I'd say that Reaper of Souls will help build diversity for Witch Doctors on every difficulty level. For example, getting close to your enemies to hit them with Cloud of Bats is a lot riskier when you subtract Life Steal from the equation, and will likely influence the player's decision to use that spell. Also, when you consider some of the updates made in Reaper of Souls (like the loss of Life Steal, damage buffs to other skills, and new Legendary affixes), then it starts to look like Witch Doctors will have a greater variety of viable skill choices.
We plan to launch our patch 2.0.1 Public Test Region soon, and it will include class changes and balancing. Keep an eye out for the PTR to test the class changes out for yourself, and you can read a little more about it in this blog if you're interested. We'll be keeping a close eye on things as Reaper of Souls progresses, so be sure to leave us your feedback.
Is your intent for hybrids to have to carry spare gear or can we get a glyph or something that makes armor/spirit boost dps?
Less extra gear than you do today for sure. (Source)
In Warlords of Draenor, are crafted items likely to be able to acquire the bonus stats/socket?
Considering that just so they can compete. (Source)
A little confused what tanks will gear for on normal items? Mastery/Haste?
Yes, and even crit and other stats. (Source)
I'm assuming gems and enchants will still have spirit options, even though we're paring down. Correct?
Gems, yes. Still debating exact enchanting mechanics. (Source)
you can literally double your dps from one pull to another with different trinket rng right now. Not fun.
That's all a problem with the pull though. Otherwise RNG variance evens out over the course of a fight. (Source)
We want to make the "line up all CDs do do 50% of your DPS in the first 10 sec" thing go away. (Source)
I feel like Stormlash, Skull Banner and Prepot are huge contributors. Would be ok with all of them disappearing.
Except for prepot, none of the CDs offend us alone. It's the synergistic effect that is out of control. (Source)
Yet rules about X not working while Y is active can also be annoying, so it's not a simple fix. (Source)
Sure it is! Just don't add so many cooldowns to the game! If you see two spells too similar on 1 class, axe one
That pitch would mean no Recklessness for Fury or GoaK for Ret. Think there would be no outrage? (Source)
Shouldn't DPS roles in raid be rewarded for following trinket procs? I default UI still and have no problems being in top 98%+
Yeah, totally. That's the point of having them proc. The pendulum just swung too far the other way. (Source)
and all trinkets/CDs on the pull is fun/interesting, not having anything proc in the opener is boring and lowers skillcap.
Again, disagree that it's skillful. It might be fun to see big numbers but it's frustrating when you don't get the big numbers. (Source)
We then get pressure to basically insure that you get the big numbers, at which point pulling them off isn't exciting any longer. (Source)
Fixing things like snapshotting and less "on the pull" emphasis can keep it exciting without failure being debilitating. (Source)
Possible to give pets 15% exp/remove "always behind" in pet AI? Causes many issues that this easily solves
We don't really want pets standing on top of tanks. (Source)
Not sure right person to ask, but will there be any change about asia's different lockout and ilvl things in WoD?
Our hope is Asia can use the same model now. It will support multiple raid lockouts, which the current system does. (Source)
So is 1 in 50 players having their guilds merge/disband acceptable casualties? A "courageous" idea
That argument is an easy one to swing around. There are players who liked downranking or spell components. (Source)
But sometimes the game needs to change for the good of the game as as whole, even if individual players don't agree. (Source)
I'm confused on how loot lockouts will work. do normal, heroic and mythic all share a loot lockout?
No. A loot lockout only applies to one difficulty level. Mythic works mostly like heroic today. (Source)
Cant you keep difficulties same as now, adding Mythic on top of it? People wont careas much at that level is all about progres
It is possible to have too many difficulty levels. Aren't you asking for a 7th? (Source)
But do you PREFER to let them decide that? It's often 1 person thinking for the group, w/o consulting them.
That seems like a social issue if you mistrust your guild or pug. (Source)
Even pugs need to have some teeth, or they are just back to LFR's level of no responsibility for anyone. (Source)
You overuse "depth" like players overuse "clunky."
I'm a former scientist, so I try to use words precisely. "Depth" to me means that there is more going on than first appears. (Source)
That's a useful feature of game design because it plays into easy to learn / difficult to master. (Source)
The problem with "clunky" is many players just use it to mean "I don't like this," which lacks precision. (Source)
Our original, internal use of clunky, which likely spilled out onto the forums, had a precise meaning. (Source)
We originally used "clunky" to mean something that was unintuitive and required extraneous steps to achieve. (Source)
An example could be old Berserker Rage for a tank -- stance dance out of Defensive, break the fear, stance dance back. (Source)
Yes, I agree, swing the nerfbat much much harder at removing cooldowns with dumb visuals :P
Thinking something like GoAK for Prot, wings for Ret, Divine Favor with a better visual for Holy. (Source)
I like it. Guardians should "guard" after all. Does that change Divine Favor mechanically for Holy at all?
I don't know. It was raw idea more than a design. (Source)
- Shield Bash- Cost: 30 Wrath; Charge at your enemy, bashing him and all nearby foes with your shield, dealing 450% weapon damage plus 140% of the Shield's Block Amount as damage as Holy.
- Shattered Shield - The shield shatters into other smaller fragments, hitting more enemies. The extra enemies hit take 450% weapon damage and 140% of your Shield's Block Amount as damage.
- One on One- The targeted monster is rooted in place for 3 seconds. All other monsters hit are knocked back.
- Shield Cross - Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields will take 135% weapon damage and 40$ of your Shield's Block Amount as damage.
- Crumble- Foes who are killed explode, dealing 550% weapon damage to enemies behind them and knocking those enemies back.
- Pound - Shield Bash will now deal 700% weapon damage plus 150% of your Shield's Block Amount as damage as Holy. The range is reduced to 7 yards..
- Sweep Attack - Cost: 20 Wrath; Sweep a mystical flail through enemies up to 18 yards before you, dealing 500% weapon damage.
- Blazing Sweep - Enemies hit by the attack will catch on fire for 260% weapon damage over 2 seconds.
- Trip Attack - Enemies hit by the sweep attack have a 20% chance to be tripped, stunning them for 5 seconds.
- Holy Shock - For every enemy hit, you will heal for 755 Life.
- Gathering Sweep - Increase the range of the arc to 28 yards. All enemies caught in the arc are pulled toward you.
- Frozen Sweep - The flail becomes frozen, enemies hit by it have s 20% chance to be chilled for 3 seconds. These chilled enemies take 20% more damage.
- Blessed Hammer - Cost: 10 Wrath; Summon a Blessed Hammer that spins around you, dealing 245% weapon damage as Holy to any enemy it hits.
- Burning Wrath - The hammer is engulfed in fire and has a 25% chance to scorch the ground over which it passes. Enemies who pass through the scorched ground take 85% weapon damage as fire per second.
- Thunderstruck - The hammers are charged with lightning, which occasionally arcs between you and the hammer as it spirals through the air, causing 50% weapon damage as Lightning to enemies caught in the arcs.
- Limitless - When the hammers hit an enemy, there is a 50% chance that a new hammer will be created at the location of the monster that was hit.
- Icebound Hammer - The hammers are made of ice, chilling enemies they pass through and have a 10% chance to explode on impact, freezing enemies within 6 yards for 2 seconds.
- Dominion - The hammers will now orbit you as you move.
- Blessed Shield - Cost: 20 Wrath; Hurl a celestial shield at enemies, dealing 380% weapon damage and 100% of shield Block Amount as damage. The shield will ricochet between 3 nearby enemies.
- Staggering Shield - The shield becomes charged with Lightning and has 25% chance to stun the first enemy hit for 2 seconds, Each enemy hit reduces the chance to stun by 5%.
- Combust - The shield erupts in flames and has a 33% chance to explode on impact, dealing 105% weapon damage as Fire to all enemies within 8 yards.
- Divine Aegis - When your shield hits an enemy your Armor is increased by 5% and Life Regeneration is increased by 5% for 4 seconds.
- Shattering Throw - When the shield hits an enemy it splits into 3 small fragments which bounce between enemies nearby, dealing 50% weapon damage to all enemies they hit.
- Piercing Shield - The shield no longer bounces, but pierces through all enemies with a 50% chance of knocking them aside.
- Fist of the Heavens - Cost: 30 Wrath; Call forth a pillar of lightning from the heavens that explodes, dealing 630% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward, dealing 430% weapon damage to enemies through whom they pass.
- Divine Well - The holy bolts crackle with holy lightning and will zap enemies within 20 yards as they travel, dealing 12% weapon damage as holy.
- Heavens Tempest - Summon a lightning storm that covers a 8-yard radius for 3 seconds, dealing 25% weapon damage per second to enemies who pass underneath it.
- Fissure - Creates a fissure of lightning energy that deals 530% weapon damage to nearby monsters. If there is another fissure nearby, powerful lightning will arc between them.
- Reverberation - The bolt detonates with a shockwave on impact, causing all enemies hit to be thrown away from the blast and slowed by 60% for 3 seconds.
- Retribution - Hurl a fist of fire and lightning which pierces through your enemies, dealing 350% weapon damage as Lightning and exploding at your target dealing 150% weapon damage as Lightning to enemies within 8 yards. The explosion creates 6 piercing charged bolts that crawl outward, dealing 350% weapon damage to enemies they pass through.
- Shield Glare - Cooldown: 12 seconds; Light erupts from your shield, blinding all enemies up to 30 yards in from of you for 4 seconds.
- Divine Verdict - Blinded enemies take 20% more damage from all sourced for 4 seconds.
- Uncertainty - Enemies caught in the glare have a 50% chance to be charmed and fight for you for 8 seconds.
- Zealous Glare - Gain 12 Wrath for every enemy blinded.
- Emblazoned Shield - Enemies with health lower than 25% have a 50% chance to explode when blinded, dealing 60% weapon damage to enemies within 8 yards.
- Subdue - Enemies hit by the glare will be slowed by 80% for 10 seconds.
- Iron Skin -Cooldown: 30 seconds; Your skin turns to iron, absorbing 50% of all incoming damage for 4 seconds.
- Reflective Skin - Deal 50% of damage absorbed while Iron Skin is active back at attackers.
- Steel Skin - Increase the duration to 7 seconds.
- Explosive Skin - When Iron skin expires the metal explodes off, dealing 1300% weapon damage to enemies within 12 yards.
- Charged Up - Your metal skin is electrified, dealing 300% weapon damage as Lightning per second to enemies within 8 yards.
- Flash - While active your movement speed is increased by 60% and you can move through enemies unimpeded.
- Consecration - Cooldown: 30 Seconds;Consecrate the ground 20 yards around you for 10 seconds. You and your allies heal for 1509 life while standing on the consecrated ground.
- Bathed in Light - Increase the radius of the consecrated ground to 24 yards.
- Frozen Ground - The consecrated ground becomes frozen. Enemies that walk into the frozen ground have their movement speed reduced by 60% and have a 40% chance to be frozen for 2 seconds.
- Aegis Purgatory - The edge of the consecrated ground is surrounded by a sacred shield, preventing enemies from moving through it.
- Shattered Ground - Enemies standing on consecrated ground will take 115% weapon damage as Fire per second.
- Fearful - Enemies standing on the consecrated ground have a 100% chance to be feared for 3 seconds.
- Judgement - Cooldown: 20 Seconds; Pass judgement to all enemies within 20 yards of the targeted location, rooting them in place for 7 seconds.
- Penitence - For every monster upon whom you pass judgement, you heal for 377 Life per second for 3 seconds.
- Mass Verdict - All monsters that are judged are first drawn into the center of the judged area.
- Deliberation - Increase the duration of the root to 12 seconds.
- Resolved - Damage dealt to judged monsters has a 10% chance to be a crushing blow.
- Conversion - Enemies below 25% health who are judged have a 20% chance to be converted into an Avatar of the Order who fight by your side for 5 seconds. Each avatar will attack for 100% of your weapon damage.
- Provoke - Cooldown: 20 Seconds; Generate: 30 Wrath; Taunt all nearby enemies and instantly generate an additional 5 Wrath for every enemy taunted. Taunted enemies will focus their attention on you for 4 seconds.
- Cleanse - For each enemy successfully taunted, you gain 302 additional Life on Hit for 5 seconds.
- Flee Fool - Provoke no longer taunts, but causes monsters to flee in terror 8 seconds.
- Too Scared to Run - Taunted enemies have their attack speed reduced by 50% and movement speed slowed by 80% for 4 seconds.
- Charged Up - For 4 seconds after casting Provoke, any damage you deal will also deal 50% weapon damage as Lightning.
- Hit Me - For 4 seconds after casting Provoke your Block chance is increased by 50%.
- Steed Charge - Cooldown: 15 Seconds; Mount a Celestial war horse that allows you to ride through enemies unimpeded for 2 seconds.
- Ramming Speed - The war horse now deals 350% weapon damage per second and knocks away enemies through which you ride.
- Nightmare - The war horse is consumed with righteous fire, scorching all who walk in its path for 900% weapon damage as fire over 4 seconds.
- Rejuvenation - While riding the war horse you will recover 15% of your life.
- Endurance - Increases the duration to 4 seconds.
- Draw and Quarter - Bind 5 monsters near you with chains and drag them as you ride, dealing 20% weapon damage per second.
- Condemn - Cooldown: 15 seconds; Build up a massive explosion, unleashing it after 3 seconds, dealing 1250% weapon damage as Holy to all enemies within 15 yards.
- Reciprocate - You take 50% damage while the explosion is building, which is then added to the damage of the explosion.
- Vacuum - As the explosion charges up, it sucks in monsters. The closer it is to exploding, the more monsters it sucks in.
- Eternal Retaliation - For every monster hit by the explosion, the cooldown is reduced by 1.
- Shattering Explosion - The damage area is increased to 20 yards.
- Unleashed - The explosion now goes off instantly.
- Phalanx - Cost: 30 Wrath; Summon powerful avatars who charge forward to the targeted destination, Enemies caught in the path of the charge take 295% weapon damage.
- Bowmen - The summoned avatars wield bows and attack enemies as they march, dealing 100% weapon damage.
- Shield Charge - The summoned avatars charge the target and all perform a shield bash, damaging the enemies at that location dealing 75% weapon damage.
- Stampede - Summon warhorses that charge and knockback the enemy with a 25% chance to stun enemies for 2 seconds.
- Shield Bearers - The avatars no longer walk forward but plant at the summoned location, blocking all enemies from moving through.
- Bodyguard - Instead of sending the avatars out away from you, you summon 2 Avatars of the Order to protect you, who fight by your side for 10 seconds. Each avatar will attack for 100% of your weapon damage as Physical. The avatars can only be summoned once every 30 seconds.
- Laws of Valor - Cooldown: 30 seconds; Active: Empower the law, granting you and your allies 10% increased attack speed for 5 seconds. Passive: Recite the law, granting you and your allies 5% increased Attack Speed. Only one Law may be active at a time.
- Invincible - Empowering the Law also increases your Life on Hit by 6038.
- Frozen in Terror - Active: When you empower the Law you have a 100% chance to stun each enemy within 10 yards for 5 seconds.
- Critical - Active: Empowering the Law also increases your Critical Hit Damage by 100%.
- Unstoppable Force - Active: Empowering the Law reduces Wrath cost of all skills by 50% for 5 seconds.
- Answered Prayer - Active: Empowering the Law also has a 20% chance to turn health globes within 25 yards into Nephalem Glory orbs.
- Laws of Justice - Cooldown: 30 Seconds; Active: Empower the Law, granting you and your Allies 325 increased resistance to all elements for 5 seconds. Passive: Recite the law increasing your and your allies resistance to all elements by 130. Only one Law may be active at a time.
- Protect the Innocent - Active: Empowering the Law also redirects 20% of the damage taken by allies to you for the next 5 seconds.
- Immovable Object - Active: Empowering the Law also increases armor for you and your allies by 6500 for 5 seconds.
- Faith's Armor - Active: Empowering the Law also surrounds you and your allies with shields of faith. The shields absorb 7547 incoming damage, expiring once that amount of damage is reached.
- Decaying Strength - Active: When the Law is empowered any time an enemy attacks you or your allies the enemies damage dealt is lowered by 15% for 10 seconds, up to a maximum of 60%.
- Bravery - Active: Empowering the Law grants immunity to control impairing effects to you and your allies for 3 seconds.
- Laws of Hope -Cooldown: 30 Seconds; Active: Empower the Law, healing you and your allies for 5434 Life per second for 5 seconds. Passive: Recite the law, healing you and your allies for 906 Life per Second.
- Wings of Angels - Active: Empowering the Law increases Movement Speed for you and your allies by 50%, and it allows everyone affected to run through enemies unimpeded.
- Eternal Hope - Active: Empowering the law also increases everyone's maximum Life by 10%.
- Hopeful Cry - Active: Empowering the Law also has a 5% chance to make nearby enemies drop Health Globes.
- Faith's Reward - Active: Empowering the Law will also heal you and your allies for 302 Wrath for every point of Wrath that you spend.
- Stop Time - Active: Empowering the Law causes all health loss and regeneration to pause.
- Falling Sword - Cost: 25 Wrath; Cooldown: 30 Seconds; Launch yourself into the heavens and come crashing down on your enemies, dealing 1450% weapon damage to everything within 14 yards of where you land.
- Superheated - The ground you fall on becomes superheated for 6 seconds, dealing 245% weapon damage as Fire per second to all enemies who pass over it.
- Part of the Clouds - You build a storm of lightning as you fall which covers the area you land on for 5 seconds. Lightning strikes random enemies under the cloud, dealing 200% weapon damage as Lightning and stunning them for 2 seconds.
- Rise Brothers - You land with such force that 3 avatars of the Order are summoned forth to fight by your side for 5 seconds. Each avatar will attack for 100% of your weapon damage as physical.
- Rapid Descent - Reduce the cooldown by 1 second for each enemy hit.
- Flurry - A flurry of swords is summoned at the impact location, dealing 100% weapon damage to monsters caught in the flurry and hurling monsters around and incapacitating them for 5 seconds.
- Akarat's Champion - Cooldown: 120 seconds; Explode with the power of your order gaining 100% additional Wrath generation and 25% attack speed for 20 seconds. The first time you take fatal damage while Akarat's Champion is active, you will be returned to full health.
- Fire Starter - Damage dealt while in this form also inflicts 25% weapon damage as Fire.
- Embodiment of Power - Enemies within 7 yards of you will occasionally become frozen in fear for 3 seconds.
- Rally - Any time you deal damage there is a 50% chance you will reduce the cooldown of your skills by 1 second. Does not affect Akarat's Champion.
- Prophet - Gain 150% additional armor while Akarat's Champion is active.
- Hasteful - While in the form of Akarat's Champions, your Movement speed is increased by 30%.
- Heaven's Fury - Cooldown: 20 Seconds; Call down a furious ray of holy power that deals 1500% weapon damage as holy over 6 seconds to all enemies caught within it.
- Blessed Ground - The ground torched by the ray becomes blessed scorching it and dealing 1250% weapon damage over 5 seconds to any enemy who walks through it.
- Ascendancy - The Ray of Holy power grows to encompass 12 yards, dealing 2040% weapon damage as Holy over 6 seconds to enemies caught within it.
- Split Fury - The ray splits into 3 smaller beams, each dealing 1440% weapon damage as Holy over 6 seconds.
- Thou Shalt Not Pass - Ground touched by the ray pulses with Holy power for 6 seconds, stopping enemies who try to pass over it.
- Fires of Heaven - The ray is focused on your shield in a pulse that is deflected in a tightly focused beam across the battlefield dealing 1200% as Holy to all enemies it hits. The cooldown is removed. Now costs 40 Wrath.
- Bombardment - Cooldown: 60 seconds; Call in an assault from afar, raining spheres of burning pitch and stone onto enemies around you, dealing 515% weapon damage to enemies within 12 yards of the impact zone. The bombardment continues on randomly targeted monsters nearby for the next 5 seconds.
- Barrels of Tar - In place of the burning spheres, barrels of sticky tar are hurled that cover the area, slowing monsters who walk through it by 80%.
- Annihilate - Each impact has a 100% chance to deal a Crushing Blow.
- Mine Field - Each impact scatters 2 mines onto the battlefield which explode when enemies walk near them dealing 250% weapon damage to everything within 10 yards.
- Impactful Bombardment - A single, much larger ball of explosive pitch is hurled at the targeted location dealing 4690% weapon damage to everything within 18 yards.
- Targeted - The bombardment will no longer randomly find targets nearby, it will instead continue to fall on your initial target.
- Punish - Generate 8 Wrath per attack; Strike your enemy for 140% weapon damage and gain Hardened Senses, increasing your block amount by 50% for 5 Seconds.
- Roar - When you block with Hardened Senses active, you explode with fury, dealing 45% weapon damage as fire to enemies within 15 yards.
- Celerity - When you block with Hardened Senses active, your attack speed is increased by 15% for 3 seconds.
- Rebirth - When you block with Hardened Senses active, your Life per Second is increased by 1811 for 2 seconds.
- Retaliate - When you block with Hardened Senses active, your attacker takes 70% weapon damage.
- Fury - When you block with Hardened Senses active your Critical Hit Chance will be increased by 15%. This chance will be removed after your next attack.
- Slash - Generate: 8 Wrath per attack; Ignite the air in front of you, dealing 140% weapon damage as fire.
- Electrify - The slash becomes pure lightning and has a 20% chance to stun enemies for 2 seconds.
- Zeal - For every enemy hit, your attack speed is increased by 2% for 3 seconds. This effect can stack up to 5 times.
- Crush - You have a 5% chance to deal a Crushing Blow.
- Carve - Carve a larger area in front of you, increasing the number of enemies hit.
- Guard - Your armor is increased by 5% for every enemy hit. This effect can stack up to 5 times.
- Smite - Generate: 8 Wrath per Attack; Smite enemies 15 yards away with holy chains that deal 125% weapon damage as Holy. The chains break off and strike at 3 enemies within 20 yards, each dealing 85% weapon damage as Holy.
- Shatter - The holy chains explode, dealing 20% weapon damage as holy to enemies within 3 yards.
- Shackle - Enemies hit by the chains have a 20% chance to be rooted in place for 1 second.
- Surge - The range is increased to 30 yards.
- Reaping - Your Life per second is increased by 453 for every enemy hit by the chains for 2 seconds. This effect can stack up to 4 times.
- Shared Fate - The chains bind those they hit, causing them to share one another's fate. 100% of the damage done to any bound enemy is also dealt to all other bound enemies.
- Justice - Generate: 8 Wrath Per Attack; Hurl a hammer of Justice at your enemies, dealing 120% weapon damage.
- Burst - The hammer is charged with lightning and explodes on impact, dealing 25% weapon damage as Lightning to all enemies within 10 yards.Enemies caught in the explosion have a 20% chance to be stunned for 1 second.
- Crack - When the hammer hits an enemy, there is an 80% chance it will crack into 2 smaller hammers which fly out and deal 120% weapon damage as Holy.
- Hammer of Pursuit - The hammer will now seek out nearby targets and deal 155% weapon damage.
- Sword of Justice - Whenever your sword hits an enemy your movement speed is increased by 2% for 3 seconds. This effect can stack up to 5 times.
- Holy Bolt - Throw a bolt of holy power, healing you and your allies for 604-906 Life whenever the bolt hits an enemy.
- Fervor - When an enemy dies within 15 yards, you gain 10% attack speed for 3 seconds.
- Heavenly Strength - You can wield a two-handed weapon in your main hand while bearing a shield in your off hand. Your maximum movement speed is reduced by 10%
- Vigilant - Increase Life regeneration by 755. Reduce all non-physical damage taken by 5%.
- Fanaticism - Your primary skills generate an additional 3 wrath.
- Insurmountable - When surrounded by 4 or more enemies within 12 yards, your block amount is increased by 30%. Block amount is granted by shields.
- Nephalem Majesty - Increase the duration of Nephalem Glory by 30 seconds.
- Indestructible - Gain 1% armor for every 3% of Life missing.
- Holy Cause - The amount of Holy damage dealt by your weapon is increased by 10%. Whenever you deal Holy damage, you heal 1% of your total life.
- Divine Fortress - Your armor is increased by your shield's block chance.
- Wrathful - Gain 50% Wrath regeneration for 3 seconds when you successfully block.
- Lord Commander - The cooldown of Steed Charge is reduced by 5 seconds and Bombardment by 20 seconds. Damage dealt by Phalanx is increased by 20%.
- Hold Your Ground - You can no longer dodge but your block chance is increased by 15%.
- Long Arm of the Law - Increase the duration of the active effect of all Laws by 5 seconds.
- Iron Maiden - Gain 48966 Thorns.
- Renewal - Whenever you successfully block, you gain 4528 Life.
- Finery - Gain 65 resistance to all elements for every different color gem socketed into your gear. If you have 5 different color gems socketed into your gear, you gain another 65 resistance to all elements.
- Blunt - Damage dealt by Justice and Blessed Hammer is increased by 20%.
- Towering Shield - Gain 2% Block Chance every second. This bonus is reset one second after you successfully block an attack.
Aight here are some ideas...
What you could and should do is give us option to enhance each Rift.
What I was thinking.
-Give mystic ability to enchant Rift map
-obviously you would need reagents plus some kind of currency be it gold or blood shards.
- It would be RNG based enchant:
-Could spawn more rare monsters
-Stronger rift guardians
-unique bosses with insane random magic property
-maybe even unique properties such as "increased magic find per instance level"
-more dungeon levels
-higher monster density
-Reduced monster density (Yes, you heard it right, reduced, but hold your horses!), but more champion monster population (this way single target dps builds would actually work within some Rifts!)
-monsters will deal higher damage
-monsters are ressistant to specific school of magic or maybe physical ressistance levels
-monsters with unique curse type.
Something... anything- that should make this system more fun.
As in current state I'm sorry but I won't even pay a cent for RoS, because it doesn't have anything to it, it's same old stuff just with random maps.
Josh you and your team are missing main point with ARPG/Hack and Slash games. First they are not MMO's no one cares if some one is casual or hardcore. People want to be challenged, people want to make unique builds and test it inside of Hard content.
Points above are reasons why every one plays H'n'S games, not because you can faceroll everything after few hours of gameplay.
Please post your ideas below, I'm really looking forward to see what community can come up with.
I do realise this is early beta phase, and I also do know that Blizzard is tied to launch product that is either buged, not optimized, and also whats in beta usually goes live. This is not a direct insult to Blizzard it's facts from the past. So before you act again as a kid who lost his first candy listen to your community, we just want to have game that is actually playable for longer than two weeks. One year we have been giving alot of feedback what we want for RoS and almost nothing went into it, only randomized dungeon levels, but we did mention we want to be able to enchant each map, we want to be challenged.
Take Adria fight as instance, thats how all fights should work in randomized enviroment.
Some ideas made by Xel and Kongor:
Endless rifts with a ladder system: Instead of limiting the length of rifts, let us compete with each other at how far we can progress. Imagine trying to beat a rift record with your party or solo, you would need to outsmart other players (their choices for heroes, items and skills) to be able to defeat these overly powerful monsters and bosses. Watching professional players attempt to break the records would definitely increase the media value of this game, to a point where Diablo 3 could even become a competitive e-sport.
Ability to modify, trade and challenge people to complete rifts: Inspired by the suggestion by KingKongo, allow us to truly customize the maps we play in a way that enables infinite outcomes and keeps the game interesting. Make it possible to add an unlimited amount of affixes to a rift that combined produce a completely unique map. Let there be penalties like decreased ms/as, buffs like 200% increased stun duration, oddities like having your resource and HP pool swapped, and of course awesome rewards, the options are limitless!
Moreover, let us trade these maps and challenge our friends to compete in them.
Few ideas I picked from Dannyboi :P! Ohhh, am so shady.... Yeah I didn't laugh either...
Anyway here are some he listed.
-potions do not work
-cant leech life from monsters
- % xp from monsters
-% increase monster life
- monsters can leech life
- can spawn multiple rift guardians
- monsters regen life
- minus player resistance
-life rengen dose not work
- champion affix increase
-rare affix increase
Although I do not have any new information to share on the topic of Nephalem Rifts right now, I do find this to be an interesting thread, hence the blue-tag :-)
Please post your ideas below, I'm really looking forward to see what community can come up with.
This! And even if you do not have any ideas, you are more than welcome to simply post your feedback on the current iteration of Nephalem Rifts like Balthezore did above :-)
The developers intentions with Crushing Blow is for it to be competitive with stats like Increased Attack Speed, Critical Hit Chance, or Critical Hit Damage, but obviously it will need some tuning if it clearly trumps all of those other stats.
We are of course interested in reading more of your thoughts on Crushing Blow, so please keep posting your feedback on it :-)
Currently, a Crushing Blow hits for 25% health against normal monsters, for 12.5% health against elites, and it will hit for 5% health against bosses after the next beta patch has launched.
Keeping in mind that Crushing Blow is subject to changes and tuning since it has to compete with other stats (Increased Attack Speed, Critical Hit Chance, and Critical Hit Damage), what are your thoughts on these percentages?
PvP gear will have more stats to choose from, and less worrying about hit caps! PvP Power will likely still exist to make sure PvP gear is powerful without being more powerful than PvE gear in PvE. Additional PvP changes are beyond the scope of this discussion, but we do want to make sure PvE gear doesn’t outstrip PvP gear for world PvP.
Can I just ask what will happen to Spirit for Shadow Priests, where it is now a go to stat because it gets converted to Hit? With Hit going away, will it convert to something else, or will Spirit now be useless for us.
Healers will have increased baseline regen on their character, and each point of Spirit will have higher regeneration effects. As mentioned in the last couple paragraphs, Spirit will be useless to DPS specs, so min-maxers will want to get alternate gear for the few slots they have Spirit in.
One more thought on this...please extend this system to crafted gear, not just boss drops.
So what for the peoples who spent a fortune on gems an jewel crafting just to have a useless pro now.
Despite this being a bit beyond the scope of this discussion, we can say that we don’t want to keep a flawed gear design just to ensure revenue for Jewelcrafters. We are, however, considering additional types of things that they could make to offset the need for so many gems.
I dislike the idea that we're going to have to pray to the RNG gods to get gear to drop, and then pray again that our gear has bonuses. I'm not invested in world first content so it likely wont affect me much, but I can imagine world first guilds getting a little peeved because guild X got extra lucky on their drops and had more tertiary stats which helped them progress faster, while guild Z got mostly normal epic drops.
Philosophically, having a random element to gear helps to keep loot feeling exciting instead of reducing it to a checklist you just tick off. We understand that too much randomness can be frustrating, which is why we implemented things like the bad luck streak protection on personal loot and bonus rolls. Do note that secondary stats on gear are not random (other than some random suffix items, which are in the minority). The additional qualities (e.g. Warforged, sockets, tertiary stats) are random and are intended to provide gearing with a long tail. Rather than deny you an important item slot like a weapon, we can make sure you get an item in a reasonable amount of time. However, getting the perfect item is not a foregone conclusion and might take a lot of effort and luck.
The only system where this loot style could work is in the personal loot like lfr. I find it hard to believe that you think that this could realistically work in a normal raid group that uses any type of loot system other than rolling.
LFR will always use personal loot. Normal and Heroic difficulties have the option (raid leader’s call) to use personal loot, or to drop a variable amount of loot based on the number of players. As you add players to a group, the chance of an additional piece of loot dropping will increase until it reaches 100%, at which point there will be a chance for an additional piece beyond that. There should not be any break points at which you are hesitant to add more players. Mythic has a set raid size so will work much as Heroic does today.
Random Player:Will these changes to stats only affect items in Warlords of Draenor, or will older items from, say, Burning Crusade also change?
At this time, changes to gear are planned for drops in Warlords of Draenor. We are, however, considering modifying Siege of Orgrimmar gear to help players make the levelup process as smooth as possible, but aside from the removal of Hit and Expertise from all gear these changes will not be retroactive.
Random Player:How will these changes affect mastery?
We may make changes to specific masteries as part of the Warlords of Draenor review, but don’t have any sweeping changes planned.
From Twitter: Nathyiel: What about off-hand/shield?
They are considered "weapons" for the purposes of these system changes.
Are more tertiary stats being considered than the 5 we've been shown thus far?
This list we have at this time is not set in stone, but currently includes: Leech (heal on damage dealt), Inspiration (heal on damage received), Cleave (extra damage to additional targets), Sturdiness (reduced durability damage), Speed (movement speed), and Avoidance (reduced area effect damage taken).
Getting gear is fun. We like getting gear and we like the feeling that on any given boss, there should always be something that you would want. What we’re doing with items in Warlords is just an evolution of the Thunderforged version to make it a little more interesting. You’ll probably see more bonus pieces than you did Thunderforged in the past, but getting an item that has all 3 bonuses will be very, very (very!) rare. Remember, you’ll be just fine with the baseline pieces of gear, and most of your character will be made up of this gear. But each and every time you kill a boss, there’s that chance of getting something slightly better.
One of our other goals is to reduce the amount of work an item takes. Currently, the amount of work (math! MATH!) you have to do in order to even put on a piece of gear takes away from the enjoyment of the actual item dropping. We want you to spend more time killing creatures and getting better gear and less time figuring out how that piece that dropped effects specific stat levels (hit, expertise, haste, etc.), what gems you need cut, and what enchant to put on it. We’re not removing all of those choices, but we’re drastically tuning down the amount of required work. Get your boots, put them on, next boss!
Another reason for these item changes are to bring hybrids closer to fulfilling their off-spec role. Part of the fantasy of being a warrior is that you can take the punishment when you need to (tank), or dish it out if you want to (DPS). However, collecting two entirely different sets of gear, plus gemming, enchanting, reforging… it’s all different and it’s just a lot more work. In most cases, it was too big of a barrier for some players to even consider. With these changes, we’re bringing your off spec closer to the performance of your main spec. You won’t have to collect the same Chest set piece twice, or say, get a different set of boots. However, if you want to be optimal, there will still be items to collect.
Question, will the gear's secondary Stats from raids be static when they drop or are they rng and be random generated stats?
The vast majority of raid gear will continue to to have pre-determined secondary stats, just as it does today. We may still put in a few alternative pieces with randomly-generated stats, much like we did in Throne of Thunder, but those will be rare exceptions.
This extends to other types of content as well. Every once in a while, when there's a compelling reason to, we might let gear randomly roll secondaries. Timeless Isle is a good example of a situation in which that style of gearing makes sense. Again, that's the exception, not the rule. Under normal circumstances, secondary stats will still be pre-determined, not random.
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Sale ends December 2 at 11:59 p.m. PST.
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These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
- Completing individual bounties will no longer reward a Horadric Cache.
- Completing all five Bounties in an Act now also provides Blood Shards.
- Completing a Nephalem Rift now also rewards a Greater Horadric Cache.
- The XP and Gold rewards from completing Bounties have been reduced; the new values at level 70 are 85,000 XP and 11,800 gold.
- The following immunity Rings will no longer drop and have had their unique power disabled. Please note that immunity powers will be revisited in a later patch.
- Obsidian Ring of the Zodiac
- The Tall Man's Finger
- Rogar's Huge Stone
- Rechel's Ring of Larceny
- Solanium will now produce Health Globes on Crushing Blow less frequently.
- Pride of Cassius has had its unique power disabled. Please note that this item's power will be revisited in a later patch.
- Removing and re-socketing a Helm or Sword with a Diamond gem no longer continuously increases the CDR and Elite Damage bonus
- Active Skills
- Heaven's Fury
- Bug: Now properly deals 1500% weapon damage over 5 seconds.
- Heaven's Fury
- Active Skills
- Shock Pulse
- Skill Rune - Living Lightning
- Proc coefficient has been lowered from 0.2 to 0.042.
- Skill Rune - Living Lightning
- Shock Pulse
- Passive Skills
- Duration increase amount reduced from 1 second to 0.5 seconds per stack.
- Shield amount reduced from 27,323 to 16,394 (at level 70).
- Stun chance reduced from 20% to 15%.
- Bug: Fixed an issue where Electrocute was generating too many procs from Paralysis.
- Stun chance reduced from 20% to 15%.
DreamHack is once again preparing to bring you some world-class StarCraft II action this weekend. If StarDust’s unexpected victory at this year’s DreamHack Open: Summer is any indication, then 2013 DreamHack Open: Winter is bound to deliver.
From November 28 to 30, the tournament will provide an epic Grand Final to this year’s DreamHack Open competitions. It’s all going down at the world’s largest digital festival, DreamHack Winter 2013, at the Elmia in Jönköping, Sweden.
If you can’t make it to the venue in person, don’t worry; the action will be broadcast live in HD, free of charge, on the official Dreamhack livestream. The tournament will feature shoutcasting from Shaun “Apollo” Clark and Nathan “Nathanias” Fabrikant, and will be hosted by Evil Geniuses’ Geoff “iNcontroL” Robinson and Sue “Smix” Lee (the voice of Sc2gears).
Drop by the DreamHack Open site for more information on the event, shoutcasters, players, tickets, and more! You’ll also find a link to the stream in your StarCraft II game client over the weekend.
The live stream will air at the following times:
|Thursday, November 28||Group Stage: 14:00-23:00 CET|
|Friday, November 29||Playoffs: 12:00-01:00 CET|
|Saturday, November 30||Playoffs: 12:00-01:00 CET
Grand Final: 22:45 CET
DreamHack Open 2013: Winter
Where: Elmia in Jönköping, Sweden
When: November 28-30
Links: Official site; live stream
So Long, and Thanks for All the Spectral Fish
We just came off of a great BlizzCon. We had so many different games to talk about, and we were thrilled at the reception of Warlords of Draenor. It was great to meet or reconnect with so many of you. I love BlizzCon dearly, which makes it so hard to tell you that this will be my last one, or at least my last one up on stage. An opportunity has come my way, and I have made the very tough decision to move on from Blizzard.
I wanted to thank all of you for being a part of this grand quest. I have said a hundred times that having passionate gamers, including the angry ones, is a far better place to be than having a community that doesn’t care. You all care. Like us, you want the game to be the best that it can be. So I ask you to keep on providing your feedback. I promise (and I rarely promise!) that the developers care very much about what you have to say.
I’ll be out there, and I can’t imagine it will be that hard to find me.
P.S. No, you can’t have a pony. Or a moose. Or a mantis shrimp. Or a tardigrade. Or a crab. Keep trying though.
P.P.S. I play a Holy Priest.