Potvrdjeno nam je da je novi wave invajtova za Techincal Alpha poslat danas. Da bi ste videli da li ste dobili Heroes of the Storm Tech Alpha, logujte se na battle.net account management, ili jednostavno otvorite battle.net aplikaciju i vidite da li se pojavljuje Heroes of the Storm ikona. Ukoliko se niste prijavili za Heroes of the Storm beta test, to možete jednostavno uraditi na beta profile opt-in stranici. Vidimo se u Nexusu!
Designer Insights: Giving Tyrael Justice
Ovo je Nedelja Tyrael heroja! Trikslyr je oradio kratak intervju sa senior game dizajnerom Richard Khoo, gde možemo pročitati proces dizajniranja heroja Tyrael.
Trikslyr: Generally, the word “Warrior” gives images of a hero that likes to charge in and disrupt battle, while also being durable. However, Tyrael boasts traits and skills that allow him to support his fellow allies, shying away from the status quo of the typical warrior. Hand of Sacrifice comes to mind when playing him. What was the goal when designing Tyrael for Heroes of the Storm?
Richard: When we designed Tyrael, the goal was to craft a hybrid between warrior and support. Blending the roles like this was done in the interest of crafting a diverse set of heroes where the play style would match their fantasy. It’s easy to imagine Tyrael fighting alongside his allies and directly assisting them when they have fallen, while also being sturdy enough to initiate fights and lead the charge.
T: Tyrael is known as a righteous hero. Does the design team feel like his current skillset translates his noble qualities over to Heroes of the Storm?
Richard: We certainly hope so! If you were to imagine all the heroes currently available in our roster and the potential for future heroes, we would still deem Tyrael as our most support-like warrior. The best representation of this is his Sanctification heroic ability, where Tyrael sacrifices his ability to perform any other action in order to make his nearby allies invulnerable.
T: El'Druin, the Sword of Justice, is Tyrael's weapon of choice. How does the design team feel like they have made the weapon feel like an important part to Tyrael's playstyle? Are there any cool talents that'll make El'Druin even more awesome?
Richard: Tyrael’s Q ability is Punishing Blade, which allows him to throw his sword at a location to deal damage and slow nearby enemies. If Tyrael activates the ability again, he instantly teleports to the sword’s location and repeats the same damage and slow effect. This allows Tyrael to move in and out of combat almost instantly, giving him a lot of versatility in his positioning, while also depicting the “speed of light” fantasy for angels in the Diablo universe. There is a cool late game talent called “Angelic Barricade”—when Tyrael ports to El’druin, the triggered ability creates an impassable area that can be used to trap enemies and provide space for his allies.
T: Currently, Tyrael's combat trait is death based. Before death, he becomes invulnerable for 4 seconds, and when the four seconds expire, he explodes and damages enemies in an area of effect radius. What was the design team trying to convey with this combat trait?
Richard: The feel was “Don’t kill archangels! And definitely not THE Archangel of Justice! You will regret it!” Jokes aside, Tyrael is going to be in the middle of team fights, and the idea of giving Tyrael some gameplay upon death felt appropriate for him. We have a couple of talents that make Might of El'druin really important. For example, we have a talent called “Atonement” that increases the movement speed while dead and makes it so that every enemy the blast radius hits reduces Tyrael’s death timer by 10 seconds. If you get lucky, you can cheat a majority of the death penalty.
T: This last question is becoming a tradition of being fun, so let’s keep with it. Are there any awesome/goofy stories of playing Tyrael during the testing phase that stand out?
Richard: Speaking of Archangel’s Wrath…when the combat trait was first implemented, the tech designer put too many 0’s in the damage effect, causing Tyrael to deal 10x the intended damage and one-shot enemy heroes as a result. It was ABSOLUTELY amazing. *cough* It also didn’t hurt that I was playtesting Tyrael at the time. *cough*
We’ve brought the Heroes of the Storm Technical Alpha down today in order to refresh the weekly free hero rotation and make the balance changes listed below. Thank you for all the great feedback you’ve provided during alpha testing thus far. We hope you’ll try out these changes in-game and share your input with us soon!
Knight Health reduced by 20%
Time between Knight and Sorcerer attacks increased from 1.0 to 1.25
Focused Attack talent bonus to Basic Attack damage increased from +30% to +50%
Warlords of Draenor - Profession Catch Up Na Blizzcon i prethodnim intervjuima, developeri su govorili o profession catch up mehanizmu. Izgleda da će Warlords of Draenor dodati ovaj nov sadržajh, a hwoome nam je i te planove potvrdio pre par dana!
Battle.Net Desktop App - Chat Opcija Uskoro Uskoro bi trebalo da vidimo omgućenu Chat opciju u Battle.net aplikaciji, a u medjuvremenu dobili smo i dodatne informacije!
We initially were going to enable chat before the Diablo 3 expansion launch, but due to some unforeseen issues it had to be delayed.
To ensure the stability of the Diablo 3 expansion launch, we've postponed it until after.
Originally Posted by Blizzard Entertainment
Warlords of Draenor Stats With Hit/Exp gone, what will the new incentive be for melee to stay behind the boss/mob to DPS? It's more like the stats are gone from items and everyone gets a passive +7.5% to both. You can still get parried from the front. (WatcherDev) Chance to be parried will be 0%/0%/1.5%/3%, against a +0/+1/+2/+3 level target. (Bosses are +3) (Celestalon) are inanimate objects like siege crafter weapons still going to parry? That's encounter-specific, and we generally disable parry where it makes no sense. We missed belt weapons. (WatcherDev)
PvE You mentioned once before about flex modes possibly flexing up to 30 people. That still on the table or still only 25 flex max? Still on the table. (WatcherDev) 30 sounds great. A mythic guild can fit in its entire roster. Still think distributed loot should be mythic only. Why? Just to stop week one split main/alt loot-funneling runs? (WatcherDev) agree with about the 30 size being good so no one from roster needing to be left out, disagree with loot thinking. I'd love to stop week 1 loot funneling, but not at the expense of a social loot experience for the majority. (WatcherDev) In my experience week 1 loot funneling is a problem with very few guilds. Most won't even do it. Yeah, plenty of 14/14H guilds don't do any of that. It's a niche problem. It does suck though. (WatcherDev)
How would this affect loot drops if raid loot is in affect? I'm assuming 30 people would cause more loot drops than 25 or 20? Right, with 30 you'd see 50% more loot on average than with 20. (WatcherDev) So loot per raid size it'll be: 8-19 people: 1 token + 1 item, 20-29 people: 2 tokens +2 items, 30 people: 3 tokens + 3 items? No breakpoints like that. The idea is for loot : player ratio to be constant. We'll have more details to share in the future. (WatcherDev)
Challenge mode raiding? 6.1 feature? Sounds good to me Who's the audience for that feature? Seems like it'd be just the tiny sliver of players that has cleared the current Mythic tier. (WatcherDev)
Why are they separated into two raids now, as opposed to three? Any particular design reasons? HoF/ToES split was a bit awkward, especially for the gating, and 10 bosses lets Foundry feel like more of an epic end to the tier. (WatcherDev)
PvP So what about resil and battle fatigue? is it going away? .Base resil and battle fatigue will be made as low as good gameplay will allow. (holinka) Our goal is to have health pools scale along side damage so we don't have to constantly bump them up. (holinka) If there is 2 dps for every health bar, doesnt that mean damage scales 2x faster then health? Wont the ratio change? Example: Backstab does 10% of health in first season, 20% in last season. Not really a bracket thing. (holinka)
Professions Can't recall if this was answered elsewhere, but is there a reason Drums of Rage aren't usable in Challenge Modes? Thanks We generally bar the use of items/advantages added after the introduction of CMs. Drums should be usable in WoD CMs. (WatcherDev)
Lore and if you don't know, find out.. why are there Ruby Guardians in Grim Batol Lorewise, Grim Batol was guarded by the red dragonflight before it was retaken by the Twilight's Hammer and black dragonflight. (WatcherDev)
World will wod have a lot of timeless Isle style interaction all over draenor? Absolutely! From levelling to endgame, we're all about dynamic content and choosing the difficulty that's right for you! (Muffinus)
Would a system with XP bonuses for killing mobs well above your level be possible? There could be issues with high level carries.. How about an XP bonus for taking on a tough elite or rare in the zone? Doesn't need to be high level to be difficult! (Muffinus) Would be also cool if rare elites would drop some transmog gear. For example, rare elites in Talador drop shoulder pads and so on Used to be worried about inventory space with too many toys and fun stuff, Warlords UI revamp helps a ton! (Muffinus)
Warlords of Draenor Hey Ion, just curious about something: will there be daily quests at max level in Warlords too? Not a lot but I do enjoy them. Daily quests will certainly exist in various forms, but they won't be the backbone of endgame outdoor content as they were in MoP (WatcherDev)
Any chance you can reduce ground spell effects, proc effects and visual "clutter" in melee? Hard to spot char and target facing Yes. We have big plans to solve this; it's a big problem to us. (Celestalon)
The launch of Diablo III: Reaper of Souls™ is just around corner! To make sure you're ready to Leap right into the action on March 25, we've put together a launch day guide so you'll know what to expect, how best to prepare, and when you’ll be able to jump in and start playing.
If you haven't already picked up a copy of Reaper of Souls, you can purchase the Digital Standard Edition or Digital Deluxe Edition directly from the Battle.net Shop. Players who wish to own a physical copy of the game can also preorder Reaper of Souls at most major retailers and fine purveyors of high-quality gaming products worldwide. If you're interested in the Diablo® III: Reaper of Souls™ Collector’s Edition, please be aware that this physical, retail-only edition is printed in limited quantities and may already be sold out from your favorite brick-and-mortar or online retailer. Be sure to call around and check with local stores to see if they have the Collector's Edition available!
Players who have purchased (or will be purchasing) a physical copy of Reaper of Souls will need to redeem their game key inBattle.net Account Management before they can access any expansion content. If you're looking to take advantage of our exclusive pre-order bonuses—including the Wings of Valor and the Heroes of the Storm unlock for Valla, the Demon Hunter—be sure to register your game key on or before 11:59 PDT on March 31, 2014. If you purchased a digital copy of Reaper of Souls, no additional steps are required. Your game key was automatically added to your Battle.net account upon completion of the digital purchase.
In order to log into and play Reaper of Souls, you'll first need to update your game launcher to the Battle.net desktop app. The great news is that if you've played Diablo III since Patch 2.0.1, you’re good to go! For those who have not yet updated their launchers to the Battle.net desktop app, we recommend upgrading at your earliest convenience. This will help save you time on launch day and make sure you're ready to storm the gates at Westmarch as soon as the expansion goes live! To learn more about the Battle.net desktop app, click here.
Please be aware that if you have not yet upgraded to the Battle.net desktop app, your installation may require optimization.This process can take 15-60 minutes, so we definitely recommend getting a head start! For more information on this process and what to expect, click here.
Diablo III will be available the night Reaper of Souls goes live and there will be no need to patch or exit the game once the clock strikes GO! We advise logging in ahead of time to reduce potential queue times. Once you're in-game and the Reaper of Souls has launched in your region, you'll see a server broadcast message letting you know that the expansion is now available to play. This means you can continuously play Diablo III all night long and jump straight into Act V the moment it’s available! Note: In order to access Act V once Reaper of Souls is live, you will need to exit your current game and select Act V from the Quest Select window. If you want to avoid having to recreate your game, we recommend that you set up your game so that you're killing Diablo after your gameplay region's launch time. This way, you can naturally transition into Act V without any additional effort.
Depending on how many people attempt to join the crusade against the Angel of Death on March 25, you may encounter a queue when logging into Diablo III as well when you create a game. These queues will be indicated by the following messages.Login Queue:
"Queued position [number] - approx [X] minutes remaining..."
"The Diablo III servers are busy." Below this message, you should see a time estimate (if the estimate is < 1 minute) as well as pulsating ellipses.
If you receive either message, just be patient with the queue and you’ll be slaughtering reapers in Westmarch before you know it!
While we've worked hard to provide the best launch experience for all players heading into Reaper of Souls, even the wisest and most blessed of Vecin can't foresee all ends. Should you require troubleshooting for any of the above steps or encounter issues on launch night, we'll be on standby in the official Diablo III Forums and on @BlizzardCS, and Customer Support is just a few mouse clicks away. We'll see you in game, nephalem!
Diablo will still drop a bonus Legendary item for level 60 players after Reaper of Souls goes live. However, there is a little more to it than that. Diablo will stop dropping a bonus Legendary item once a player reaches level 61+, but Malthael will start dropping them at that point. It will still require players to use the Reset Quest feature, too.
There's a lot of new information out there regarding Bonus Legendary items, Quest Reset, and First Kill drops, and it certainly raises a lot of questions. I made a post a little while back that helps clarify some of these points, so I'm going to quote it below to help spread the word.
First Kill Legendary Items
These will drop for characters from levels 1-59.
They will only drop from end of Act bosses (Butcher, Belial, Azmodan, Diablo, and eventually Malthael).
Characters below level 11 are unlikely to find Legendary items, because they have a minimum level requirement. Currently there are no Legendary items available below level 11.
Using the Reset Quest feature will reset the First Kill Legendary Item drops as well, but only for characters in the appropriate level range.
Reset Quest Bonus Legendary
Skeleton King dropping a Bonus Legendary was a bug that has been corrected, as it was not intended. We liked the idea, though, so we’ve gone ahead and added a Bonus Legendary to Diablo.
These are an intended bonus for maximum level characters. Currently there is a bug that allows characters levels 1-59 to receive a Bonus Legendary item in addition to the First Kill Legendary item when they kill Diablo, but this is not intended.
The Bonus Legendary is only available if you use the Reset Quest feature.
We plan on moving the Bonus Legendary to Malthael for players level 61+ when the expansion arrives. Additionally, Diablo will no longer drop a Bonus Legendary for players level 61+.
This is it! We're unleashing Diablo III: Reaper of Souls™ for Windows and Mac on March 25. To celebrate—this weekend only—we're doubling down on the +50% Bonus XP that's already available in Diablo III, and boosting it all the way to +100% Bonus XP.
This +100% Bonus XP period ends on Monday, March 24 at 12:01 a.m. Pacific Time. So, (if you need to) update your Diablo III game files here, log in this weekend, and rack up some last-minute Paragon Levels to aid you in your upcoming crusade against death itself.
Not sure what's new in Patch 2.0.1? We've got you covered.
Good luck, have fun, and we'll see you back here on Monday at 9:00 p.m. Pacific for the official launch of Reaper of Souls, an epic new chapter in the legendary Diablo series!
The last vestiges of an endless battle echo across the decimated terrain of an ancient crossroads. Once the epicenter of the Eternal Conflict, the war-torn fields that stretch before you now are eerily silent, save for the occasional scuffle of straggling soldiers and primordial scavengers that have made the best of this inhospitable expanse.
An abandoned fortress looms chillingly in the distance. Previously an outpost that stood as the last bastion of the Light before the Gates of the Burning Hells, it now houses a threat unlike any before.
Welcome to Pandemonium.
The Epitome of Endless Strife
Pandemonium is the scar of creation's birth, where angels and demons once fought fervently over control of the Worldstone. An ancient artifact with the power to shape reality, ownership of the Worldstone changed hands for eons—the High Heavens and Burning Hells trading blows, creating worlds, and then watching their inherently flawed creations wither away over and over again.
Those who are familiar with the events of the Sin War know that the renegade angel Inarius, along with the daughter of Mephisto, Lilith, stole away with the Worldstone, creating the world we now know as Sanctuary. With the artifact well hidden in this refuge, the battles in Pandemonium slowed over time and, eventually, ground to a halt.
Players will soon have the opportunity to revisit the estranged combat zone, but those who have previously walked the halls of Pandemonium Fortress will find it an entirely new experience. The battlefields have never before been traversed by Sanctuary's heroes, and though Pandemonium Fortress was once the base of operations in Act IV of Diablo II, the nephalem arriving now will find it much less hospitable.
Originally constructed by Tyrael to house and protect the Worldstone, one of the unique properties of the Pandemonium Fortress is that the structure takes on the appearance of those who control it. Though it's been conquered and reclaimed through the ages, without the ultimate prize that once lay within, the interest from both angels and demons in holding this keep has severely waned. However, such disinterest does prime the location for hiding away another artifact with the power to tip the scales in the Eternal Conflict forever.
Re-Imagining the Battlefield
Pandemonium has long been a locale our designers and writers have wished to explore to the fullest, and the previous excursion in Diablo II barely scratched the surface of what this realm has to offer. The concept of a nexus between the High Heavens and Burning Hells is a compelling one, but capturing the desired other-worldly feel without extending so far into the unknown as to be alien was a great challenge.
As Pandemonium was barely touched upon, there was a lot of room to draw outside inspiration. Everyone on the design and development team as well as any player who played Diablo II has an idea of what Pandemonium could be, and the idea of infinite possibilities remained strong among these concepts. This meant the best bet for fulfilling the fantasy of this location was to take all those ideas, mesh them together, and boil the resulting amalgamation down into a unified vision that makes you stop in your tracks and say, "Yes. That's Pandemonium."
Of course, it was important to make sure this zone felt like nothing else ever explored in Sanctuary, since it’s a place that the nephalem should find unfamiliar. It's a place where angels and demons have battled for eternity and so presented the question of what that would look like. What kind of inhabitants would remain in this land? Scavengers that live off the battlefield remnants, forgotten angels and demons that continue to fight forever, and unique creatures like the Realm Walker, an ancient beast burdened with the portal to an eternal prison, all resulted from these explorations in design.
Ultimately, Pandemonium needed to epitomize the idea of "The Eternal Conflict." This was, and remains in some ways, the center for the war itself. As the literal crossroads between the domains of all beings, every feature needed to be carefully placed and considered to create the kind of chaotic balance that could not be found anywhere else.
Pushing Boundaries – Encompassing Eternity
External zones are always the most challenging, but Pandemonium takes this to an entirely new level. Both the battlefields and the Fortress itself needed to encompass the feelings of being ancient and infinite without losing players in a way that would distract from gameplay. In particular, our designers carefully avoided the perception of being displaced or wandering in outer space. The challenge was in ensuring a sense of grandeur that could house colossal enemies, evoke the excitement of the unexplored, and still sell the basic idea of plumbing the depths of a massive, ancient fortress.
This sort of dungeon delving is hardly new to the Diablo franchise, let alone in Act V. Pandemonium Fortress needed to be different from the Ruins of Corvus in the Blood Marsh or Bastion's Keep at the edge of Arreat Crater. Instead of finding an earthly construct, you'll find this eerie keep maintains the notion of a militant garrison while distinctly lacking the trappings of what one would expect from a human site.
Getting into the perfect balance of extra planar and relatable took fare more than the thoughts of an individual. In speaking to Lead Level Designer Dave Adams, he shared some insight on "ideation days," a process that the design team utilized in exploring this space. "We break up into groups and try and create single scene events that take place on 240 foot by 240 foot tiles. Seeing what each group comes up with and how different those ideas can be is really amazing. We often use this to steer the direction on an area. We had a lot of awesome events that came out of that, and you'll experience them in the game."
Knocking at Death’s Door: The Last Stand
The Pandemonium Fortress has become home to the starring villain of Diablo III: Reaper of Souls™. Malthael hopes to end the Eternal Conflict once and for all, regardless of what consequences and costs his actions might have. It is time now, heroes, to stretch beyond the limits of what you once believed possible and stop the Angel of Death from destroying all you know and love.
We hope you've enjoyed our First Look series behind the scenes of Act V's locations. Can no one truly stop Death? Let us know in the comments below what you’re looking most forward to tackling on the Battlefields of Eternity or within Pandemonium Fortress, and we hope you join us in the fight to save Sanctuary on March 25.