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Author: Witcher Date: Friday, 10 April 2015

Heroes of the Storm Closed Beta Patch 34659

Novi Heroes of the Storm Closed Beta Patch dostupan je preko launchera! Detalje šta je sve došlo uz Patch 34659 možete pročitati u nastavku.
 
Novi Heroj Sylvanas

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Sylvanas Windrunner

storm ui icon sylvanas blackarrows  [Trait] Black Arrows - Basic Attacks and Abilities stun Minions, Mercenaries, and Towers. 
storm ui icon sylvanas witheringfire [Q] Withering Fire - Shoot the closest enemy for 25 damage, preferring Heroes. Stores 5 charges.
storm ui icon sylvanas shadowdagger [W] Shadow Dagger - Deals 10 damage, and an additional 40 damage over 2 seconds, to target unit. This effect spreads to nearby units.
storm ui icon sylvanas hauntingwave [E] Haunting Wave - Send forth a wave of banshees, dealing 30 damage to all targets. Reactivate to teleport to the banshee's location.
storm ui icon sylvanas wailingarrow 2 [R] Wailing Arrow - Shoot an arrow that explodes for 200 damage and silences enemies for 2.5 seconds. Can be reactivated to detonate the arrow early.
storm ui icon sylvanas possession
[R] Possession - Force an enemy Minion to fight for you. It gains 20% Attack Damage and Health.

Novi Battleground: Tomb of the Spider Queen
Loading screen nove battleground mape Tomb of the Spider Queen
 
ui ingame mapmechanic loadscreen tombofthespiderqu
 
 
Novi Skinovi i Mounti!
Par novih skinova, od kojih izdvajamo Mech Tassadar i novih mounta stigli su uz ovaj Patch. Pogledajte video u prilogu!

 
Interface Update
Interface u igri doživeo značajnih kozmetičkih poboljšanja i izmena!
 

      

    

 
Zvanične Patch Informacije
Originally Posted by Blizzard 

General

Performance

  • All players’ default Graphic Settings will be re-detected and reset following today’s patch, which may help to address a few performance issues that some players have been experiencing.
  • Smaller physical memory caps have been introduced for both the 32-bit and 64-bit clients with today’s update, which should mitigate some memory-related issues and make the 64-bit client a more trusted option, even for PCs with less physical RAM.
  • The “Network Spikes” indicator has been removed from the performance overlay (Ctrl + Alt + F).
    • Network Spikes tracked a number of different metrics at once. While it could indicate performance issues, the number of spikes displayed could also be affected by issues with the local player’s computer, among other things.
    • In order to avoid further confusion, the Network Spikes indicator has been removed, and will be replaced by additional performance metrics in a future update, which should help players better identify more common performance issues.
  • For more information on some of these changes, please read the Performance section of our recent blog on Community Conversations

New Battleground

Tomb of the Spider Queen, a brand new 3-lane Battleground, has been added to Heroes of the Storm and is now available for play in all game modes!

  • Spider Minions and enemy Heroes will drop magical Gems of Power upon death.
    • Collect these Gems and turn them in to the Spider Queen’s Altars, which can be found in-between lanes at the center of the Battleground.
  • Once either team has relinquished enough Gems to the Spider Queen, her Webweavers will descend and travel down each lane to siege the opposing team on three fronts.
    • Each team can summon Webweavers by turning in 50 Gems. The number of required Gems will increase by 5 for each subsequent wave.
    • Be sure to turn in Gems promptly! Gems collected by a player will be dropped upon death, but can be picked up by allied Heroes.

User Interface

General

  • Significantly reduced the likelihood that players will receive the same Battleground multiple times in a row when playing in matchmaking game modes.
  • Requesting to join a party through a party member who is not the leader will now send a notification to that player. Additionally, the party leader will see which party member a join request was made through.

Progression System

  • Hero Progression
    • The maximum Hero Level has been increased from 10 to 20.
    • New rewards have been added:
      • 1250 Gold at Hero Level 15
      • 2500 Gold at Hero Level 20
  • Player Progression
    • New rewards have been added:
      • 7 Day Stimpack at Player Level 10
      • 2,000 Gold at Player Levels 20, 25, 30, 35, 40
      • Team League unlocked at Player Level 40
      • Players who had already reached or surpassed the level requirement for these rewards prior to today’s patch will also receive them.

Team League

  • Initial implementation for Team League, the second mode of Ranked play in Heroes of the Storm, has been added to the game! Read on for an overview of the most competitive game mode in Heroes of the Storm, and then check out our recent Team League blog post for a much more in-depth look at the feature.
    • With Team League, players can create named teams with dedicated rosters in order to participate in ranked, competitive Heroes of the Storm matches as a group against other teams of similar skill.
    • In order to participate in Team League, players must meet the following requirements:
      • Reach Level 40.
      • Own 10 or more Heroes (weekly free rotation Heroes do not count toward this requirement.)
      • Create or join a team that has at least five members logged in and ready to play in Team League.
  • Team Creation and Management
    • Navigate to the Team League Play Screen, click an empty team slot, enter a team name, and pay 1,000 Gold to create a new team.
      • Players may participate in up to 3 teams at any given time.
    • The Team League Screen will display all teams that a player is currently participating in, as well as each team’s current Rank, team name, and Win/Loss record.
      • Using the “Roster” button, a team owner may invite up to 8 other players to join the team’s roster.
      • In order to play Team League matches, five members from the same team must enter the queue together.
        • Use the “Invite” dropdown to invite other players from the roster to queue for Team League matches.
    • A “Ranked Teams” section has been added to the Player Profile.
      • Click on any team to view additional stats for each player on the roster, such as wins, losses, highest rank achieved, and favorite hero.
      • The team owner can also use this screen to add or remove members, as well as disband the team.
  • Draft Mode
    • Team League matches will use the “First Come, First Served” version of Draft Mode, rather than Hero League’s “Predetermined” Draft Mode.
      • With First Come, First Served Draft Mode, players on each team are free to select Heroes in any order when it is their team’s turn to pick.
      • A coin toss will still precede the draft phase, and teams will still alternate picking Heroes in 1-2-2-2-2-1 format.

Menu Navigation

  • General
    • The menu navigation bar has been moved to the top of the screen.
    • The Party Panel has been reworked and once again displays Player Portraits for all party members.
    • Icons have been added next to the Party Panel, which more clearly indicate the current status of Stimpack and XP Bonuses.
    • Players who receive penalties for leaving Hero League and Quick Match games will now see their flagged status indicated to them in the menu navigation bar at the top of the screen.
      • Additionally, party members will now be better notified when they are partied with someone who has been flagged to receive penalties for leaving games early.
  • Home Screen
    • “Go to Shop” and “Try Hero” buttons have been added, which can be used to view information about the newest Hero or quickly start a game in Try Me Mode with that Hero directly from the Home Screen.
  • Shop Screen
    • Shop navigation tabs have been moved to the top of the screen.
    • A “Featured” tab has been added, which will display items that are new to the Shop, or are currently on sale.
  • Play Screen
    • The “Change Mode” button has been removed.
    • Game Mode buttons can now be found along the top edge of the Play Screen, and can be clicked to quickly switch among Game Modes.
    • Hero League
      • Heroes are now displayed on the Hero League Screen based on most wins, rather than most games played with those Heroes.
        • Click any Hero listed on the Hero League Screen to view it in the Player Profile.
    • Custom Games
      • The “Choose Map” button has been removed and Battlegrounds can now be selected directly from the Custom Games Screen.
      • A “Game Privacy” dropdown has been added to custom game lobbies. When a custom game is set to private, that game will not be recorded in players’ match histories.
  • End of Game Score Screens
    • The Rank, Quests, and Rewards tabs have been removed and incorporated into the Summary tab.
    • Summary
      • Player Level, Hero Level, and Rank progress bars have been visually reworked and reorganized on the Summary tab.
      • Daily Quest and progression rewards earned from the previous match are now displayed along the right edge of the Summary tab.
      • Hover the mouse over Daily Quest and progression rewards, as well as XP, Ranked Points, and Gold totals to display tooltips that indicate how each was earned during the previous match.
    • Stats
      • The Stats tab now mirrors the in-game TAB Screen, and includes details for Siege Damage, Hero Damage, Healing, and overall XP contribution during the previous match.

Ranked Play and Draft Mode

  • Draft Mode Notification
    • While tabbed out of Heroes of the Storm during a ranked queue, the player will be tabbed back into the client and a notification sound will play when a match is found.
    • Additionally, players who tab out of the client after a draft begins will be notified and tabbed back in when it is their turn to pick a Hero.
  • Rank and Point Changes
    • The number of points earned from a ranked match will now vary more broadly based on skill difference between teams.
    • As mentioned in the Menu Navigation section above, ranks, rank changes, and ranked points earned during the previous match are now listed on the end of game Summary screen.

Hero Select

  • Click the currently selected Hero’s 3D model to bring up Hero Select.
    • Filter buttons have been added which can be used to display Heroes by role and game universe.
    • A search box has been added which can be used to filter Heroes by name, difficulty, and game universe.
    • Icons have been added to indicate which game universe a Hero is from when mousing over that Hero’s portrait.
  • The Skins, Mounts, and Hero Info panes have been reworked.
    • The Hero Info pane has been replaced by two new buttons: Abilities and Talents.
      • The Abilities pane now lists Basic Abilities, Trait, and Heroic Abilities on a single tab.
        • Tooltips have been added which will display more detailed information about a Hero’s Abilities on mouseover.
      • The Talents pane lists all of a Hero’s Talents, much as it did previously.
    • The Skins and Mounts panes have received UI updates.
      • Each of these panes can now display many additional items.
      • Skin and Mount Variation buttons have been moved to the bottom of each pane.
    • The Skins, Mounts, Abilities, and Talents buttons have received updated art.

Art

General

  • Many Hero Models have received minor animation and pose updates on Hero Select.

Battlegrounds

  • Various Battleground assets have received additional optimization to help improve performance.
  • The final Tutorial Battleground has received visual polish.

Heroes, Mounts, and Skins

  • Legendary Skins
    • Mecha Tassadar has received massive updates and has been re-released as a Legendary Skin!
      • Mecha Tassadar will now, quite literally, transform into a fighter jet and fly across the battlefield while mounted.
      • What’s more, all of Mecha Tassadar’s Basic and Heroic Abilities have received brand new art, updated models, and visual effects which much more closely match the Skin’s theme.
  • Skins
    • Commander Raynor has received a significant model update.
    • Wrath Sonya has donned the Helm of Wrath, and now also wields Quel'serrar and Ashkandi, Greatsword of the Brotherhood.
    • Several Hero Skins have received new art for certain Abilities and Talents, which more closely match that Skin’s theme:
      • Betrayer Malfurion -- Vengeful Roots (Talent)
      • Crown Prince Arthas -- Death Coil (Q), Army of the Dead (R)
      • Crypt King Tassadar -- Plasma Shield (Q)
      • Festival Li Li -- Blinding Wind (E)
      • Grunty Murky -- Slime (Q), Pufferfish (W), Spawn Egg (D), March of the Murlocs (R)
      • Master Lost Vikings --  Basic Attack projectiles
  • Heroes
    • Sonya’s Hero Select portrait has been updated.
    • Tychus’ head model has received visual updates.
    • Several Heroes and Skins have received improvements for their facial animations:
      • Diablo
      • Infested Tychus
      • Raynor
      • Tychus
  • Hero Abilities
    • A portrait has been added that will display while The Lost Viking’s Longboat Raid (R) is active.
    • Victory and taunt animations have been added to a number of summoned units.
    • The following Heroes have received new Ability icon art:
      • Raynor
      • Tassadar
      • Valla
    • The following Heroic Abilities will now apply an overlay to the affected player’s screen.
      • Anub’arak -- Web Blast (R)
      • Stitches -- Gorge (R)
    • Several Hero Abilities have received updated art to make them more visually interesting, and more clearly indicate their area of effect radiuses:
      • Illidan – Metamorphosis (R)
      • Li Li -- Jug of 1,000 Cups (R), Water Dragon (R)
      • Raynor -- Hyperion (R)
    • The following Hero Abilities and Talents have received updated visual effects:
      • Arthas – Summon Sindragosa (R)
      • Tassadar -- Dimensional Shift (E)
      • Rehgar -- Earthgrasp Totem (Talent)
      • Uther -- Boundless Conviction (Talent), Blessed Champion (Talent), Holy Shock (Talent), Redemption (Talent)
  • Mounts
    • The Battle Beast has received additional animation polish.

Menu Screens

  • The Home Screen has received a facelift, and is now 3D animated.
  • The Hero Select screen has received completely new 3D art and visual effects!
  • Additionally, the Hero League Play Screen is now 3D animated!

Shop

Bundle Packs

  • The Ranger-General Sylvanas Bundle Pack has been added to the in-game Shop for a limited time.

Heroes

  • Sylvanas has been added to the in-game Shop!

Mounts

  • The Cyber Wolf and Dire Wolf Mounts have been temporarily removed, but will return to the Shop with a future update.
  • The Lunar Tiger and Magic Carpet Mounts have been added as individually purchasable items.

Price Changes

  • Anub’arak’s Real-money and Gold prices have been reduced to $6.49 USD and 4,000 Gold.

Skins

  • A Master Skin has been added for Sylvanas.
  • The Ranger-General Sylvanas Skin has been added to the in-game Shop.
  • Legendary Skins
    • Mecha Tassadar has received massive Art and Sound updates and has been re-released as the second Legendary Skin in Heroes of the Storm!
    • Head to the in-game Shop and start a Try Me Mode game with Mecha Tassadar to check out all of the changes he has received with today’s update.

Sound

Heroes and Skins

  • The Mecha Tassadar Skin has received entirely new voiceover and sound effects to match its transformation into a Legendary Skin!
  • The Flying Monkey Brightwing Skin has received an entirely new monkey-themed voiceover set.

Design and Gameplay

General

  • Several changes have been implemented which will prevent the cancellation of Ability casts when issuing Move commands, as well as when attempting to cast several Abilities in rapid succession.
    • Additionally, these changes will result in heightened input responsiveness for most Ability casts.
  • In-game XP Changes
    • The in-game leveling curve has been adjusted slightly to slow down the first 10 team levels, though the amount of XP required to reach level 20 remains the same.

Battlegrounds

Blackheart’s Bay

  • Doubloon Chest status bars are now segmented, and each segment represents when a Doubloon will spawn.

Dragon Shire

  • Player-controlled Dragon Knights are now more resistant to disable effects.

Haunted Mines

  • Grave Golem Health and damage will no longer scale after either of the following conditions have been met:
    • The Haunted Mines have been open for at least 4 minutes
    • 60 Skulls have been collected
    • This change has been made in order to prevent situations in which a team would leave a single skull in the Haunted Mines in order to gain more Golem power.
  • The power difference between Lane Golems has been reduced in situations where there is a large skull-count disparity.
  • High skull-count Lane Golem Health has been slightly reduced.
  • The first round of Lane Golems have had their Health reduced.

Garden of Terror

  • Player-controlled Garden Terrors are now more resistant to disable effects.
  • Overgrowth (W)
    • Overgrowth Health increased by 25%
    • Now receives additional Health bonuses past the 15 minute mark
    • Now deals 70 (+7 per minute) damage each tick to Minions and Mercenaries instead of 20% of their Maximum Health.  This is the same as the Structure damage.

Sky Temple

  • Temple damage reduced by 10%

Mercenaries

  • Mercenary initial and scaling XP has been reworked.
  • Mercenary Camp tooltips now indicate which Camps can be Bribed.

Structures

  • Gate, Tower, Town Hall, and Wall Health reduced by approximately 10%.

Talents

New Generic Talent: Arcane Power (Level 20)

  • Activate to gain 400 mana and 15% Ability Power for 5 seconds. 60 second cooldown.
  • Currently found only on Jaina

Blood for Blood

  • This Talent has received a visual update. It should now be much easier to identify both the target and caster of Blood for Blood.

Healing Ward

  • Duration increased from 10 to 15 seconds
  • Heal amount reduced from 3% to 2% of max Health per second

Ice Block

  • Cooldown reduced from 80 to 60 seconds
  • Now dims out affected Heroes’ status bars

Scouting Drone

  • Now has 2 charges
  • Duration reduced from 60 to 45 seconds
  • Cooldown reduced from 60 to 45 seconds
  • Placement range increased from 3 to 4
  • The number of hits required to destroy a Scouting Drone have been increased from 1 to 2.

Heroes

Abathur

  • Toxic Nest (W)
    • Envenomed Nest (Talent)
      • Damage increased from 30% to 50%
    • Prolific Dispersal (Talent)
      • Now also reduces the cooldown of Toxic Nest by 2 seconds
    • Vile Nest (Talent)
      • Slow increased from 40% to 50%
  • Evolve Monstrosity (R)
    • The Monstrosity now persists until it is killed.
  • Ultimate Evolution (R)
    • Cooldown reduced from 80 to 70 seconds
    • Duration reduced from 30 to 20 seconds
    • Clones now gain 20% Ability Power, 20% Basic Attack Damage, and 10% Movement Speed.

Azmodan

  • Globe of Annihilation (Q)
    • Taste for Blood (Talent)
      • Now has a maximum damage cap of 500

Diablo

  • Apocalypse (R)
    • Cooldown reduced from 120 to 100 seconds
  • Lightning Breath (R)
    • Diablo will now cast Lightning Breath in the direction of the cursor, rather than the direction he is facing at the time of the cast.

E.T.C.

  • Fury of the Storm (Talent) replaced with Hardened Shield (Talent)

Falstad

  • Basic Attack
    • Damage increased from 34 (+10 per level) to 38 (+10 per level)
  • Barrel Roll (E)
    • Cooldown reduced from 16 to 14 seconds
    • Barrel Roll speed increased by approximately 50%
    • Flow Rider (Talent)
      • Cooldown reduction increased from 35% to 40%
  • Mighty Gust (R)
    • Cost reduced from 100 to 70 Mana
    • Cooldown reduced from 60 to 50 seconds

Jaina

  • Arcane Power (Talent) added at Level 20
  • Nexus Fury (Talent) removed
  • Improved Ice Block (Talent)
    • Cooldown reduced from 80 to 60 seconds
  • New Talent (Level 20): Arcane Power
    • Activate to increase spell damage by 15% and restore 400 Mana for 5 seconds
  • Frostbite (Trait)
    • The Chilled effect will now apply to Unstoppable units (such as the Grave Golem), as well as Structures.
  • Frostbolt (Q)
    • Damage increased from 45 (+14 per level) to 50 (+15 per level)
  • Blizzard (W)
    • Damage per wave increased from 40 (+15 per level) to 45 (+16 per level)
  • Cone of Cold (E)
    • Damage increased from 50 (+17 per level) to 55 (+18 per level)

Kerrigan

  • Ultralisk (R)
    • Ultralisk controls now mirror Jaina's Water Elemental.
      • Press R and click the terrain to issue a Move command.
      • Press R and click a unit to issue an Attack command on that target.

Li Li

  • Healing Brew (Q)
    • Will no longer heal Abathur’s Ultimate Evolution Clones or Nova’s Holo Decoys
  • Jug of 1,000 Cups (R)
    • Will no longer heal Abathur’s Ultimate Evolution Clones or Nova’s Holo Decoys

Murky

  • Health Regeneration increased from 5 (+0.125 per level) to 10 (+2.4 per level)
  • New Talent (Level 4): Living the Dream!
    • Grants 10% Ability Power, and an additional 1% Ability Power for every 5 seconds that Murky is alive, up to a total of 25% Ability Power. Resets upon death.
  • Spawn Egg (D)
    • Murky’s Egg no longer grants experience to the enemy team or counts as half of a normal Hero Death.
    • Cooldown reduced from 20 to 15 seconds
    • Egg Health increased from 105 (+15 per level) to 110 (+30 per level)
    • Assault Egg (Talent)
      • Bonus to Egg Health reduced from 200% to 150%
  • Slime (Q)
    • Slime's stacking damage now applies to Unstoppable units (such as the Grave Golem).
  • Pufferfish (W)
    • Casting time reduced by 75%

Nazeebo

  • Gidbinn (Talent) no longer increases the duration of Voodoo Ritual
  • Voodoo Ritual (Trait)
    • Specialized Toxin (Talent)
      • Damage bonus from 200% to 100%
  • Plague of Toads (E)
    • Toads of Hugeness (Talent)
      • Bonus damage per hop increased from 10% to 20%
  • Gargantuan (R)
    • Initial damage increased from 35 (+15 per level) to 100 (+20 per level)
    • Initial health reduced from 1400 (+140 per level) to 600 (+220 per level)
    • The Gargantuan A.I. has been improved.
    • The Gargantuan no longer uses Stomp Ability automatically. Instead, Stomp can now be cast manually by pressing “R”, and has a 4.5 second cooldown.
  • Ravenous Spirit (R)
    • The Spirit’s area of effect  radius has been reduced by 25%.
    • Damage changed from 25 (+9 per level) to 30 (+8 per level)

Raynor

  • Basic Attack
    • Damage increased from 35 (+11 per level) to 35 (+12 per level)

Sgt. Hammer

  • Health reduced from 770 (+170 per level) to 720 (+140 per level).

Sonya

  • Whirlwind (E)
    • Sonya can now use the following Activated Talents while Whirlwind is channeling:
      • Shot of Fury, Ferocious Healing, Nerves of Steel (formerly Stoneskin), and Ignore Pain (formerly Hardened Shield)
      • As part of this change, Stoneskin and Hardened Shield have been renamed to Nerves of Steel and Ignore Pain in order to help reflect that they are Sonya-specific versions of their Generic Talent counterparts.

Stitches

  • Health reduced from 1060 (+260 per level) to 1060 (+230 per level)
  • Vile Gas (Trait)
    • Radius decreased by approximately 25%
    • Damage scaling decreased from 2 to 1.5
    • Toxic Gas (Talent)
      • Radius increased from 25% to 50%
      • Damage over time effect duration reduced from 2 to 1 seconds
  • Slam (W)
    • Pulverize (Talent)
      • The stun and bonus damage components of this Talent have been removed.
      • Now reduces cooldown of Slam by 2 seconds
      • Slows enemies hit by 75% for 1 second
  • Gorge (R)
    • Hungry Hungry Stitches (Talent)
      • Duration increased from 1 to 1.5 seconds
      • Now removes the Movement Speed slow from Gorge
  • Putrid Bile (R)
    • Regenerative Bile (Talent)
      • Now increases Movement Speed by an additional 10% while Putrid Bile is active

Tassadar

  • Force Wall (R)
    • Cost reduced from 75 to 35 Mana
    • Force Wall now forms 50% faster

The Lost Vikings

  • A Lost Vikings-specific version of the Fury of the Storm Talent has been added at Level 20.
    • Every 5 seconds, the next Basic Attack will deal an additional 10 (+4 per level) damage to the target, and 10 (+11 per level) damage to all nearby Minions and Mercenaries.  Each Viking has a separate cooldown.
  • Longboat Raid (R)
    • Damage reduced from 15 (+8 per level) to 15 (+7 per level)

Thrall

  • Frostwolf Resilience (Trait)
    • Scaling heal increased from 23 to 30
    • Mana Tide (Talent)
      • Mana restoration reduced from 20 to 15
  • Chain Lightning (Q)
    • Mana cost increased from 35 to 40
    • Scaling damage increased from 15 to 17
  • Windfury (E)
    • Cost increased from 50 to 65 Mana
    • Movement Speed bonus increased from 25% to 30%
    • Wind Shear (Talent) moved from Level 1 to Level 7
      • Now reduces Windfury’s cooldown by 4 seconds rather than 3.

Tychus

  • Several of Tychus’ Generic Talents have been renamed, but their functionality has not changed:
    • Searing Attacks (Talent) has been renamed to Sizzlin’ Attacks
    • Giant Killer (Talent) has been renamed to Problem Solver

Tyrande

  • A significant number of Tyrande’s Talents have been rearranged.
  • Shroud (Talent) removed
  • Purging Mark (Talent) removed
  • Bolt of the Storm (Talent) removed
  • Focused Attack (Talent) added at Level 4
  • Nexus Frenzy (Talent) added at Level 20
  • Trueshot Aura (Talent) moved from Level 7 to Level 16
    • Basic Attack damage bonus increased from 10% to 15%
    • Attack Speed bonus removed
  • Hunter’s Mark (Trait)
    • Huntress' Fury (Talent) moved from Level 16 to Level 13
    • Mark of Mending (Talent)
      • Heal amount increased from 2% to 2.5% of the attacker’s maximum Health
  • Light of Elune (Q)
    • Cooldown increased from 6 to 8 seconds
    • Self-healing increased from 45 (+10 per level) to 60 (+14 per level)
    • Ally healing increased from 90 (+20 per level) to 120 (+28 per level)
    • Overflowing Light (Talent) moved from Level 4 to Level 13
      • Heal bonus reduced from 40% to 35%
      • Health requirement for Tyrande reduced from 90% to 50%
  • Sentinel (W)
    • Pierce (Talent) moved from Level 1 to Level 4
    • Empower (Talent) moved from Level 4 to Level 1
  • Lunar Flare (E)
    • Radius increased by 20%
    • Lunar Blaze (Talent) moved from Level 13 to Level 7
      • Radius increase removed

Uther

  • Uther has received a significant Talent update.
  • Burning Rage (Talent) removed
  • Sprint (Talent) removed
  • Block (Talent) added at Level 1
  • Amplified Healing (Talent) added at Level 4
  • New Talent (Level 7): Holy Fire
    • Deals 8 (+1.6 per level) damage per second to nearby enemies
  • New Talent (Level 16): Benediction
    • Activate to reduce the cost of the next Basic Ability cast by 50 Mana, and its cooldown by 10 seconds.
  • Basic Attack
    • Hammer of the Lightbringer (Talent)
      • Mana restored per hit increased from 5 to 8
  • Eternal Devotion (Trait)
    • Holy Devotion (Talent) removed
    • The functionality of this Trait has changed significantly.
    • Uther can no longer use his Basic Attack or his Abilities while in Eternal Devotion form.
    • Instead, Uther gains a new Ability while in Eternal Devotion form:
      • Flash of Light (Q)
        • Heal an ally for 81 (+22.5 per level) Health. 1.5 second cooldown.
    • New Talent (Level 20): Redemption
      • After Eternal Devotion ends, Uther will resurrect at the location of his spirit with 50% Health. This effect has a 180 second cooldown.
  • Holy Light (Q)
    • Range has been decreased by 12.5%
    • Protect the Weak (Talent) removed
    • Reach (Talent)
      • Now increases the range of Holy Light and Flash of Light by 40%
    • Blessed Champion (Talent) moved from Level 1 to Level 13
      • The functionality of this Talent has changed.
      • After casting Holy Light, the next Basic Attack heals nearby allied Heroes for 30% of Holy Light's healing amount.
    • Holy Shock (Talent) moved from Level 16 to Level 13
      • In addition to its previous effects, Holy Shock now also reduces the cooldown of Holy Light by 4 seconds when it is used to deal damage.
  • Holy Radiance (W)
    • Length reduced by 16%
    • New Talent (Level 4): Boundless Conviction
      • Increases the length and width by of Holy Radiance by 40%
  • Hammer of Justice (E)
    • Dense Weightstone (Talent) removed
    • Rebuke (Talent) removed
    • Fist of Justice (Talent) moved from Level 4 to Level 1
    • New Talent (Level 7): Burden of Guilt
      • After Hammer of Justice's stun fades, the target's Movement Speed is slowed by 30% for 2 seconds.
  • Divine Shield (R)
    • Bulwark of Light (Talent) functionality has changed.
      • Uther no longer gains a Divine Shield when using this Talent.
      • Now increases Divine Shield’s duration by 2 seconds and reduces its cooldown by 20 seconds
  • Divine Storm (R)
    • Divine Hurricane (Talent)
      • Bonus to stun radius decreased from 100% to 50%

Valla

  • Battle Momentum (Talent) removed
  • Hatred (Trait)
    • Hot Pursuit (Talent) moved from Level 13 to Level 7
  • Vault (E)
    • Valla is no longer Unstoppable while using Vault.

Zeratul

  • Singularity Spike (W)
    • Double Bombs (Talent)
      • The second bomb now deals 50% damage.
  • Void Prison (R)
    • Now dims out affected Heroes’ status bars

Bug Fixes

General

  • Fixed an issue which could cause A.I. players to become unresponsive, and sit idle in base, near the end of a Custom Game.
  • Resolved a bug that could cause players to have difficulty issuing movement commands to their Heroes.

Art

  • The Elder Chen Skin is no longer missing a texture on the underside of its coat.
  • Corrected clipping in the Master Thrall Skin’s shoulder while riding a Mount.

Battlegrounds

  • Fixed a rare issue in which a Core with less than 1 Health could suddenly be destroyed without taking additional damage.
  • Visual effects for Stitches' Vile Gas are now visible on Sky Temple bridges.
  • The cooldown for Zagara's Creep Tumor Trait is now appropriately reset by the Clear Cooldowns button in Try Me Mode.

Heroes and Talents

  • Locusts spawned by Abathur after learning the Bombard Strain Talent have had their attack speed increased so that it is consistent with normal Locusts.
  • Brightwing will no longer be incorrectly teleported back to base when casting her Phase Shift Ability on a Lost Viking just as the Vikings enter their Longboat.
  • Diablo will now cast Lightning Breath in the direction of the cursor, rather than the direction he is facing at the time of the cast.
  • Casting E.T.C.’s Stage Dive on top of Zagara's Devouring Maw will no longer cause him to return to his original casting location.
  • Casting The Hunt against a flying Hero will no longer cause Illidan to become stuck outside the playable area.
  • Malfurion's Life Seed Talent will no longer allow Regrowth to benefit ally-controlled Dragon Knights or Garden Terrors.
  • The cooldown for Nova's Triple Tap after learning the Fast Reload Talent will now be appropriately reset upon killing any of the Lost Vikings.
  • Raynor’s feet will no longer appear to slide while using Basic Attacks after dismounting.
  • Corrected an issue which caused the visual effect for Stitches’ Vile Gas Trait to persist longer than intended.
  • Stitches will no longer occasionally become briefly unresponsive after casting Hook on one of Zagara's Banelings.
  • Stitches’ Putrid Bile Ability is now appropriately paused, and will no longer be cut short, upon entering Zeratul’s Void Prison.
  • Tassadar's Distortion Beam will now more appropriately track Chen and the Lost Vikings when they are in their Wandering Keg and Longboat Raid! forms.
  • Tassadar’s Overload Talent now properly applies its range increase to subsequent Psionic Storm casts granted via the Second Strike Talent.
  • The debuff effect for Tassadar's Static Charge Talent will no longer reveal cloaked unit locations.
  • Thrall’s Earthquake will no longer instantly kill Zagara's Banelings.
  • Tychus' Overkill Ability will no longer attempt to continue tracking targets after they enter the Haunted Mines.
  • Enemies affected by Tyrande's Hunter's Mark are now properly revealed if they enter a cloaked state while marked.
  • Tyrande's Trueshot Aura will no longer benefit allied Heroes that are present in their team’s Hall of Storms while she is dead.
  • Zagara's Devouring Maw will no longer push Heroes through the wall created by Sonya's Arreat Crater Talent.

User Interface

  • Bridges that cross over areas of water have been made more visible on the minimap.
  • Corrected an issue in which the Hero Level 5 Reward could appear incomplete despite satisfying the reward’s requirements.
  • Fixed an issue which could incorrectly prevent players from locking in an available Hero during Draft Mode.
  • The “/who” chat command can no longer be used to message players on the opposing team during Draft Mode.
  • Corrected an issue which caused Jaina’s Takedown total to appear greatly inflated on the Statistics tab in the Player Profile.

DIablo III Očekivani Datum Izlaska Patch 2.2, Greater Rift Score Screen

Očekivani Datum Izlaska Patch 2.2
Wyatt je spomenuo na Twitteru da je moguće da će Diablo III Patch 2.2 biti postavljen u utorak 7 Aprila! Odmah posle toga igrači iz Evrope predpostavili su da je datum izlaska Patcha u Evropi 8 Aprila, a Vaneras je takodje potvrdio ove informacije!
Originally Posted by Blizzard 

@Serpher @DiabloIncGamers The plan is to apply patch 2.2 on April 7th. Sunday:Season 2 Ends. Tuesday:Patch. Friday:Season 3 (Source)


In other words, we can expect 2.2 on Tuesday April 7th (US) and Wednesday April 8th (EU). That's my guess since it's between season 2 and 3 and is a typical maintenance day.
That is a very solid guess, that is of course if there are no unexpected complications that would require us to postpone the patch to a later date. We'll be sure to keep everyone updated if that happens though :-) (Source)
 
Greater Rift Score Screen
Interesantna tema pokrenuta je bila na zvaničnom forumu i redditu povodom debate o novom Greater Rift Screenu. Wyatt Cheng je čak postovao na r/Diablo i Twitter objašnjavajući njegovu svrhu.
Originally Posted by Blizzard (Source)
Is there some utility here other than a full screen toast?
I'm wondering if it's a way to tell players when they've increased their blood shard cap?
These are both great questions. Since this feature wasn't included in the current PTR patch notes, I can see how it may have caused some confusion.
The screen congratulating you for achieving a new personal best in Greater Rifts which now appears on the PTR for patch 2.2.0 is part of our goal of celebrating players' individual achievements better. Wyatt actually touched on this goal a bit in our last Tavern Talk, when he spoke about players comparing their progress to those on the Leaderboards rather than their own previous personal bests.
Aside from recognizing new personal bests in Greater Rifts with a pop-up notification (or "toast" as we call them), we're also increasing your Blood Shard cap by 10 for each Greater Rift level you complete. Ideally, this should make achieving new personal bests while climbing up in Greater Rift level feel more satisfying, regardless of whether or where you stack up on the Leaderboards.
While it can be fun to compete on the Leaderboards, at the end of the day, it's also important to us (as it is to all of you) to celebrate your personal achievements, too! Doing better than you did before deserves some fanfare, even if just a little. :)
Also, as a side note for those reading along, we're aware there's a bug that's causing the “close all windows” hotkey to close the Greater Rift completion screen as well, and we hope to have this fixed in the near future.

The window is huge yet there no info at all on it. Either get back to the old window, or add more info (ex : damage done in the Grift, number of deaths, time taken to kill the RG...these would be far more usefull than a huge useless window)
Great feedback!
Wyatt actually explained (via Twitter) that we might add this kind of info to the new Greater Rift completion screen. He even clarified later on r/Diablo (source) that we might also include your current personal best for the Greater Rift level you're doing and how this time compares to those of your friends or clan mates. We might even include your total distance traveled, skills you used, whether you got survival bonuses, and so on.

Heroes of the Storm Team League

Timska Liga dolazi nam ove nedelje sa novim Heroes of the Storm Closed Beta Patchom.

  • Kako bi igrali Timsku Ligu, morate da budete Player Level 40 i da posedujete minimum 10 Heroja.
  • Možete se pridužiti ukupno 3 tima.
  • Kako bi kreirali tim, morate da platite 1,000 golda!
  • Tim može da ima ukupno 9 članova.
  • Kada igrate sa vašim timom, za queue morate da napravite grupu sa pet vaših timskih igrača.
  • Timovi imaju sovj poseban matchmaking rating, odvojen od MMR-a individualnih igrača.
  • Timovi počinju sa Rankom 50, i idu ka Ranku 1.
Originally Posted by Blizzard (Source)

Grab four of your pals and start talking serious strategy, because the arrival of our next Closed Beta patch will introduce Team League to Heroes of the Storm! Team League is our latest mode of ranked matchmaking, and will allow you and your closest allies in the Nexus to create dedicated, persistent teams in order to compete for rank against opposing teams. Just as 1v1 is broadly considered the primary, and most competitive, way to experience StarCraft II, we believe that Team League will represent the pinnacle of Heroes competition.

Today, we’d like to take a moment to share details about how you can get acquainted with our fierce new game mode on patch day. While reading below, please keep in mind that this is our initial implementation for Team League. Work on this feature is ongoing, and we already have improvements in store for the future. We hope you’ll share your thoughts with us after you’ve had a chance to try out Team League over the coming weeks.

Team Creation and Management

Once you’ve achieved Player Level 40, and own at least 10 heroes, you’ll be able to create or join up to three teams, and start queuing for Team League games with your teammates. Click an empty team slot on the newly-enabled Team League Play Screen, and come up with a clever team name that will strike fear in your opponents (or maybe just give them a good chuckle), and then pay 1,000 Gold to finalize creation of your new team.

So you’ve got a team, and an awe-inspiring name, but you can’t enter the Team League queue alone! Consider who among your friends will have your back through thick and thin on the field of battle, and then click the Roster button to invite other players to join your lineup. Each team can consist of up to nine members in total, and a minimum of five players are required in order to play Team League matches. Your team rosters will be persistent, meaning that each of the players in a team’s lineup will remain members of that team until they choose to leave, or are removed by the team leader.

Heroes_TeamLeagueWithTeam_Thumb_700x250.png

You can get a quick overview for each of your teams’ current ranks and win/loss records at a glance by keeping an eye on the Team League Play Screen. If you’d like to see a more detailed breakdown for one of your teams, head to your Player Profile, where we’ve added a “Ranked Teams” section.

Each team you’re participating in will receive its own tab in the Player Profile, which team leaders can use to add or remove players from the lineup. Additionally, teammates can use these tabs to check out the current roster, as well as each player’s win/loss record, most played Hero, and highest rank achieved as a member of that team.

Ranks and Points

Each of your teams will be ranked separately, starting at Rank 50, and can rank-up by consistently toppling opponents of increasing skill in Team League matchmaking. It is also worth noting that ranking is determined by a team’s performance as a whole in Team League matches, and will not be affected by the Hero League rankings, or matchmaking ratings, of its individual members.

With our next patch, we’ll also be implementing a change for ranked points in both Hero and Team League, in which the number of points you gain or lose by playing ranked games will fluctuate more broadly based on the skill difference between you and your opponents. These additional ranked points, or "Match Points" should help skilled players and teams more quickly reach the ranks where they belong, and offer higher point rewards for defeating tougher opponents. Additionally, it’s possible for a player or team’s matchmaking rating in Hero or Team League to increase at a faster rate than the current rank indicates. In these situations, you’ll earn a "Skill Bonus", which offers a number of additional ranked points to help your rank more quickly align with your rating. We’re also still planning to add a different experience for Team League competitors beyond Rank 1 that will function much like StarCraft II Grandmaster League, but we’ll have more information on that with future updates.

Starting and Ending a Match

As mentioned previously, five members from the same team must queue together in order to play Team League matches, as partial parties are not allowed in this game mode. Make sure that your team has a healthy roster, full of active members, so that you always have an enough teammates when you invite them to join you in the Team League queue.

Upon finding a match, you’ll enter Draft Mode. Unlike Hero League’s Draft Mode, however, Team League will make use of the First Come, First Served (FCFS) version of draft selection. With FCFS, there is no set pick order for the players on each team. While a coin toss will still decide which team picks first, and teams will still make selections using the 1-2-2-2-2-1 format, individual players are free to select their heroes in any order they like when it is their team’s turn to pick.

Heroes_SummaryScreen_Thumb_700x250.png

You may also notice that we’ve overhauled the end-of-game screens you’re used to seeing after completing a match. The Rank, Quests, and Rewards tabs have all been removed and incorporated into the Summary Screen. This screen will now display your rank changes, gains and losses in ranked points, Hero and Player Level progress, as well as any Quest rewards you earned during the previous game, so that you can view all of your progress and rewards in one easy to find location.

We’re very excited to bring you Team League with our impending Closed Beta patch, and can’t wait to see which teams will reach the top of the ranking system. Once again, we’d like to remind you that this is our initial implementation of the feature, and we plan to make a number of improvements to Team League, as well as the ranking system, with future updates. Once you’ve had a chance to dig into Team League, we’d love to hear from you on the official feedback forums, so fire up Heroes of the Storm on patch day, create a team, and start competing! Until then, we’ll catch you in the queue.

Diablo III Pregled Tavern Talk i Stream Transcript

S'obzirom na trajanje Tavern Talk strema, mi smo izdvojili par najbitnijih detalja. Imajte u vidu da teme o klasama i pitanjima možete pronaći u kompletnom stream transkriptu.
 

Watch live video from Diablo on Twitch
 
Originally Posted by Blizzard (Source)
  • Trials are being heavily analysed and we can expect changes as soon as they have something solid.
  • Platinum and Cosmetics are coming to new regions (servers) - so only China. Not on NA, EU, KR and TW servers!
  • There are no announcements or plans of bringing those over. It was said they definitely don't want boosters and P2W on the current servers.
  • It was hinted that Diablo will be "free to play" on the China realm.
  • No plans to remove Pylons in GRs. Small variance is ok - but not 10 levels of difference.
  • Immortal King's power is being flexible and matching any skill - its strength can grow a lot with new "skill specific" items.
  • New Sets are meant to be the stars of Patch 2.2, and not old sets turning into the absolute best with buffs.
  • Season 3 is expected to be longer than Season 2, but shorter than Season 1.
  • New Sets and items will focus on different skills (Seven Sided Strike, etc) but old ones will remain faithful to their fantasy (like Raiment sticking to Dashing Strike).
  • They are ok with how "non build defining" (or non-BiS) Ancient weapons present a tough choice when paired against BiS or build-defining non-Ancient weapons.
  • More Weapons with interesting affixes and that can compete (so that Furnace isn't the only choice).
  • Devs are not happy with permanent immunity, perma-CC and no resource management.
  • Cursed Realms are datamined and there's nothing to be said about them.
  • Hotfixes mid-season (like the Sever change) will likely not happen anymore (so gonna have to wait for a patch) - internally they struggle a lot with this discussion, with the team being split.
  • No plans to allow Gem converting (red -> green), making targeting items easier (through Kadala), removing Gold Find from Paragon, changing Topaz bonus on Helms.
  • Leaderboards are awesome, but the devs don't balance the game around them, and they don't want to put too much focus on the competition (like giving exclusive ranking rewards).
  • On putting new Crafted Legendaries and Sets - they prefer working on improving what's in the game already (Helltooth, Invoker).
  • John Yang said he will personally start working on Helltooh as soon as 2.2 hits, and is actively gathering feedback on that set!
 
Stream Transcript
U prilogu možete pročitati pitanja koja su postavljena na Tavern Talku, kao i odgovore na iste.
Originally Posted by Blizzard (Source)

The current live gold/xp buff was brought up. Meant to celebrate RoS' 1 year anniversary.

DH and WD mobility not on par with others chars - plans to address that?

Back in the day they discussed mobility and decided on the higher mobility classes. They also did an in-depth pass on this before RoS launched.

It's generally intended for DHs to have higher mobility and WDs to be on the lower end. Ideally the WD should excel in other areas. But they don't want 3 classes boosting ahead and 1 falling way behind in multiplayer.

Example of suggestion on the forums - make Soul Harvest increase movespeed by a small amount.

Have you guys ever thought about using "multiple trial keys" and receive that many keys for whatever level we reach?

They have considered it. Trials have been criticized a lot (both by the public and the team). They are seen as a "sore point" and solutions are being discussed.

Given all the negative feedback about Trials, do you agree they need to be fixed?

The devs agree that "something" needs to be done. They do serve a purpose, but are too "high friction" and being worked on.

They don't want a giant drop-down menu that lets people pick their GR level similar to Monster Power.

Given the clear western demand, will cosmetic-only transactions ever be available out of China?

Some changes are being made to the game to new regions (don't apply to NA, KR, TW, EU) - boosts, new stash spaces, new char slots, etc.

No plans to announce anything right now, not even cosmetics. Wyatt wanted to be clear that they have no plans to sell boosts in the previous regions - Blizz doesn't want a Pay to Win situation! It works in a free-to-play model!

The reason why in some upcoming region they're trying this new Platinum system, which can be earned by playing, so that players can buy the boost without ever giving any money to Blizz.

Are there plans for a 6pc IK bonus beyond 100% damage increase?

The plan is to keep it as is. Because of how open-ended and flexible the set is. They don't wanna have IK out as the absolute strongest set from the beginning of patch 2.2.

Philosophy behind set changes: Raekor has been the primary end-game build, with Leapquake being ok-ish, and IK being ok-ish too. The idea is to make Wrath of the Wastes to be the star of the new patch, they want players to feel incentivized to use it.

Have you guys considered changing Pylons in Greater Rifts?

Wyatt said that Pylons are in a better place than they used to be. Not ideal yet, but they don't wanna remove them completely.

They are happy with small variances. They would do something if a Pylon would allow you to go 10 levels above the normal - like Conduits could do for Barbarians before.

Season 1 seemed too long. Season 2 seems to short. What can we expect in the future?

Season lengths are dictated by development schedules. This new season has a ton of new content.

Next patch likely contains a new set for Crusaders, Monks and WDs.

Season 3 is likely gonna end as they get ready internally. They expect S3 to be longer than S2 and shorter than S1.

Would you ever consider making Aether Walker affix work how teleport works baseline?

No.

Why does every WD set include a Vodoo Mask, with strong ("mandatory") items using this slot (Jeram, Carnevil, Quetzcoatl), forcing WDs to use RoRG.
They don't feel RoRG and Vodoo Masks are the cause, but rather that there are no strong competitors in ring slots for instance.

Many monks wanted Sweeping Wind or SSS to be the focus of the Raiment set, why was Dashing Strike chosen?
They wanted to reinforce the playstyle and fantasy of an ultra fast character flying around the battlefield murdering everything.

Any thoughts on Wizard's resource management? Only class that can't spam a worthwile spell.
They are actually glad that the Wizards have an actual resource management, and ideally all classes would have to manage their resouces. That is always under the radar.

Rather than giving them a spammable spell, they'd rather incentivize Wizards to use interesting abilities (like with the new Tal Rasha's set).

Allow "swapping" of gem colors? (converting gems) At a 1:3 ratio for instance.
No. They don't want to let people convert those. Ideally classes have a purpose for all types of gems.

Any plans on making changes to Ancient weapons' damage ranges? As of now, a terrible ancient weapon is better than an amazingly rolled build-dfining regular Legendary.
It was said that this kind of situation is actually intended. If you have a perfect Furnace against an ancient weapon, you're presented with a "tough choice".

Any plans to make the topaz in helmet reduce resource cost? (very popular request)
The design answer is "there's likely someone there who likes magic find" and for that guy it would feel horrible to change it. Hinted a future new gem (Sapphire) for new gem functions.

Any plans on incorporating Ancient's Fury into the IK set bonus, or making all runes generate fury?
The Fury Generator rune is deemed mandatory, and that's under the radar.
That is one of the reasons the bonus for Bul Kathos is +10 Fury/sec, to make sure you aren't forced to run that rune.

Any plans on removing Rends animation so it doesn't interrupt Whirlwind?
No. The idea is for them to have a moment of vulnerability when casting Rend (since Whirldwind can now reduce damage by 40%).

What happened to Cursed Realms, will we see them next patch?
It was only datamined info, nothing that was talked about and they're not ready to announce anything about it.

Why did you change the mechanics of Sever mid season?
For those who don't know Sever had an interaction with Marked for Death rune from DH that allowed damage to spread, and it was crazy powerful.

They're trying to avoid situations where damage is insanely out of line with everything else (old Explosive Palm, Rimeheart, etc). Sever was implemented as a "cosmetic effect" (dealing tons of damage would make the monster explode).

Internally they were split on doing it mid season! Also, they don't tune the game around leaderboards. It was heavily discussed where to draw the line of "when do we hotfix something", and the conclusion was how ideally they would wait until a future patch to fix it.

Gambling/farming for specific (often build defining) weapons is a nightmare because of Kadala. Any plans to improve that?

The TLDR answer is No. Gambling serves the purpose of increasing the chance of getting a certain item, but not making it a given.

Does Blizzard plan to address/compensate Jade WD for the Spirit Walk change? Because Spirit Walk + Grave Injustice was the backbone of the whole build.
They don't like permanent immunity, and Spirit Walk was almost at that. They really like the Jade Doctor playstyle and realize they took away a lot of survivability, and want to compensate for that.

Survivability is something that they're always analysing. They think immunity can be a part of your kit, but not the backbone of it.

When you look for feedback during the PTR, are you actually looking for ideas and concepts, thoughts about how the gear is working (feel while playing), the damage of the items, or just bugs?
All of the above!!!

Sometimes PTR suggestions are awesome but not "viable" for that particular PTR, due to the time it takes to develop those. Helltooth was brought up, and is the first thing John Yang wants to work after 2.2 hits! He's writing down all suggestions made on the forums.

Any chance of removing Gold Find from Paragon points and replacing it with Damage to Elites?
Absolutely not.

Not everyone likes gold find, but for some people it might be useful and fun.

Which criteria is used to determine if a set is overperforming or underperforming from your perspective, what do you balance them around?
Overall they would be happier if a class has several viable ("within 3 Greater Rift levels of each other") end-game builds.

They worry a lot more about playstyle than actual number tuning. If a build could finish GR 70 but was insanely boring to play/use, then they'd have a big problem with it.

Any thoughts on removing or making 6 piece bonuses less of a requirement so pople can use the sweet uniques you have designed, rather than being forced into a 6 piece set?
Their end goal is having a variety of playstyles that allow people to play their characters the way they want. And sets bonuses are part of that.

Any plans on making new craftable legendary or set items?
Not currently, because there are already so many legendaries and sets that need attention that they would rather focus on those (like Invoker or Helltooth).

Monks need some loving! 2 many sets compete for the same slots. Why do none of these sets have a bracer? Inna's boots should be replaced with bracers.
Monks received quite some love on S2 and are one of the most rolled classes. They think they're solid right now but will continue getting new cool items.

Any chance to have an increase to rare weapons drop rates in season? I'm paragon 460 and have not found a Dagger of Darts yet and took me until para 450 to find my first SMK.
The devs follow the philosophy that "rarity = power", so getting a new item you'd feel awesome. But rather than reducing the rarity of some items, they want the "lesser more common items" to be exciting too (with special affixes).

On Seasons
Tough internal dilemma - "how much do they incentivize seasons"? Over half of the playerbase took part in seasons. They are seeing feedback from people that don't want to be "forced" into seasons.

Things like new sets are not gonna be seasonal only, but some build defining legendaries (Obsidian Ring of Zodiac) and other items will - (like Dead Man's Legacy being sort of a 7th piece for the Multishot set).

What was your rationale for 2 consecutive nerfs to the Wizard sets while even at the first iteration of the PTR they still weren't up to par with DH dps output?
PTR is meant to have huge changes, so people should have that in mind when testing or following PTR news/changes. (note: DHs dps output wasn't addressed in any question)

The new Garg ring is great but when used with Wrathful Protector it lasts 15 secs + it sometimes takes 4 sec for hem to hit ... Can you increase the duration?
They'll take steps to address that over time if it happens to be an issue.

What's the reasoning behind 6pm PST season start times instead of 3pm PST so that eastern players have ("more") time to play.
Ultimately it was kind of a mid-way point. No perfect solution to everyone, so it seemed like a "reasonable" one.

The wizard seems to lack skills that benefit the party as a whole, whereas every other class has skills that can buff offense/defense. Any changes to that?
The answer would be Delsere's... they consider it substantial group utility.

Have you ever considered making a legendary gem tab similar to the heirloom tab in WoW. Every character can use the same gem and you level it up through the tab. It's a quality of life change.
Travis Day would love this.

The original design was that if you leveled a legendary gem, whoever had that gem would get it rank increased too and it proved to be a *huge technical hurdle*. So maybe in the future if it's possible.

If perma immmunities are bad (nerfed in PTR) why is perma-root not nerfed? It seems to promote a DPS meter style.
Perma-cc should not be a thing. It's currently viable and would be even stronger with Obsidian Ring of the Zodiac. It's on the list to be dealt with, but not for 2.2.

In Season 3, all of the "cheat death" passives were fixed but one: Unstable Anomaly. Will this be fixed so Wizards won't die immediately to AoE effects?
The devs want the "cheat death" passives to feel somewhat different. But maybe they should get over that - it will be discussed.

Did you ever consider giving a Reduced Cost Reduction and Damage Reduction stack in 6p Rolands?
No, as they don't want bonuses to have the same feel and have them all stack the same bonus and playstyle.

Any plans on increasing multishot for DHs to increase Unhallowed Essence viability? Or reduce Shield Bash wrath cost to increase Roland's?
They think these questions are power-related. They don't think Unhallowed is weak right now.

Fun fact: Holy Shock rune of Sweep Attack is not Holy. Why make the new Denial shield non-Crusader (and thus no RCR, CDR, specific skill damage)?
They talked on stream about maybe changing it to Holy. Will be looked at. The Denial bonus was put there because it seemed fitting, and when creating the bonus they didn't consider the relation to CDR, RDR and specific class skill damage bonus.

Dexterity/Strength scales with Armour, and Intelligence
They are ok with a choice of "do I want res all or armor". They don't want to exacerbate the math in the game.

How do you feel about using pre-existing items in the game and making them into sets? Like having Velvet Camaral and Mykens Ball of Hate and have a set bonuses that increases the damage of Electrocute?

They talked about how some items that have synergies are meant to feel like sets but without having the "set brand" on them (like Goldskin + Goldwrap, Cindercoat + fire items).

What is your stance on on-kill effects? I feel the recent change to In-Geom has shown heir uselessness once again.
Wyatt thinks In-Geom is fine, as it can be a permanent bonus if your power level is high enough. He doesn't agree with the item being deemed useless.

Any plans for rewards for leaderboard rankings at the end of a season?
They never discussed that internally. Travis Day at the spot said he's strongly against that as it would put too much of a strong focus on the competitive aspect of leaderboards. The devs want to celebrate each player's journey.

Diablo III Kraj Sezone 2 i Početak Sezone 3 u Aprilu

Blizzard je najavio datum kraja sezone 2 i početak sezone 3! Trenutna sezona završava se 5 aprila, a očekuje se da će sezone 3 početi 10 Aprila.
Originally Posted by Blizzard (Source)
The time draws near, nephalem. New heroes have come and gone, Conquests have been conquered, Greater Rift levels have been crushed, and Leaderboards have been filled to the brim.If you haven't experienced the end of Season, there's a lot to know about what happens to your gear, progress, and characters. Don't fret! We're here to give you a full overview of what to expect and fill you in on the details of when the current Season will end and the next one will begin.
 
Table of Contents:

The Season Rollover:

Seasonal players know there has been no shortage of gold, gear, or Paragon levels to grind. So what happens to all that hard earned progress when a Season ends? In short, you get to keep just about all of it. Here's a list of all the rewards from this Season you can expect your non-Seasonal heroes to enjoy:
  • Heroes
    • Seasonal heroes will be converted to either non-Seasonal Normal or Hardcore mode heroes, as appropriate. There's no need to delete any characters to make room for them; your Seasonal heroes will continue to use the same slot they currently occupy in your roster after the rollover.
  • Gold
    • Any gold you earn during the Season will transfer to your non-Seasonal heroes.
  • Paragon Experience
    • The total amount of Paragon experience earned is the amount that rolls over, not your raw total amount of Paragon levels gained.
    • For example, if your Seasonal heroes reached Paragon 300, but your current non-Seasonal heroes are already Paragon 400, your new non-Seasonal Paragon level will still be less than Paragon 700 since higher Paragon levels take more experience to earn.
  • Blood Shards
    • Similar to gold, any Blood Shards you have available at the end of the Season will transfer to your non-Seasonal heroes.
    • If your non-Seasonal heroes are currently at the Blood Shard cap, any Blood Shards you earn once the Season ends will temporarily ignore the cap. You can spend these at your leisure; however, note that you cannot pick up any additional Blood Shards untill you are below the current cap.
  • Items
    • Items that are currently equipped on a hero or that hero's inventory will stay on that hero as it moves to a non-Seasonal game mode.
    • Items that are in your Seasonal stash will be sent through the in-game mail system to your non-Seasonal heroes. These items can be claimed by any non-Seasonal hero for up to 30 days from the time you first log in after the Season ends.  To access these items, enter a game and hit the Mail icon located in the lower-left corner of your screen to open up your inbox. 
  • Artisan Progress and Recipes
    • If your Seasonal Artisans are a higher level than your non-Seasonal Artisans at the end of the Season, their level will transfer to your non-Seasonal Artisans.
    • Any recipes you have on your Seasonal Artisans that are not available to your non-Seasonal Artisans will be transferred as well.
  • Shared Stash
    • Any Shared Stash slots or tabs you purchase during a Season that are not currently available to your non-Seasonal heroes will be transferred accordingly.
  • Achievements
    • Any Achievements or Achievement progress made during the Season is automatically applied to your non-Seasonal Achievement profile. This happens in real time and does not require the Season to end first. Your Achievement point total is also updated appropriately throughout the Season.
  • Season 2 Rewards
    • All players who reach level 70 on a hero in Season 1 will unlock exclusive Boots and Pants transmogrification appearances. These appearances will unlock immediately upon hitting level 70 on a Seasonal hero, and will be available on Seasonal and non-Seasonal heroes alike (even before the Season concludes). To access your new appearances, simply visit Miriam the Mystic and open the Transmogrification tab.
    • In addition, unique banner rewards will be available for those who go the extra mile and earn a few Achievements! Similar to the transmogrification rewards, these banner rewards will be available to all your characters immediately upon unlocking them. You'll receive the following based on the number of Achievement points you've netted:
      • 100: Banner Shape
      • 200: Banner Pattern
      • 300: Banner Accent
      • 400: Banner Sigil
Note that all heroes, rewards, and progress will convert to the appropriate non-Seasonal game mode. Any items, gold, Paragon experience, Achievements, Artisan levels or recipes, Stash space, and Blood Shards earned on Normal Seasonal heroes with transfer to your Normal non-Seasonal heroes when the season is over. Similarly, anything you’ve earned on Hardcore Seasonal heroes will transfer to your Hardcore non-Season heroes instead. 

Season 2 Conquests:

Unlike other rewards, Conquests do not roll over at the end of the Season (because they aren’t available to non-Seasonal heroes). This also means that your non-Seasonal Achievement point total will not be affected by any Conquests you earn during a Season. Worry not; your mighty deeds will still be chronicled in the Records page of your profile for you to view at any time!


Season 2 Leaderboards:

Once the Season ends, all Seasonal Leaderboards will be wiped and you will be unable to attain new Leaderboard ranks until the next Season begins. The results of the previous Season’s Leaderboards will remain available for viewing in-game. Once the new Season begins, a handy drop-down menu will allow you swap between the current and previous Season records. Don't forget that you can also view current and past Leaderboards right here on our website.


The non-Seasonal Greater Rift Leaderboard will be unaffected by the end of Season and you’ll still be able to compete on them with your non-Seasonal heroes (including those who have just rolled over). These Leaderboards will be reset at a later date; we’ll have more information available as the end of the Era draws nearer!

Season 2 End & Season 3 Start Dates:

There will be a short period of time between when a Season ends and the next begins. During this time, you’ll be able to sort through your rollover rewards and review your progress on the Leaderboards. It’s a great time to reflect on the accomplishments you’ve made and enjoy the culmination of your pre and post-Season loot hunts! Season 2 will be ending at the following dates and times for each region:
  • North America: Sunday, April 5 @ 9:00 p.m. PDT 
  • Europe: Sunday, April 5 @ 9:00 p.m. CEST
  • Asia: Sunday, April 5 @ 9:00 p.m. KST
Season 3 will be starting shortly after at the following dates and times for each region:
  • North America: Friday, April 10 @ 6:00 p.m. PDT 
  • Europe: Friday, April 10 @ 6:00 p.m. CEST
  • Asia: Friday, April 10 @ 6:00 p.m. KST
For time zone assistance, click here. We look forward to seeing you in Season 3!

Ready for the Rollover?

How have you fared during Season 2? What was the highest Greater Rift you reached? Did you complete any Conquests? Any other exciting accomplishments to share? Let us know in the comments and prepare yourself — Season 3 is just around the corner!

Patch 6.1.2 PTR - Build 19783, Vraćen PvP Hotfix,18 Mart Hotfixevi

Patch 6.1.2 PTR - Build 19783
Mali patch postavljen je sinoć koji je tagovao build kao Release. Ovo znači da Patch 6.1.2 možemo očekivati već sledeće nedelje!



PvP Damage Reduction Hotfix
Hotfix koji je smanjio 10% PvP Damage u igri je vraćen na staro.


Originally Posted by Blizzard (Source)
Recently, we applied a hotfix that reduced the damage players took in PvP by 10%. Our goal was to reduce damage across the board in order to slow matches down a bit.

However, we received overwhelming feedback from players saying that this change did not result in a positive effect on gameplay, and that they preferred the faster-paced matches they were experiencing prior to the hotfix. After some discussion, we’ve decided to reverse the change and remove the 10% damage reduction in PvP.

We will continue to look for opportunities to improve PvP combat in World of Warcraft. Thanks for your continued feedback!


Patch 6.1 Hotfixevi - 18 Mart
Originally Posted by Blizzard (Source)
Items
  • To ensure that defeating new bosses feels appropriately rewarding, we are increasing the item levels of Blackrock Foundry raid drops by 5 item levels across all difficulties. Additionally, Stage-4 Draenor crafted and Tier-4 Apexis vendor gear have also been increased by 5 item levels to keep their power unchanged relative to Blackrock Foundry raid itemization. The above changes are retroactive. For more information on the reasoning for this change, please visit the forum thread titled: Blackrock Foundry Item Level Change.

PvP
  • In response to player feedback, we've reverted a hotfix from March 11 where players dealt 10% less damage against other players while in PvP combat.

Classes
  • Death Knight
    • General
      • [Requires a realm restart] Reverted a hotfix from March 11 that fixed a situation where Blood Tap (Talent) and Death Strike would interact incorrectly and allowed Death Runes to become permanent.
  • Mage
    • Frost
      • Fixed an issue where Enhanced Frostbolt's effect could be incorrectly consumed if the Mage was casting Frostbolt when it triggers.

Quests
  • The Day Deathwing Came: What Really Happened: Upon reaching the end of the canyon, Martek should now correctly remember that his motorcycle could fly, and allow players to complete the quest.

Environment and World Events
  • Frostfire Ridge
    • Removed an inaccessible treasure marker on the mini-map for characters that have learned Frostfire Treasure Map.

Raids and Dungeons
  • Blackrock Foundry
    • The Blast Furnace
      • Blackhand should no longer be speaking to players during the encounter if he has already been defeated.
  • Legacy
    • Naxxramas: Fixed an issue that could cause players to become stuck if Gothik the Harvester was defeated too quickly.

Blue Teme
Originally Posted by Blizzard Entertainment
CM and Developer Community Interaction
Every day there are constructive posts that essentially ask the same unanswered question. "Why doesn't Blizzard really care anymore?"
1. You and I must disagree on what "constructive" means.
2. It shouldn't be a shocking revelation that we don't jump to answer questions formed through false pretenses, or derived from fallacious arguments.

There are thousands of Blizzard employees who have dedicated their lives to not only making great video games, but all-around epic entertainment experiences. So many people here are so passionate and dedicated to their careers that your question is, at the very least, perplexing.

We understand people can get frustrated about things here and there. That's okay. WoW has a lot of moving pieces. Players are passionate too and we love that. But to channel that frustration into an accusation that we just don't care isn't constructive at all. To re-frame that accusation into a question is to really not be asking anything.

It feels like there's a barrier between the players and the devs, to the point that we often have no clue what's going on with the game changes or why. As an example I can relate to: Echo of the Elements, a Shaman talent, was totally redesigned for 6.1.
Why? We don't know. Nobody was complaining about it (at least not in noticeable amounts), and it was actually one of our better-designed talents. It wasn't used ALL the time or NONE of the time - it fit some situations better than others, as a talent should, and thus we'd change in/out of it on a fight-to-fight basis.

It didn't get better or worse necessarily - it's just a completely different design now.

I understand that some people will always want more information on our design philosophy. But do keep in mind that a developer's primary job is to develop. That's their expertise, but we'll do what we can as an organization to make sure players have some perspective on why the developers are designing things the way they are.

To use your example about patch 6.1 and Echo of the Elements, let's take a look at the section labeled "Talent Balance" in the 6.1 patch notes:

Developer Commentary: A primary focus for class changes in Patch 6.1 is improving overall talent balance. Not every talent needs to be useful in every situation; and in fact it’s often better if they have strengths and weaknesses. But we do try to have each talent be useful in some situations, and make them close enough in value that if you really enjoy the gameplay of a talent you don’t feel like you’re dragging your group down by using it.

For these changes we focused primarily on tuning (tweaking numbers), and nearly all changes are buffs to underperforming talents. The goal is to reach more variety of viable builds, without bringing down the existing popular choices.


Could one of those thousands of Blizzard employees not come to the forums look at some class post and say I see some real good Ideas and will take them to the devs.That would show one that Blizzard cares about what the players think and there are some really good Ideas on the forums.
It's not always beneficial for us or the community to acknowledge that we're doing such things, but that doesn't mean we aren't already doing that.

We're constantly reviewing and considering feedback, whether we're sifting through posts at work or logged into the game on our own time and checking out what people are saying/doing.

But to acknowledge every piece of feedback we're taking into consideration can lead to confusion or frustration if we don't end up acting on said feedback.

Acknowledgements so quickly get misconstrued as agreements, or even promises. Collecting feedback just isn't a public-facing communications exercise in and of itself. (Official Forums)

Item Level Boost Hotfix
I'd really love to know why changing a couple integers for items' level requires testing. I'm not being a jerk here or calling you guys incompetent. I'm legitimately curious how and why this could cause problems that need testing.
All hotfixes that affects the live game requires testing. Even seemingly simple things (it's not that simple) like changing a couple of integers requires testing to ensure that all the tier items are indeed being increased by 5 item levels and not something wacky like 50 item levels, the set bonuses still work, and so on. (Official Forums)

Diablo III Tavern Talk 23 Marta

Sledećeg ponedeljka, 23 Marta, imaćemo novi Tavern Talk sa Diablo developerima. Dobra šansa da ponovo vidimo šta developeri imaju da nam kažu oko dizajna i odluka novog Patch 2.2.0 koji se trenutno testira na PTR serverima.

Originally Posted by Blizzard (Source)
As the 2.2.0 PTR comes to a close, we know you've probably got plenty of questions about what the next patch and season have to offer. Well, good news everyone! To answer your questions and more, we'll be hosting a live Q&A next week onTwitch!
Join me and the following developers Monday, March 23 at 4:00 p.m. PDT:
  • Wyatt Cheng, Senior Technical Game Designer
  • Travis Day, Senior Game Designer
  • John Yang, Associate Game Designer
The four of us will be hanging out in the Blizzard Studio for a full hour, taking your questions LIVE from Twitch chat and digging into the design, iteration, and implementation of our upcoming patch and season.  Unlike previous Tavern Talks, we won't be pulling any questions in advance, so be sure to have yours ready to go when the show begins! TavernTalk_LiveQ%26A-Mar23_D3_Carousel_JP_640x300.jpg
Haven’t made a Twitch account yet? No problem! It's quick and sign up is free with your e-mail or Facebook account.  Just click the purple "Sign Up" button in the upper right-hand corner on any Twitch page.
As always, we'll have the VOD of the full Q&A available on both our Twitch and YouTube channels shortly after the stream concludes, so don't sweat it if you can't make it to the live show. That said, we hope to see you there!
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