skywalkr All American 6788 Posts user info edit post |
Holy shit, act 3 just went from me slaying demons to me getting pwned in a split second. Wtf? Don't remember that happening last time around. 5/30/2012 11:33:09 PM |
dzags18 All American 5694 Posts user info edit post |
Just sniped an absolutely sick ring on the AH.
98 str 107 dex 37 resist all crit damage +15% crit chance +2% 5/30/2012 11:45:15 PM |
begonias warning: not serious 19578 Posts user info edit post |
I just friended all you nerds.
have tub n00ds 4 trade!! 5/30/2012 11:52:12 PM |
God All American 28747 Posts user info edit post |
You didn't friend me
I have many yellows for trade
[Edited on May 30, 2012 at 11:56 PM. Reason : ] 5/30/2012 11:54:39 PM |
God All American 28747 Posts user info edit post |
God - Gronke#1268 Krallum - Krallum#1308 Lokken - Lokken#1551 adultswim - SteveBrule#1572 ActionPants - TheWiseTeen#1250 ssclark - lobsterzilla#1339 seedless - bumptown#1985 SmoothTalker - Velkrem#1287 stevedude - stevedude#1177 DamnStraight - Hysteria#1451 disco_stu - LuncheonLoaf#1968 Morphine Boy - Ronkkard#2778 tracer - Dayde#1133 ncsuallday - Spartan#1781 porcha/begonias - Porcha#1737 titans78 - FLuE#1374 BEU - BEU#1880 Shadowrunner - shadowrunner#1161 EmptyFriend - EmptyFriend#1781 JLCayton - RonMexico#1270 DM - Landry#1457 ncsu4good02 - wrathwalker#1882 Azaka - Azaka#1569 elise: Sparkles#1521 GKMatt: Roiidrage#1102 grimx: djgrimx#1384 ncWOLFsu: steelerblitz#1181 DoeoJ: DoeoJ#1912 wolfpack2105 : Josh#1280 Exiled : Draklav#1310 Novicane : Sysop#1149 ghost613 : Suicidlghost#1805 GenghisJohn : jrfowle3#1604 5/30/2012 11:56:48 PM |
DoeoJ has 7062 Posts user info edit post |
^^^ ComeAtMeBro!
[Edited on May 31, 2012 at 12:30 AM. Reason : I lol'd] 5/31/2012 12:30:18 AM |
AndyMac All American 31922 Posts user info edit post |
AndyMac : TheMango55#1564 5/31/2012 12:40:52 AM |
grimx #maketwwgreatagain 32337 Posts user info edit post |
damn now my inbox is full of tdub n00dz 5/31/2012 8:08:30 AM |
Wyloch All American 4244 Posts user info edit post |
Patch definitely worked.
80 hours of play - not a single legendary drop
Patch.
1 hour of play - two legendary drops 5/31/2012 8:18:46 AM |
stevedude hello 4763 Posts user info edit post |
hmmm 5/31/2012 8:21:03 AM |
dyne All American 7323 Posts user info edit post |
been cruisin thru inferno as a wizard with 37khp / 12k dps. Got up to the skeleton king, but he rolled me over. Guess i'll be farming act 1 for a while due to all the horror stories i hear about act 2. 5/31/2012 8:42:28 AM |
Exiled Eyes up here ^^ 5918 Posts user info edit post |
Minor Frustration: I've been rolling through with a buddy of mine, and it seems like he's gets 2-3 times as many rares/legendaries as I do. We both have the same magic find %, but I mean damn...come on Blizzard! 5/31/2012 8:49:44 AM |
Doss2k All American 18474 Posts user info edit post |
RNG is random 5/31/2012 8:54:40 AM |
Ken All American 608 Posts user info edit post |
Get a stupid high 2h dps weapon. You can roll through Inferno with ~30k hp and ~20k dps. I think you need like 600 resists and double the dps to get through any other acts though 5/31/2012 9:42:23 AM |
disco_stu All American 7436 Posts user info edit post |
My plan is to load up on gold find, unlock Hell Whymsishire and farm gold for however long it takes to buy a high-end Wizardspike and Occulus.
Then I'll start Inferno. 5/31/2012 9:51:58 AM |
Lokken All American 13361 Posts user info edit post |
Act1 Inferno isnt any harder than hell difficulty.
Act2 is where you will die if you dont farm for a good bit.
Also the patch did nothing to legendary drops. 5/31/2012 9:56:15 AM |
DoeoJ has 7062 Posts user info edit post |
i've been pretty much 'renting' gear from the AH haha 5/31/2012 10:06:18 AM |
begonias warning: not serious 19578 Posts user info edit post |
thanks for playing with me guise
I'm still trying to get the hang of everything - I'm used to old school Nintendo
there's so much more to look at and the chat and the buttons oh my 5/31/2012 10:17:33 AM |
DamnStraight All American 16665 Posts user info edit post |
ive had no luck at farming my whimseyshire mats.
bahhhhh. 5/31/2012 10:21:47 AM |
Lokken All American 13361 Posts user info edit post |
I need the gem from act3 and the pattern from izual.
Izual is just annoying 5/31/2012 10:30:36 AM |
Ken All American 608 Posts user info edit post |
Patch affect set pieces or just oranges? The set pieces seem pretty solid - saving up for Tal Rasha's Chest
And yeah Act 2 sucks ass. I'm doomed to farm the Butcher for a week 5/31/2012 10:41:56 AM |
Lokken All American 13361 Posts user info edit post |
Quote : | "Diablo III Patch 1.0.2 - v.1.0.2.9749 General Players will now automatically join General chat when logging in Classes Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second Mantra of Healing (tooltips will be updated in a later patch) In addition to increasing Life regeneration for you and nearby allies while active, Mantra of Healing will now also shroud you and nearby allies with a mystical shield that absorbs damage for 3 seconds after activiation (up to a limited amount, based on level) Skill Rune - Boon of Protection Boon of Protection has been renamed Boon of Inspiration Mantra of Healing will now heal you when dealing damage to an enemy (heal amount will be based on hero level) Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum. General Players should no longer receive an "Error 14009" when logging in The "Select a Hero" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive "Till Death Do Us Part" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it's launched a Firebomb but before it's reached its target Auction House The auction log in the Completed tab will now display a player's activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: "Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The "Physical Damage" Preferred Stats option for rings has been renamed to "Bonus Minimum Physical Damage" The "All Damage" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle.net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment" |
Where are people seeing that items have been affected with the patch?5/31/2012 10:44:50 AM |
God All American 28747 Posts user info edit post |
Sweet! Tits delivered for legendary trade Thx begonias 5/31/2012 10:51:41 AM |
disco_stu All American 7436 Posts user info edit post |
People are mistakenly attributing the patch to the RNG gods blessing them. Post hoc ergo propter hoc. It's like the most common fallacy humans commit.
And regarding my stated goals: attaining a wizardspike and oculus are more important to me than completing inferno. 5/31/2012 11:29:13 AM |
begonias warning: not serious 19578 Posts user info edit post |
I stayed up way too late last night... probably cause my b00bs have gotten me so much awesome loot! kidding... or am I?
[Edited on May 31, 2012 at 12:05 PM. Reason : Legendary nudes] 5/31/2012 12:03:26 PM |
titans78 All American 4038 Posts user info edit post |
I think Blizzard said as well they would be looking into legendary drops, but it was for the next patch(1.0.3) not this one. There are obviously some good legendary drops out there, but they aren't the best items in the game hands down so aside from just having one drop and maybe selling it chances are low that it will ultimately be an item that helps you long term which sucks. I haven't gotten a legendary drop yet, but would be pissed to finally get one and not be able to use it because some blue is better and not be valuable to sell. Although at this point I'd just be happy to see one.
Finally killed inferno butcher using the stupid VQ bears build that a lot of WD's are just falling back on during difficult portions of the game. I was using my normal setup and would get him down to about 15% health and then the whole floor would just turn into fire and I'd die. Couldn't move fast enough when that sequence happened. Then I joined my friend in act 3 of the inferno and one of those little goblins ran up and hit me on the head with a club and 1 shot me. I think that was the games way of saying get the fuck back to act 1. 5/31/2012 12:18:40 PM |
skywalkr All American 6788 Posts user info edit post |
Sees green item fall, gets really excited, realizes it is one of those books 5/31/2012 12:36:08 PM |
Wyloch All American 4244 Posts user info edit post |
If they didn't sneak in something pertaining to legendary drop rate in this recent patch, then I just experienced a seemingly impossible coincidence. I mean truly insurmountable odds.
Three characters (2 at Hell and 1 at Nightmare) for 80 hours with MF equipment. God knows how many monsters (chances) that is.
I rarely ever wear MF equipment. First 10 hours or so I wore it exclusively but it didn't seem to help, so since then I simply haven't bothered with it and sold it all.
Patch.
Within one hour, drop two legendaries (I believe while playing different characters, can't remember for sure though - irrelevant). 5/31/2012 12:40:54 PM |
CapnObvious All American 5057 Posts user info edit post |
Is the VQ bears build just bears and any 4 abilities that can go on CD? or are there specific abilities that they want you to use?
In both groups and solo I've been going almost exclusively Splinters with mobility and control abilities to go along with it. Its very good for solo, but I've been thinking going back to bears for major DPS with groups. I'm wondering if I'll need it for solo Act 2 as well.
The issue I see is that I would need to give up a passive rune. I'm seeing Jungle Fort (20% resist dmg) as mandatory. I need all the DPS I can get so the extra dmg for extra mana cost fells like a necessity as well. I really didn't want to give up the Spirit Vessel rune that gives you a free death every 1.5 minutes, but I might have to. 5/31/2012 12:47:38 PM |
Lokken All American 13361 Posts user info edit post |
^^ RNG
is
Random 5/31/2012 12:56:49 PM |
MisterGreen All American 4328 Posts user info edit post |
it's doubtful the patch is directly responsible for wyloch's good luck, but they could very easily change the drop rates during a patch and just not announce it. 5/31/2012 1:00:50 PM |
Lokken All American 13361 Posts user info edit post |
Does smoke screen not drop 'threat'?
I have used it while being chased by champions and they just ignore it. If I wanted to go faster I would just vault. 5/31/2012 1:04:40 PM |
CapnObvious All American 5057 Posts user info edit post |
I think it depends on what else is around you. If there are other things to attack (like a merc), they'll head after them. If not, they'll probably keep coming after you. I love that the WD Spirit Walk leaves a fake clone where his body was so that enemies keep attacking that. Granted it can also punt you out of the walk prematurely. 5/31/2012 1:07:46 PM |
AndyMac All American 31922 Posts user info edit post |
Yes a RNG doesn't change. However which numbers coincide with what loot can be changed. I think that's what he was saying.
Besides if it was truly random it wouldn't matter which mobs you kill on which difficulty, you would always have the same chance at rare and legendary stuff. So there's plenty of tweaking involved.
[Edited on May 31, 2012 at 1:38 PM. Reason : ]5/31/2012 1:35:15 PM |
disco_stu All American 7436 Posts user info edit post |
Quote : | "I mean truly insurmountable odds." |
POST HOC ERGO PROPTER HOC!
Do you know exactly how many random loot rolls are happening on the Diablo 3 servers at any given time? 1 in 10 million probably happens somewhere like every minute.5/31/2012 2:03:16 PM |
titans78 All American 4038 Posts user info edit post |
Quote : | "Is the VQ bears build just bears and any 4 abilities that can go on CD? or are there specific abilities that they want you to use?
In both groups and solo I've been going almost exclusively Splinters with mobility and control abilities to go along with it. Its very good for solo, but I've been thinking going back to bears for major DPS with groups. I'm wondering if I'll need it for solo Act 2 as well.
The issue I see is that I would need to give up a passive rune. I'm seeing Jungle Fort (20% resist dmg) as mandatory. I need all the DPS I can get so the extra dmg for extra mana cost fells like a necessity as well. I really didn't want to give up the Spirit Vessel rune that gives you a free death every 1.5 minutes, but I might have to." |
There are 2 thoughts with the VQ bears, try to still find abilities you'll want to use and just keep on cooldown(for example, I do my VQ build with spirit walk and just make sure I stay on it) or just pick the 4 abilities with the longest cooldowns, use them anytime and then just spam the bears. I don't find it a particularly fun way to play. It is good for big groups but the champ/elite spawns isn't as good because you have to be close range, so the splinters for single target damage seem better. I like using those minion guys, the voodoo, spirit walk, and something like mass confuse or hex for VQ. You can do it with bats instead of bears as well(long traveling). I actually like the bats version.
Right now I feel spirit vessel + Spirit walk end up being a must have combination. spirit vessel is a life saver. Then if I'm doing VQ I'll couple that with one of the mana boost passives, if I'm doing splinters the 20% damage and whatever else seems like I need.
Getting around act 1 inferno now pretty easy for the most part. It is actually fun to play with a group of 4 people for a bit, then go back to solo and you feel invincible.
The WD is cool because there are so many ways to play the class, and a lot of creative combination of skills/CC/passives/AoE. The downside is most of them suck outside of Bears, Bats, and shooting tooth picks at things fast.5/31/2012 2:14:07 PM |
Wyloch All American 4244 Posts user info edit post |
Quote : | "Do you know exactly how many random loot rolls are happening on the Diablo 3 servers at any given time? 1 in 10 million probably happens somewhere like every minute." |
You are completely missing the point.
My legendary drop situation is not impossible. But, consistent with what you just stated, it is incredibly, incredibly, insanely unlikely.
The dividing line between zero and two drops that was the patch application really leaves no other conclusion.
[Edited on May 31, 2012 at 2:19 PM. Reason : ]5/31/2012 2:17:46 PM |
Stimwalt All American 15292 Posts user info edit post |
Let's talk about Magic Find.
So does your magic find simply increase your chances that a rare/legendary/set item will drop?
Does it have any impact on the identifying process whatsoever?
I see a lot of people switching to Magic Find gear when they are identifying. Are they doing it wrong? 5/31/2012 2:30:11 PM |
titans78 All American 4038 Posts user info edit post |
^^I don't see how the patch changing anything if at all leads to your conclusion.
You got really lucky. Even if they patched and changed it to 1 in 5 million drops instead of say 1 in10 million it is still such a high number that you can't draw a conclusion on you getting 2 drops that something had to have changed.
On the other hand I've played a lot since the patch and I've yet to see a legendary drop ever. So it is just as likely that I can come on and say since the patch they have decreased the amount of legendary drops. You might be on to something if everyone of us here had gotten a legendary drop since the patch.
You got real lucky. congrats. 5/31/2012 2:39:54 PM |
Wyloch All American 4244 Posts user info edit post |
Thx.
Too bad both of 'em suck. 5/31/2012 2:43:33 PM |
disco_stu All American 7436 Posts user info edit post |
Oh humanity and our inability to understand scopes larger than ourselves. 5/31/2012 2:45:05 PM |
wolfpack2105 All American 12428 Posts user info edit post |
agh, i hate when the servers are down on my day off 5/31/2012 2:52:23 PM |
disco_stu All American 7436 Posts user info edit post |
They're down again? Sheesh! 5/31/2012 2:53:29 PM |
wolfpack2105 All American 12428 Posts user info edit post |
down for patch maintenance or some BS. Says they'll be back up at 1PM PDT 5/31/2012 2:55:17 PM |
Sayer now with sarcasm 9841 Posts user info edit post |
has anyone salvaged a legendary yet? Do they all give Firey Brimstone or just the level 60 legendaries? 5/31/2012 3:51:53 PM |
disco_stu All American 7436 Posts user info edit post |
i'm sure you can find a low level legendary for the cheap on the ah. 5/31/2012 4:10:30 PM |
Shaggy All American 17820 Posts user info edit post |
you can see what items DE into on the d3 site.
for example only the last of these 3 is level 60 and its the only one that DEs to Fiery Brimstone http://us.battle.net/d3/en/item/genzaniku http://us.battle.net/d3/en/item/the-butchers-sickle http://us.battle.net/d3/en/item/sky-splitter 5/31/2012 4:26:05 PM |
CapnObvious All American 5057 Posts user info edit post |
Keep in mind that those stats are probably for 100% Fiery Brimstone chance. You can DE anything level 60 and have a chance at one.
Personally, I've gotten 3 so far. One was from a yellow, but two came from blue items. 5/31/2012 4:35:33 PM |
seedless All American 27142 Posts user info edit post |
I love playing the female Barbarian!
BUL-KATHOS GUIDES MY HAND! 5/31/2012 7:19:55 PM |
seedless All American 27142 Posts user info edit post |
This is a really good read.
Quote : | "Game Design Update
by Blizzard Entertainment May 28, 2012 7:00 AM PDT 4113
With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience.
As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes -- as well as give some insight into some more changes that are coming up.
Before we get to that, though, we thought it'd be fun to share a few interesting stats we've collected since Diablo III's release:
•On average players have created 3 characters each •80% of characters are between levels 1 and 30 •1.9% of characters have unlocked Inferno difficulty •54% of Hardcore players chose a female character •The majority of Hardcore deaths (35%) occur in Act I Normal •The most common level 60 build in the game is only used by 0.7% of level 60 characters of that class (not including Passive diversity) •The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart
When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion -- through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches.
Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence.
“If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity...”Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. This made the classes, which were about where they were supposed to be, seem very underpowered. It also created the perception that the classes doing well were intended to rely on specific runes in all their builds, and the other classes were just broken. This is the opposite of what’s true. If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity -- and those “required” skills need to be corrected. We know these hotfixes snuck up on people, and it took us a day or so to communicate that they had gone live. However, our intent moving forward is that when there are circumstances where a hotfix is necessary, we’ll communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum. Ideally, we’ll let you know as soon as we even have the idea that we want to make that kind of change.
That said, we also wanted to let you know we’re keeping a close eye on Inferno. The intent of incoming damage is that it should be a very consistent drain on your health, and mitigating that drain is a major part of what makes Inferno mode difficult. Right now, there’s a lot more damage “spikiness” occurring than feels right, and that’s one major area we’re looking to adjust in patch 1.0.3. While we don’t have any specifics yet, our design goals are to support and promote build diversity; continue to ensure that a mix of champion packs, rare packs, and boss fights are the most efficient way to acquire the best items in the game; and ensure that all classes are viable in Inferno.
From a high-level perspective, we think a more fundamentally fun way to approach difficulty in Inferno isn't seeing how much incoming damage you can avoid or mitigate, but rather to see how efficient you can be while voluntarily taking on a challenge that pushes you. For anybody who's ever died because they chased a Treasure Goblin too aggressively, you know what we mean; dying because you got greedy or overconfident can actually be a lot of fun. Now that the skills mentioned above have been brought more in line, we’ll be keeping a close eye on balance.
We've also seen some people saying our intention with Inferno is just one-shot you to make it difficult. While damage is a bit spikier than we'd like, we're actually seeing a pretty significant number of people attempting Inferno without sufficient gear. There's a good chance that returning to the previous Act to farm upgrades will do the most to help you survive. That said, we’d like to shift some of the focus away from survival and more toward using a variety of offensive tactics to succeed. Survival will still be important, but finding ways to maximize your damage while staying alive is more exciting. We’re not particularly concerned with whether or not a boss is “beatable,” though it should feel epic and challenging to defeat it. We’re more concerned with ensuring that acquiring 5 stacks of Nephalem Valor and taking on as many Champions and Rares as you can remains the most challenging and rewarding way to play.
On to items! One of the biggest pieces of feedback we’ve received regarding items is the relative power of Legendaries. This isn’t a simple issue to address, as it involves some intentional design decisions as well as expectations built by other games. First and foremost, Legendary items are not designed to necessarily be the best items in the game. They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can -- and should -- be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.
“...we’re planning to just straight-out buff Legendary items in a future patch...”One problem we’ve seen -- and intend to correct quickly -- is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.
Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.
Of course, these are just a few of the more prominent issues we wanted to let you know we’re working on. In addition, we’ll be addressing a number of specific game bugs and other issues through future hotfixes and patches. We’re going full steam ahead on the PvP patch, which will also include a number of game changes unrelated to PvP, and we look forward to sharing more about that as we get closer to opening up a PTR, where you’ll be able to test out our changes -- and enjoy mercilessly slaughtering one another in the PvP arena. " |
https://us.battle.net/d3/en/blog/6018173/Game_Design_Update-5_28_2012#blog5/31/2012 8:20:28 PM |