BlizzCon 2013 Karte na Prodaji 24 i 27 Aprila
Blizzard je upravo objavio datum prodaje karata za Blizzcon 2013 koji se održava 8 i 9 Novembra u Anaheim Convention Centru u Anaheimu.
Originally Posted by Blizzard (Source)
Mark your calendars—a Blizzard is coming to Southern California! Tickets for BlizzCon® 2013 will go on sale in two batches on Wednesday, April 24 at 7 p.m. PDT and Saturday, April 27 at 10 a.m. PDT through the official BlizzCon website. In addition, a limited number of tickets to an exclusive pre-BlizzCon Benefit Dinner will go on sale Wednesday, May 1 at 7 p.m. PDT.
BlizzCon 2013 takes place November 8 and 9 at the Anaheim Convention Center in Anaheim, CA, and tickets to the two-day show will be available at $175 USD each. Tickets to the Benefit Dinner (which includes admission to BlizzCon) will be priced at $500 USD each, with proceeds benefitting Children’s Hospital of Orange County. Tickets to previous BlizzCon events have sold out within minutes, so be sure to synchronize your hourglasses.
Paladins, demon hunters, and Ghosts who can’t make it to the show in person will once again have the option to enjoy BlizzCon from home by ordering a BlizzCon Virtual Ticket, offering comprehensive live coverage of the event via a multi-channel Internet stream. Further details on the Virtual Ticket, including pricing, availability, and programming information, will be announced at a later date.
See the full press release or check out the BlizzCon Ticket page for more information, and be sure visit the official BlizzCon website at the dates and times above for a chance to purchase a ticket to the show. We hope to see you in Anaheim!
BlizzCon 2013 takes place November 8 and 9 at the Anaheim Convention Center in Anaheim, CA, and tickets to the two-day show will be available at $175 USD each. Tickets to the Benefit Dinner (which includes admission to BlizzCon) will be priced at $500 USD each, with proceeds benefitting Children’s Hospital of Orange County. Tickets to previous BlizzCon events have sold out within minutes, so be sure to synchronize your hourglasses.

Paladins, demon hunters, and Ghosts who can’t make it to the show in person will once again have the option to enjoy BlizzCon from home by ordering a BlizzCon Virtual Ticket, offering comprehensive live coverage of the event via a multi-channel Internet stream. Further details on the Virtual Ticket, including pricing, availability, and programming information, will be announced at a later date.
See the full press release or check out the BlizzCon Ticket page for more information, and be sure visit the official BlizzCon website at the dates and times above for a chance to purchase a ticket to the show. We hope to see you in Anaheim!
1.0.8 Lista Poznatih Problema
Patch 1.0.8 jako je blizu, čim je Blizzard objavio listu poznatih problema na zvaničnom forumu, kako bi igrači imali uvid šta ih čeka na PTR Serveru, i šta ne bi trebalo da prijavljuju.
Update: Blizzard je u medjuvremenu uklonio post sa zvaničnog foruma, verovatno su ga objavili ranije nego što treba. Ali ovo nam dovoljno govori da nam je PTR test blizu.
Originally Posted by Blizzard
Hello everyone, and welcome to Patch 1.0.8! Below you will find the Known Issues list for our 1.0.8 patch. Please do not report bugs that you see on this list as we already know about them, and help out other players reporting bugs by referring them to this list.
As a reminder, this list will not list every bug that is active in the 1.0.8 patch. What it is listing are a select few issues -- chosen due to severity/impact -- that are active and confirmed as bugs by Quality Assurance with verifiable steps and an expected fix. We have hundreds of bugs in our database, so it would be impossible to list all known issues. Just because a bug is not on this list does not mean we don't know about it! In addition, potential exploits and the like will never be listed here.
Please note that documented bugs may not always be fixed in the order in which they were reported. In some cases, we may not have a timeline for a when a bug will be fixed and some bugs may not be able to be fixed at all. If we are able to verify that a documented bug cannot be fixed, it will be removed from this list.
Thank you for your continued reports, and enjoy Diablo III!!!
Achievements
As a reminder, this list will not list every bug that is active in the 1.0.8 patch. What it is listing are a select few issues -- chosen due to severity/impact -- that are active and confirmed as bugs by Quality Assurance with verifiable steps and an expected fix. We have hundreds of bugs in our database, so it would be impossible to list all known issues. Just because a bug is not on this list does not mean we don't know about it! In addition, potential exploits and the like will never be listed here.
Please note that documented bugs may not always be fixed in the order in which they were reported. In some cases, we may not have a timeline for a when a bug will be fixed and some bugs may not be able to be fixed at all. If we are able to verify that a documented bug cannot be fixed, it will be removed from this list.
Thank you for your continued reports, and enjoy Diablo III!!!
Achievements
- The achievement Bashanishu is awarded inconsistently between the old and new versions of Rakanishu’s Blade.
- The Demon Hunter achievement “Bleed, You Filth!” is not granted the first time you complete the criteria.
- The Demon Hunter achievement “Death Trap” is not granted the first time you complete the criteria.
- The “Self Sufficient” achievement is not awarded the first time you kill the boss and fulfill the requirement.
- Unlike the “Naked Lust” achievement, “The Hero’s New Clothes” Azmodan criteria requires players to deliver the killing blow for credit.
- The “Fallen Angel” achievement isn’t granted when you meet the criteria.
- Spam clicking Show More Items will show duplicated entries of the same item in the completed tab.
- The game can get into a semi-locked state when your spot in the party gets filled by another player.
- Players can become locked out of private chat channels under certain conditions.
- It’s possible for party members to get stuck in a broken game with greyed out Resume Game buttons.
- The party guide doesn’t have the option to promote other players into their role.
- Clicking the broadcast message box cancels a party invite.
- Wizard’s Archon Teleport cannot go through walls.
- The Legendary Chest piece, Tyrael’s Might, can roll Ignores Durability Loss twice.
- The Bind on Equip affix can roll by itself on items.
- The Murlocket no longer drops in game.
- The new Account Bound crafted items from the Jeweler and the Blacksmith do not follow the same order as the Hellfire Rings.
- Hitting Diablo with certain abilities, like Whirlwind, during his beatdown phase can lag the client significantly.
- Some NPCs, such as Angel Troopers, Bastion’s Keep guards, and event NPCs, will attack idle Treasure Goblins.
- Shake Stalkers in the Silver Spire do not grant experience or loot.
- The Rare Engaged chat notification can pop up for Champions, bosses, and a Rare’s adds.
- Legendary item icons can show on the mini-map when there are no items.
- The Multiplayer buff disappears during an act transition.
- Launching a quest on Inferno Difficulty and Monster Power 10 asserts the client on a Mac running 10.6.8
- The lock cursor option does not work on Mac.
Patch 5.3 - Battleground Role, Loot Specijalizacija, Blue Teme
Patch 5.3 - Battleground Role
Patch 5.3 napokon je dodao role za battleground random queue. Medjutim ovo još ne funkcioniše dobro na PTR, jer battleground prihvata sve healere u jednom raidu...
Patch 5.3 - Loot Menu Specijalizacija
Interesantan novi Loot Specialization menu je ubačen, gde omogućava veći roll bonus za Raid Finder opremu i Pandarian quest nagrade.
Težina novog Raid Finder Winga
Patch 5.3 napokon je dodao role za battleground random queue. Medjutim ovo još ne funkcioniše dobro na PTR, jer battleground prihvata sve healere u jednom raidu...
Patch 5.3 - Loot Menu Specijalizacija
Interesantan novi Loot Specialization menu je ubačen, gde omogućava veći roll bonus za Raid Finder opremu i Pandarian quest nagrade.
Težina novog Raid Finder Winga
Originally Posted by Blizzard (Source)
I'm personally ok with it if I'm not able to roll over every fight the first day it's available on the LFR. I personally think a sense of progression can be had, even in a group of 25 strangers. There have been some hotfixes already for the fight in LFR, I'm not sure if it needs more, but I'm sure if the designers feel it does they will make them.
Personally I appreciate that some fights require more knowledge and coordination, and aren't surefire gimmies. The fight has been available for 1 day to most of the people attempting it. I'm not sure that's enough information to claim that it's too hard for LFR. My group last night wiped a good number of times and then got it down with about 15 people that did understand the mechanics and were able to pull it off. That felt good to overcome the challenge finally, even if I was one of the dead.
There were a group of people in my guild back in the day that just could not do the Naxxramas Safety Dance on Heigan no matter what. Ever. No matter where you go people will make mistakes, or lack the coordination to overcome some mechanics. Considering the fight was able to done by 15 people in my LFR group last night though, I feel like it's a surmountable challenge even if a large portion of the raid is laying there. And hey, I can get better and maybe won't die next time, right?
One thing to keep in mind was "how many stacks of determination" did you have before you were able to kill the boss. Was the increased dps/health/healing help in determining that only 15 people were needed to kill him?
Maybe? But that's what that mechanic is there for. It helps make up for low damage, or healing, or coordination, or understanding/ability to overcome a fight. The intent was to not make LFR completely different, but help give people boosters when they need them. It's still more efficient to not wipe, and so logically that's what people should still be striving to do.
No offense, but you're not really engaging the substance of his post, which is that the "maze" mechanic is incredibly difficult to distinguish. You have a dark floor with a dark purple overlay, with a dark purple fog over that overlay. I had to TURN DOWN my settings to distinguish the maze in normal.
The problem isn't the cones or the other mechanics. The problem is the maze portion of the fight which is difficult to see and distinguish. I think when you have a mechanic where you have to DECREASE your settings to be able to play. You ought to reconsider or fix those settings.
Quite right, most are not saying it's too hard as a mechanic, just that visual effect needs alteration to make it more... attemptable even. I don't think that's something we'd disagree with. The effect went through a number of changes on the PTR, including very late in the testing cycle to try to resolve some performance issues it was causing. It's certainly a doable fight, but I think it's safe to say we don't think it's perfect as-is.
Personally I appreciate that some fights require more knowledge and coordination, and aren't surefire gimmies. The fight has been available for 1 day to most of the people attempting it. I'm not sure that's enough information to claim that it's too hard for LFR. My group last night wiped a good number of times and then got it down with about 15 people that did understand the mechanics and were able to pull it off. That felt good to overcome the challenge finally, even if I was one of the dead.
There were a group of people in my guild back in the day that just could not do the Naxxramas Safety Dance on Heigan no matter what. Ever. No matter where you go people will make mistakes, or lack the coordination to overcome some mechanics. Considering the fight was able to done by 15 people in my LFR group last night though, I feel like it's a surmountable challenge even if a large portion of the raid is laying there. And hey, I can get better and maybe won't die next time, right?
One thing to keep in mind was "how many stacks of determination" did you have before you were able to kill the boss. Was the increased dps/health/healing help in determining that only 15 people were needed to kill him?
Maybe? But that's what that mechanic is there for. It helps make up for low damage, or healing, or coordination, or understanding/ability to overcome a fight. The intent was to not make LFR completely different, but help give people boosters when they need them. It's still more efficient to not wipe, and so logically that's what people should still be striving to do.
No offense, but you're not really engaging the substance of his post, which is that the "maze" mechanic is incredibly difficult to distinguish. You have a dark floor with a dark purple overlay, with a dark purple fog over that overlay. I had to TURN DOWN my settings to distinguish the maze in normal.
The problem isn't the cones or the other mechanics. The problem is the maze portion of the fight which is difficult to see and distinguish. I think when you have a mechanic where you have to DECREASE your settings to be able to play. You ought to reconsider or fix those settings.
Quite right, most are not saying it's too hard as a mechanic, just that visual effect needs alteration to make it more... attemptable even. I don't think that's something we'd disagree with. The effect went through a number of changes on the PTR, including very late in the testing cycle to try to resolve some performance issues it was causing. It's certainly a doable fight, but I think it's safe to say we don't think it's perfect as-is.
Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
Mage
do you see mage bomb buff as a permanent change or just temporary solution until some new changes to mage class balance?
Ideally we'd shift DPS back to casted nukes, but we didn't want to force players to respec or create PvP burst risk via a hotfix. (Source)
Venruki said on his stream Flameglow was the most OP mage ability. Why did you give it to them in a supposed nerf patch?
Anything weaker and mages would just stick with Ice Barrier. Now it's a choice (and Ice Barrier still wins vs a lot of classes). (Source)
Priest
disc has nice dps and good absorption shield. what make holy priest different from disc and the other healers?
Holy's heals are bigger and has more AE tools. Divine Hymn still works in situations when you can't group for Barrier. (Source)
Holy offers nothing other than fun gameplay. We are not taken to raids, we are useless in 10s.
We're not seeing that. The number of Holy priests has jumped up a lot in 5.2 (though there are still more Disc). (Source)
Seems pretty close on Megaera: [cherrypick] 90-95 percentile even has Holy higher w/ lower Std. Dev.
Also trends don't change overnight. Someone used to playing Disc might not change unless Disc was dreadful for some fight. (Source)
It makes Chakra about the mechanics useful to situation, not the numbers. Becomes fun again.
So Sanctuary would say: Reduces the CD of your CoH spell by 2 sec, and transforms your HW: Chastise spell into HW: Sanctuary? (Source)
I feel it keeps core functionality, and incr flexibility, but how do you interpret such an implementation of Chakra?
We think new tools would be more fun than passive bonuses. (CoH CD is kinda a new tool.) (Source)
Could You pls tell us reason of removing divine hymn from discipline priests?
We wanted to differentiate Discipline and Holy more. (Source)
Holy Priests are rare imo. Just because Atonement works so well for this tier.
A ton of Disc in 5.0 so not everyone will switch ASAP. Also, Disc is even more attractive in 10s. Holy pop growing though. (Source)
Shaman
Other than that do our mechanics not work well with the current content which is somewhat I do understand. 2/2
We want to make sure Resto does well in situations where HR and CH can be used in full. If we buff them, would likely be there. (Source)
Resto seems to be average even when HR/CH/HTT/Ascendance can be used to full effect - i.e Megaera, etc.
We agree. Megaera *should* be a good fight for Resto shaman since it lets them use abilities that they can't use on e.g. Tortos. (Source)
Warlock
Any changes in the making for warlocks that you wouldnt mind sharing?
Nothing concrete, but we're not happy with the way Soulburn Soul Swap is working out. More of a fun concern than a balance one. (Source)
Are you happy with what a warlock brings compared to other caster counterparts? In arenas.
Generally, but we're concerned Affliction doesn't bring the dot pressure it could (and they don't need a dot buff in PvE). (Source)
Will the Dreadstead ever be made to match our green fire?
Hopefully. (Source)
If Blizzard is moving towards homogenizing all abilities/buffs then why do Warlocks still have a unique ability; Healthstones?
We only share mandatory ones. Stones are a nice to have, not a must bring. Bloodlust, brez are a must. (Source)
Will there ever be a Feat of Strength for beating Kanrethad?
Traditionally, we haven't liked doing achievements (or feats) that are only obtainable by one class. (Source)
- GoSac nerfed so that we get to deal with buggy pets that randomly despawn. Sweet deal. Fixing?
Warlocks are a pet class. That talent was never intended to let them not be a pet class. (Source)
Make pets viable and we'll stop bitching. Until then, make GoSac a dps equivalent. Don't make players pay for devs fail coding
Unless you rolled your warlock very recently, you signed up for a pet class. We will continually try to improve pets though. (Source)
for me the prob is pet's don't feel important. felhunter was buffed by affli dots for example. imp with destruction etc.
We have gone back and forth on whether specific pets should have strong spec synergies. Each design has pros and cons. (Source)
- Acknowledged, but missing the point. Nerf GoSac to stick us with bugs in order to min max? That's my issue, not the pets.
Imagine GoSac becomes a cooldown, not a way to have a petless spec. That is more in keeping with our design. (Source)
Warrior
so u buffed def stance back up to 25% it seems. Why?
We like the skill of stance swapping. Previous problem was dudes never left Def. With rage changes, we think that is less of a risk. (Source)
thing is this isn't a great solution for warriors. def stance = no damage cuz no rage = trained 24/7 = gg cata style.
That's kind of the point though. One stance won't solve every problem. (Source)
The removal of the Enraged text from Raging Blow is just a weird PTR tooltip issue, yes?
Correct. The only actual change in 5.3 for warriors so far is Vigilance resetting Taunt. (Source)
Character
Regarding the Loot Specialization in 5.3, will this be able to be switched per boss or per instance?
Per boss. (Source)
i loved the diff horde/ally armor sets from ToC personally.
Yeah that was cool. The tradeoff was all plate dudes looked alike. (Source)
I understand that it might be difficult to impossible with the technology at present, but I wanted to at least ask.
We don't know if it will happen in time for 5.3 but we do have an engineering task to make TG work with polearms. (Source)
Is there any plan in the future for your account wide achievement score to be displayed in guild? I would love for this chang
We would like to. The whole point was to let players not feel obligated to repeat achievements on alts. (Source)
For 5.3 could old pvp armor that's flagged as "Rogue, Druid" have Monk added to it for transmog purposes?
Seems like a reasonable request. (Source)
Mage
do you see mage bomb buff as a permanent change or just temporary solution until some new changes to mage class balance?
Ideally we'd shift DPS back to casted nukes, but we didn't want to force players to respec or create PvP burst risk via a hotfix. (Source)
Venruki said on his stream Flameglow was the most OP mage ability. Why did you give it to them in a supposed nerf patch?
Anything weaker and mages would just stick with Ice Barrier. Now it's a choice (and Ice Barrier still wins vs a lot of classes). (Source)
Priest
disc has nice dps and good absorption shield. what make holy priest different from disc and the other healers?
Holy's heals are bigger and has more AE tools. Divine Hymn still works in situations when you can't group for Barrier. (Source)
Holy offers nothing other than fun gameplay. We are not taken to raids, we are useless in 10s.
We're not seeing that. The number of Holy priests has jumped up a lot in 5.2 (though there are still more Disc). (Source)
Seems pretty close on Megaera: [cherrypick] 90-95 percentile even has Holy higher w/ lower Std. Dev.
Also trends don't change overnight. Someone used to playing Disc might not change unless Disc was dreadful for some fight. (Source)
It makes Chakra about the mechanics useful to situation, not the numbers. Becomes fun again.
So Sanctuary would say: Reduces the CD of your CoH spell by 2 sec, and transforms your HW: Chastise spell into HW: Sanctuary? (Source)
I feel it keeps core functionality, and incr flexibility, but how do you interpret such an implementation of Chakra?
We think new tools would be more fun than passive bonuses. (CoH CD is kinda a new tool.) (Source)
Could You pls tell us reason of removing divine hymn from discipline priests?
We wanted to differentiate Discipline and Holy more. (Source)
Holy Priests are rare imo. Just because Atonement works so well for this tier.
A ton of Disc in 5.0 so not everyone will switch ASAP. Also, Disc is even more attractive in 10s. Holy pop growing though. (Source)
Shaman
Other than that do our mechanics not work well with the current content which is somewhat I do understand. 2/2
We want to make sure Resto does well in situations where HR and CH can be used in full. If we buff them, would likely be there. (Source)
Resto seems to be average even when HR/CH/HTT/Ascendance can be used to full effect - i.e Megaera, etc.
We agree. Megaera *should* be a good fight for Resto shaman since it lets them use abilities that they can't use on e.g. Tortos. (Source)
Warlock
Any changes in the making for warlocks that you wouldnt mind sharing?
Nothing concrete, but we're not happy with the way Soulburn Soul Swap is working out. More of a fun concern than a balance one. (Source)
Are you happy with what a warlock brings compared to other caster counterparts? In arenas.
Generally, but we're concerned Affliction doesn't bring the dot pressure it could (and they don't need a dot buff in PvE). (Source)
Will the Dreadstead ever be made to match our green fire?
Hopefully. (Source)
If Blizzard is moving towards homogenizing all abilities/buffs then why do Warlocks still have a unique ability; Healthstones?
We only share mandatory ones. Stones are a nice to have, not a must bring. Bloodlust, brez are a must. (Source)
Will there ever be a Feat of Strength for beating Kanrethad?
Traditionally, we haven't liked doing achievements (or feats) that are only obtainable by one class. (Source)
- GoSac nerfed so that we get to deal with buggy pets that randomly despawn. Sweet deal. Fixing?
Warlocks are a pet class. That talent was never intended to let them not be a pet class. (Source)
Make pets viable and we'll stop bitching. Until then, make GoSac a dps equivalent. Don't make players pay for devs fail coding
Unless you rolled your warlock very recently, you signed up for a pet class. We will continually try to improve pets though. (Source)
for me the prob is pet's don't feel important. felhunter was buffed by affli dots for example. imp with destruction etc.
We have gone back and forth on whether specific pets should have strong spec synergies. Each design has pros and cons. (Source)
- Acknowledged, but missing the point. Nerf GoSac to stick us with bugs in order to min max? That's my issue, not the pets.
Imagine GoSac becomes a cooldown, not a way to have a petless spec. That is more in keeping with our design. (Source)
Warrior
so u buffed def stance back up to 25% it seems. Why?
We like the skill of stance swapping. Previous problem was dudes never left Def. With rage changes, we think that is less of a risk. (Source)
thing is this isn't a great solution for warriors. def stance = no damage cuz no rage = trained 24/7 = gg cata style.
That's kind of the point though. One stance won't solve every problem. (Source)
The removal of the Enraged text from Raging Blow is just a weird PTR tooltip issue, yes?
Correct. The only actual change in 5.3 for warriors so far is Vigilance resetting Taunt. (Source)
Character
Regarding the Loot Specialization in 5.3, will this be able to be switched per boss or per instance?
Per boss. (Source)
i loved the diff horde/ally armor sets from ToC personally.
Yeah that was cool. The tradeoff was all plate dudes looked alike. (Source)
I understand that it might be difficult to impossible with the technology at present, but I wanted to at least ask.
We don't know if it will happen in time for 5.3 but we do have an engineering task to make TG work with polearms. (Source)
Is there any plan in the future for your account wide achievement score to be displayed in guild? I would love for this chang
We would like to. The whole point was to let players not feel obligated to repeat achievements on alts. (Source)
For 5.3 could old pvp armor that's flagged as "Rogue, Druid" have Monk added to it for transmog purposes?
Seems like a reasonable request. (Source)
Developer Journal: Multiplayer Poboljšanja
Blizzard developeri napokon su nam dali informacije kako izgleda Patch 1.0.8 development, kao i jučerašnje obećane informacije o poboljšanom multiplayeru.
Originally Posted by Blizzard Entertainment

In sitting down to plan out features for patch 1.0.8, we decided as a team that we really wanted to improve multiplayer co-op. We have other more long-term improvements planned as well (like the itemization updates Travis discussed earlier), but we knew there would be a lot of immediate benefit if we could just made it easier and more rewarding for people to play with each other.
Making Two Heads Actually Better Than One
From day one, it’s been our goal to make Diablo III a great co-op experience, but right now it's not living up to its full potential. Even if you enjoy playing with your friends, it can often feel easier and more efficient to play solo.
Playing solo has a number of advantages. For instance, you can choose your own route. If you're farming for something in particular (like a specific recipe), you can do it as many times as you want. And you can pause the game and attend to things in real life without making anyone wait.
Of course, multiplayer is awesome, too, and comes with its own benefits. For example, leveling up characters with a group of friends can be an amazing experience. Working together with other players to take down bosses or destroy Elite packs super quickly makes for great farming runs. There's resurrections and the banner system, and don't forget farming for Infernal Machine keys and organs. But, there are also disadvantages, like having to coordinate where you're walking and what you're attacking, losing your followers, and trying to find groups that have similar goals to yours without a defined matchmaking system in place.
The point is that multiplayer can be lot of fun, but given the downsides it can often feel not worth the effort. By making it easier for players to find one another, improving social features, and providing direct buffs to co-op groups, we hope to change that perspective.
Multiplayer Improvements in 1.0.8
Here are some changes going into 1.0.8 that we feel will help achieve our multiplayer goals:
Multiplayer Bonuses
Many players have already figured out that if you coordinate well with your party, you're more efficient. That's definitely true, but we'd like this benefit to be more explicit. So, we're going to straight up add a bonus for playing in multiplayer.
We're still working on the details of what that buff is going to be, but at the moment we're looking at 10% more XP per extra player in the game for a maximum bonus of 30% more XP in a 4-player game. This bonus will be multiplicative with MP bonuses. For example: suppose you are playing on MP10 with an XP bonus in Inferno of 510%. This means a monster is worth 610% of its normal XP (510% more). If you are playing in a 4-player game the monster will be worth 793% as much XP as normal. On top of this, you will also earn a flat 10% Gold Find and 10% Magic Find for each additional player in the game, and this bonus can exceed the 300% Gold Find and Magic Find caps.
Matchmaking Tags
Patch 1.0.8 introduces the ability to specify what we call a "matchmaking tag" for Public Games. The way this new system will work is pretty simple: in addition to selecting a difficulty, quest, and MP level, you can also select a tag that will identify what kind of gameplay you're looking for from a Public Game. The tags going onto PTR are Questing, Full Act Clear, Keywarden, and PvP. Selecting one will tell the matchmaking server to place you in a group with other players who have selected the same tag as you.
The goal is make it easier for players to find groups that fit their personal play style or will yield the best experience during any given play session. We'll be evaluating these tags during PTR, so if you have suggestions for other tags please don’t hesitate to let us know!
Monster Health
Monsters currently gain 70% extra health per additional player in the game. This is being reduced from 70% to 50%. This means in a two-player game, monsters have 150% as much health as a single-player game. In a three-player game, they have 200% as much health. And in a four-player game, they have 250% as much health (compared to 310% on live).
This further compensates for some of the inefficiencies that come with playing in a group. Ideally, this will allow you to play with someone who is less geared than you and still be better off than playing solo. It also means if someone strays from the group temporarily in a 4-player game (which inevitably happens from time to time), you'll still be at a greater advantage than if you were playing on your own.
Archon Kills
For the Wizards out there, many of you don't play multiplayer because you need those kills to fuel your Archon. In 1.0.8, your Archon duration will also be extended by assists, so as long as you’re around when a monster dies, your Archon duration will be extended. (We have it on our radar to review other mechanics such as Life on Kill bonuses, but that's not something we'll be addressing this patch.)
Identify All
As previously mentioned, 1.0.8 adds Identify All to the game. In addition to being a huge quality of life improvement, ID All is good for co-op play too! We found during our playtests that a common time for players to get separated from one another is when somebody's inventory was full and they spent a non-trivial amount of time in town identifying items, so this should help keep players together.

Combat Alerts
When you're playing co-op, one common practice is to say "e" in chat when you come across an Elite pack. So we thought—why doesn't the game just do this for you?
Starting in 1.0.8, when a player deals damage to or takes damage from an Elite pack or Treasure Goblin for the first time, a notification will be sent out to the entire party to let your teammates know what you've found. This will be accompanied by a "combat" icon on the mini-map so other players in your group can locate those enemies. On top of that, we're also going to put a combat icon over your banner in town. This way, players who are in town will know that you're fighting an Elite pack or Treasure Goblin and be able to quickly determine whose banner to take to get right into the action.
Players Near You
Similar to the feature in StarCraft II, the "Players Near You" window will display all players who are logged into Diablo III from your local network. This feature is great if you're playing while at a university dorm or frequent Internet cafes, and will help you easily connect with other local players.

Private Chat
We're also adding private conversations in 1.0.8, which will allow you to chat with up to 99 of your closest friends. Think of private conversations in Diablo III as being similar to multi-user conversations in your favorite IM client. You're not making a permanent "channel," you're simply inviting multiple people to chat for the duration of that session.
This is really just the first step in the process of improving the social experience in Diablo III and supporting its vibrant community. We know that players want bigger and more varied group chat functionality (like guilds and chat channels that are more permanent), and we do have concrete plans for additional features in the future. In the meantime, we hope private chat is a useful tool and look forward to delivering more systems that foster player interaction.
Testing, Testing 1 . . . 2 . . . 3
This is just a snapshot of the improvements coming in 1.0.8, and you'll be able to test out these changes and more before they go live by hopping onto the PTR. We definitely encourage you to participate, test out what's new, and let us know what you think!
Wyatt Cheng is a senior technical game designer for Diablo III. He is currently toying with molecular gastronomy recipes. For science!
Patch 5.3 PTR Informacije Ažurirane - 2 April
Originally Posted by Blizzard (Source)
General
Classes
Pet Battles
PvP
Battlegrounds and Arenas
Items
UI
- Heroic Scenarios
- Heroic scenarios require a pre-made group to join.
- Heroic scenarios offer bonus objectives that will reward additional valor if completed.
- An option to run a random heroic scenario has been added as a drop-down in the scenario tab in Dungeon Finder.
- Players can complete a normal or heroic scenario for bonus valor each day, but not both.
- Six heroic scenarios will be available in patch 5.3. Four are new and two are upgrades of existing normal scenarios.
- Battle of the High Seas
- Blood in the Snow
- Dark Heart of Pandaria
- The Secrets of Ragefire
- Crypt of Forgotten Kings
- A Brewing Storm
- Quest Campaign: Escalation
- The Darkspear Trolls are in open rebellion against the Warchief! Aid your faction in preparing to rout Garrosh Hellscream from Orgrimmar
- Alliance heroes will scout Orgrimmar's outskirts and engage in SI:7 espionage to weaken Garrosh’s power structure.
- Horde heroes will help Vol’jin’s insurgency survive a Kor’kron assault and advance towards the Horde capital.
- Visit Lorewalker Cho at the Seat of Knowledge in the Vale of Eternal Blossoms to begin questing.
- The Darkspear Trolls are in open rebellion against the Warchief! Aid your faction in preparing to rout Garrosh Hellscream from Orgrimmar
- Battlefield: Barrens
- Put the stranglehold on Orgrimmar by undermining the Kor’kron supply chain in Northern Barrens.
- Collect resources by killing Kor’kron loyalists and their supporters.
- Get a group together to kill Kor’kron leaders for bonus resources.
- Escort your faction’s caravans across the zone for even more additional resources.
- The Darkspear Rebellion will reward your efforts to undermine the Warchief by helping you upgrade Latent Kor’kron Armor into useable gear.
- Participate in the Escalation Quest Campaign to learn how to engage in the Barrens conflict.
- Put the stranglehold on Orgrimmar by undermining the Kor’kron supply chain in Northern Barrens.
- The Legendary Quest Continues
- Journey with Wrathion to the four corners of Pandaria to speak with the August Celestials.
- Champions will have had to complete Wrathion’s earlier tasks (including “Heart of the Thunder King”) to continue.
- New Brawler’s Guild Bosses
- Test your might against two new tiers of bosses in the Brawl’gar Arena in Orgrimmar or Bizmo’s Brawl Pub in Stormwind.
- New VIP areas are now accessible for brawlers at or above rank 8.
- Bizmo has raised the floor in his arena to hide the bodies. Or... maybe to improve the sight lines. We’ll never know for sure.
- Special “Challenge Cards” can now drop from mobs or reward satchels, allowing you to summon and battle unique bosses.
Classes
- Druid
- Talents
- Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses its special abilities on the Druid’s current target, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.
- Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses its special abilities on the Druid’s current target, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.
- Glyphs
- Glyph of Solar Beam have been removed and replaced with Glyph of Omens.
- New Glyph: Glyph of Omens: While the Druid is not in a Solar or Lunar Eclipse, the following abilities will generate 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire, Solar Beam, Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol's Vortex, and Mighty Bash.
- Balance
- Solar Beam is now more responsive when players enter and leave the beam's area-of-effect.
- Talents
- Hunter
- General
- Hunters now have 50 pet stable slots, up from 20.
- General
- Mage
- General
- Teleport: Vale of Eternal Blossoms and Portal: Vale of Eternal Blossoms now have new icons.
- General
Pet Battles
- General
- Pet Battle Duels are now available in all dungeons and raids. Enjoy!
- Pet Battles in the wild and duels are now viewable by other players in the world.
- Hit Chance is now displayed for all abilities.
- Abilities no longer have a base chance to miss or be dodged by opposing pets of the same level.
- Reduced the chance to miss when fighting higher-level opponents from 5% per level to 2% per level.
- Blistering Cold had now deals 100% more damage.
- A series of new achievements and rewards have been added for max-level matchmaking PvP pet battles
- Wins for max-level, matchmaking PvP pet battles can now be tracked in statistics.
- Battle pets' recent ability loadouts will now be saved when pets are swapped in and out of battle slots.
- Species specific Flawless Battle-Stones are now Bind to Battle.net account.
- Battle Pets
- A number of new battle pets have been added to the Throne of Thunder and Isle of Thunder. Happy hunting!
- Whispers from pet tamers in the north have spread word of an elusive new battle pet that can be found in the frozen tundras of Northrend. The Unborn Val'kyr awaits.
- Battle Pet drops have been added to Burning Crusade raids. These new pets can be obtained from raid bosses in Karazhan, Tempest Keep and Serpenshrine Cavern. Obtaining all of these new pets will reward players with a new battle pet, Tito!
- Ethereal Soul-Trader has been returned to his original, larger size.
- Battle Pet Quests
- Beasts of Fable daily quest has been broken into three separate chapters. Players can now choose to do any or all of the chapters each day. Rewards have been modified to include a new consumable that will boost battle pet XP for a limited time.
- All Beasts of Fable and Spirit Tamer quests will now reward experience and lesser charms.
- Increased the difficulty of elite pets on the Beasts of Fable quest.
- A new weekly quest for max-level, matchmaking PvP pet battles has been added.
PvP
- Resilience has been removed from most PvP gear.
- Resilience gems and enchants will continue to be available and remain unchanged.
- 4-piece PvP set bonus for all Season 12 and 13 armor sets that granted 1000 Resilience now grants 1000 PvP Power instead.
- Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493. Weapons and shields/off-hand items remain unchanged at ilevel 498.
- Glorious Tyranny weapon enchantment now grants 600 PvP Power instead of 400 PvP Power and 200 Resilience.
- New weapon enchantment: Bloody Dancing Steel is functionally equivalent to Dancing Steel, shares the same visual effect as Glorious Tyranny, costs a scroll of the base enchant, and requires a 2200 rating.
- New weapon enchantment: Spirit of Conquest is functionally equivalent to Jade Spirit, shares the same visual effect as Glorious Tyranny, costs a scroll of the base enchant, and requires a 2200 rating.
- Tyrannical Gladiator’s Tabard and Tyrannical Gladiator’s Greatcloak are available as new prestige items at 2500 rating for 1000 Conquest Points.
Battlegrounds and Arenas
- Dalaran Arena: Masons of Dalaran have been hard at work installing steps in the two remaining corners of the arena.
- Eye of the Storm: The starting platforms have been lowered.
Items
- Reduced the amount of Justice, Honor, and Darkmoon Faire tickets needed to upgrade heirloom items by 60%.
- Players starting on Cataclysm content can purchase level-80 gear from vendors located in Hyjal and Vashj'ir.
- A new achievement and reward has been added for obtaining 200 mounts.
UI
- A new option to display pet tamers on the world map has been added. This should help players looking to find unlocked pet tamer daily quests.
Patch 5.3 PTR - Build 16790
Novi PTR Build 16790 uskoro će biti postalvjen na PTR Serverima.
Pegasus Mount
Pegasus mount o kome smo govorili u prošlom beta buildu dobio je svoje texture!
Pegasus Mount
Pegasus mount o kome smo govorili u prošlom beta buildu dobio je svoje texture!
Novi Stringovi
Originally Posted by AdriaCraft
- CALENDAR_ERROR_MODERATOR_RESTRICTED - Starter Edition accounts cannot be moderators.
- ERR_LOOT_SPEC_CHANGED_S - Loot Specialization set to: %s
- ITEM_UPGRADE_BONUS_FORMAT - (+%d)
Achievement Izmene
Originally Posted by AdriaCraft
Battle
Pet Battles
Deepwind Gorge
Player vs. Player
Scenarios
Pet Battles
- Deadly Pet Brawler Win 1000 PvP pet battles through Find Battle with a full team of level 25 pets. Title: Reward: Trainer. 10 points. Account Wide.
Deepwind Gorge
Player vs. Player
- Deepwind Gorge Perfection (New) Win Arathi Basin with a score of 1600 to 0. 20 points.
- Deepwind Gorge Veteran (New) Complete 100 victories in Deepwind Gorge. 10 points.
- Deepwind Gorge Victory (New) Win Deepwind Gorge 10 points.
Scenarios
- Heed the Weed (New) Use every basket of Shimmerweed in a single Blood in the Snow scenario run. 10 points.
- Hekima's Heal-Halter (New) Don't let Hekima cast Hekima's Wisdom in the Blood in the Snow scenario. 10 points.
- Heroic: The Secrets of Ragefire (New) Complete the Secrets of Ragefire scenario on Heroic Difficulty. 10 points.
- The Few, the Proud, the Gob Squad Complete the Secerts of Ragefire scenario without any member of the Gob Squad taking damage.10 points.
- The Secrets of Emberdeep Complete the Secrets of
Emberdeep scenario. 10 points.Ragefire scenario. 10 points.
Spell Izmene
Originally Posted by AdriaCraft
Monk
Talents
Brewmaster, Windwalker, Mistweaver
Priest
Discipline
Discipline & Holy
Shadow
Major Glyphs
Shaman
Major Glyphs
Raid & Dungeon Abilities
Talents
- Ring of Peace Forms a sanctuary around the friendly target,
causing all nearby enemies within 8 yards to be disarmed and nearby enemy players unable to auto-attack. In addition, enemies who cast a harmful spell within the ring become silenced forinstantly silencing and disarming all enemies for 3 sec. In addition, enemies who attack or cast spells on allies within the ring of peace will be disarmed and silenced for an additional 3 sec. Ring of Peace lasts for 8 sec. Monk - LvL 60 Talent. 40 yd range. Instant. 45 sec cooldown.
Brewmaster, Windwalker, Mistweaver
- Nimble Brew Clears you of all root, stun
and fearfear and horror effects and reduces the duration of future such effects by 60% for 6 sec. Nimble Brew can be cast while stunned or feared. Requires Serpent Stance, Ox Stance, Tiger Stance. Monk - Brewmaster & Windwalker Mistweaver Spec. Instant. 2 min cooldown.
Priest
- Mass Dispel Dispels magic in a 15 yard radius, removing all harmful spells from each friendly target and 1 beneficial spells from each enemy target. Affects a maximum of 10 friendly targets and 10 enemy targets.
This dispel is potent enough to remove Magic effects that are normally undispellable.Can be cast in Shadowform. 13% of Base Mana. 30 yd range. 1.5 sec cast. 15 sec cooldown.
Discipline
- Atonement When you deal damage with Smite, Holy Fire, and Penance, you instantly heal a nearby low health friendly target within 40 yards from the enemy target for
100%80% of the damage dealt. If the Priest is healed through Atonement, the effect is reduced by 50%. Priest - Discipline Spec.
Discipline & Holy
- Void Shift You and the currently targeted party or raid member swap health percentages. Increases the lower health percentage of the two to 25% if below that amount.
40 yd range. Instant. 6 min cooldown.Priest - Discipline & Holy Spec. 40 yd range. Instant. 5 min cooldown.
Shadow
- Void Shift (New) You and the currently targeted party or raid member swap health percentages. Increases the lower health percentage of the two to 25% if below that amount. Priest - Shadow Spec. 40 yd range. Instant. 10 min cooldown.
Major Glyphs
- Glyph of Mass Dispel
Reduces the cast time of Mass Dispel by 1 sec. Major Glyph.Causes your Mass Dispel to be potent enough to remove Magic effects that are normally undispellable. Major Glyph.
Shaman
Major Glyphs
- Glyph of Unleashed Lightning Your Lightning
Bolt takes 5% longer to cast, but may be cast while moving. Major Glyph.Shield also reduces all damage you take by 10%. Major Glyph. - Unleashed Lightning Your Lightning
Bolt takes 5% longer to cast, but may be cast while moving. Major Glyph. Instant.Shield also reduces all damage you take by 10%. Major Glyph. Instant.
Raid & Dungeon Abilities
- Barrel Explosion
10 yd range. Instant.The gunpowder barrel explodes, dealing 50,000 damage to all units within 4 yards. 10 yd range. Instant. - Blackshadow Bolt Launches a dark bolt of energy at enemies within 0 yards, inflicting Shadow damage and
cursing themreducing their ability to receive healing. 50 yd range. 2.5 sec cast. - Bomb!
40 yd range. Instant.Deals 25 damage to all enemies within 3 yards. 40 yd range. Instant. - Bombs Away!
Unlimited range. Instant.The cannon's fire deals 75,000 damage to all targets within 4 yards. Unlimited range. Instant. - Burning Embers (New) Hurls burning embers at an enemy's location, inflicting 35,000 Fire damage to all enemies within 3 yards of the impact. 100 yd range. Instant.
- Counter Shot (New) Shoots at an enemy, inflicting Physical damage. 40 yd range. 1.5 sec cast.
- Dire Rage (New) Fills the caster with rage, increasing their damage done by 5%. This effect stacks. 1.5 sec cast.
- Flame Breath (New) 2 sec cast.
- Glacial Freeze
Inflicts 35,000Inflicts 88,000 Frost damage and stuns all enemies within 10 yards for 5 sec. Instant. - Glacial Freeze
Inflicts 35,000Inflicts 88,000 Frost damage to all enemies within 10 yards for 5 sec. Instant. - Ignite Blood Ignites an enemey's blood, inflicting
8,0006,000 Fire damage every 3 sec. for 15 sec. This effect stacks. 8 yd range. Instant. - Shattered Earth (New) The shattered earth inflicts 75,000 Physical damage every 1 sec. to all enemies within 5 yards. Instant.
- Shotgun Shreds and knocks back enemies in a cone in front of you.
Can be used while moving.20 yd range. 1.5 sec cast. - Sticky Bomb
100 yd range. Instant.The lieutenant's throws a bomb at you that sticks on impact. After 5 sec, it will explode, causing damage to all enemies within 4 yards. 100 yd range. Instant.
Patch 5.3 Izmene u Barrensu, Durotaru i Orgrimmaru
Patch 5.3, počinje novu priču koja će se nastaviti u Patch 5.4, i koja će sa sobom doneti borbu nazad na Azeroth. Jedna od prvih stvari koju Horda ima da primeti je da su Trollovi pod nadzorom elitne garde Garrosha Kor'Kron, zajedno sa Kor'kron Overseerima koji motre na svaki pokret trollova. Treneri, banke, aukcijske kuće i ostali NPC, su ugačeni jer ne mogu da razgovaraju sa vama zbog trenutne situacije.
Na žalost ni Trollovi koji su izvan Orgrimmara, nisu se lepo proveli, jer neki se nalaze u kavezima, neki na kolenima, ispred naoružanih Neutralnih Kor'kron Gruntova. Riko je takodje tu na kutijama, koji je verovatno povetan za Patch 5.3 Questovima.
Dalje na jug u Razor Hill, možemo videti prisustvo Kor'kron garde, medjutim operacije su i dalje normalne ovde. Možemo primetiti i High Overseer Bloodmane koji je ovde pomeren da nadgleda situaciju.
Dalje na jug u troll gradu Sen'jin Village, možemo primetiti povećano obezbedjenje Troll garde, sa kojima kad pričate pozivaju vas u revoluciju protiv Garrosha.
Prelazimo na Barrense, koji izleda drugačije ukoliko ste level 90, slično Krasarang Wild promeni. Jedini trenutni event koji možemo primetiti je escort Barrens Karavana na sigurno. Ukoliko uspešno escortujete karavan, dobićete iteme koji će vam biti potrebni za novi nedeljni quest.
Četri nova Kor'kron kampova dodata su u Barrensima, harvesting Wood, Lumber, Oil, i Meat for the war effort. Izgleda kao da su i unajmili nekoliko Goblin plaćenika kako bi završili posao na kojem rade.
Istraživanjem Patch 5.3 fajlova izvukli smo informacije koje nam govore da će ovde biti par questova, kao što je susret sa Sully i Amber u Durotar, koji vas vodi kroz novi Dranosh'ar Blockade. Onda dobijate quest koji vas šalje dalje da pronadjete Vol'jin i Chen Stormstout u Sen'jin Village. Kako ovaj quest završite počinjete da skupljate namirnice iz Barrensa, branite Sen'jin Village od Kor'kron napada, i napokon zauzimate Razor Hill od Kor'kron.
Alijansa uzima takodje ima svoj quest line ovde, i koji će na kraju da vam otvori diajlog kada spasite Zen'tabra od Kor'kron.
Dok se većina eventa dešava u Azerozthu, takodje vidimo i izmene u Pandariji. U prologu je video gde možete pogledati dijalog izmedju Taran Zhu i Sunwalker Dezco, povodom masivne jame koja je iskopana u Vale of Eternal Blossoms. Priču ovog dešavanja otvoriće nam solo Dark heart of Pandaria scenario, koji je trenutno nedostupan. Alijansa će takodje pogledati svoju priču preko Blood in the Snow scenarija






