum?
« Dato: Maj 10, 2012, 10:50:36 am »
synes forummet har været rimelig langsomt her på det seneste, tit 10 sekunders venten før en side loader... og oplever ikke problemet andre steder, og loader da også full HD videoer på youtube på den normale tid...

Blizzard siger at vi kan se lidt content som ikke er set før, i en TV reklame, som i første omgang sendes på FOX under family guy på søndag... mon ikke den hurtigt bliver smidt op på nettet?  :P og tror i vi kunne få den samme reklame at se her i Danmark? eller er vi for små? i hvert fald:

On Sunday, April 29, a new Diablo III television commercial will debut on FOX during Family Guy (9 p.m./8 p.m. Central). The spot includes a few juicy bits of never-before-seen Diablo III cinematic footage and sets a nightmarish tone as we count down the days to the end of days…

Diablo 3: Reaper of Souls / Lloigor The Crazed (lille random "event")
« Dato: April 11, 2012, 03:19:11 pm »
lavede nogle SK runs med hattemager, i cathedral lvl 4 stødte vi ind i en gut der stod bøjet over en "musty tome" af samme form som dem der dropper Journals.

(click to show/hide)

hverken mig eller hatte havde set ham før, så tænkte at han måske er rimelig ny :)

edit: kan se at han åbenbart ikke er helt ny http://www.diablowiki.net/Lloigor_the_Crazed

Diablo 3: Reaper of Souls / Dungeon events
« Dato: Februar 29, 2012, 06:42:29 pm »
har lige klaret en dungeon event, awesome!

fik ellers ikke en med min Wizard, men her med min nylavede demon hunter fik jeg en :)

kan klart anbefale at man tjekker alle defiled crypts ud, også selvom man har fundet crown  :P

(click to show/hide)

Feedback / vedrørende indlæg i velkomst sektionen
« Dato: Februar 25, 2012, 05:43:55 pm »
jeg vil gerne stille det forslag at "velkommen til forummet"-sektionen bliver et "no post count area"

altså at man ikke får post count af at skrive der.

selvfølgelig er det godt at folk tager sig tid til at byde nye medlemmer velkommen, men så skal det altså også være fordi man oprigtigt ønsker at byde folk velkommen, og ikke bare gør det for at blive mere "trusted".

hvis det at man ikke kan få post count af det, får en til at stoppe med at byde folk velkommen, så kan man altså ikke rigtigt være særligt interesseret i at byde folk velkommen i min optik.

Sider: 1 2 3 [4] 5 6 7 8 9