- Besplatna Online kartaška igra.
- Možete odmah da se prijavite za betu preko vaše Battle.net Account stranice!
- Beta počinje na leto ove godine!
- Biće dostupna za PC, Mac i iPad.
- Igra će biti jednostavno, ali u nekim trenucima kompleksna.
- Imaće 3D elemenata, sa dosta animacija kako bi igra bila što više uzbudljiva.
- Predvidjeno je više od 300 dostupnih karti kada igra bude izašla.
- Imaćete mogućnosti da kupite dodatni pet karata za 1$, ili polako uz igru.
- Postojaće Basic i Expert karte, Expert karte postojaće u kategorijama Common, Rare, Epic, i Legendary.
- Garantovano je da dobijate bar jednu kartu koja je biti boljeg kvaliteta.
- Svaka karta u špilu imaće šansu da se upgraduje na Golden verziju iste karte.
- Igra će biti 1v1 preko Battle.net matchmakinga.
- Igranjem dobijaćete i medalje svake nedelje.
- Možete takodje igrati provig računara, različite jačine.
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- Pročitajte više na Hearthstone FAQ.
- Više screenshotova, video, i wallapere možete pogledati na zvaničnom sajtu!
What: Hosted annually in Boston, PAX East is a celebration of gaming culture and community
Where:Boston Convention & Exhibition Center booth #1036 of the Expo Hall
When: March 22–24
Head on over to east.paxsite.com for panel schedules, hotel and travel information, forums, and more. If you have an iPhone, Android, BlackBerry, or Windows 7 smart phone, you can also download the super sexy (and super official) PAX East 2013 app from Guidebook for free.
We've got something new to share, and we're bringing it to PAX East! If you're attending, be sure to arrive at the Naga theater early in order to secure a seat for our presentation. If you're not going to PAX East this year (or you just went a little too crazy the night before), we've got you covered -- the whole thing is being streamed live on the official PAX Twitch channel at 10:00 a.m. EDT Friday, March 22.
The Great Jewel of PAX East
Gather your gear, heroes, and get ready to face down the Burning Hells on the PlayStation 3!
Our action-packed single-player hands-on demo will showcase several key elements that make Diablo III on the PS3 so much fun, including a reimagined interface and inventory system, direct character control, updated camera, and bosses and monsters specifically tuned for console. Players will also get to experience gameplay from Act III of the campaign where they’ll get to test their mettle as either the cunning Demon Hunter or mighty Barbarian.
We'll have demo stations available from 10 a.m. to 6 p.m. EDT in booth #1036 of the Expo Hall, so if you’re in the area (and in the mood for some ritual demon slaughter), be sure to stop by and check it out!
RNG is RNG: Raffles, Giveaways, and More...
In addition to showcasing the PS3 version of Diablo III and chatting you up about the game as you saunter by, we'll also be giving away enough swag and prizes to make a Treasure Goblin jealous.
The Diablo III team will be sharing updates, photos, and more live from the convention floor, so be sure to "Like" us on Facebook and follow our official Twitter feed so you don't miss out.
For those who are Boston-bound, we salute you . . . and hope to see you there!
- Demonic Gateway should no longer despawn when the casting Warlock moves far away.
- Crumbled Chamberlain: Statue pieces now do not despawn when looted, allowing other players to loot the statue piece as well.
- Stone Cold: Fixed an issue where players were unable to interact with Grave Guardian statues.
- Oondastas for everyone! Oondasta now respawns much more frequently.
- Exchange Guards have resumed their stance of not interfering with players engaged in Horde/Alliance hostilities(PvP combat).
Raids, Dungeons, and Scenarios
- Throne of Thunder
- Gastropod should now favor attackers that are at range.
- Reduced the amount of creatures in the area leading up to Ji-Kun in Raid Finder.
- Fixed an issue where players winning a bonus roll after defeating Iron Qon on Heroic mode could receive a non-heroic version of the tier token.
- Fixed an issue where damage from Lei Shen's Crashing Thunder, Lightning Whip, Overcharge and Discharged Energy was not being reduced Feint.
- Twin Consorts
- Reduced the health of Suen and Lu'lin in 25-player Heroic mode.
- Icecrown Citadel
- Fixed an issue where Master Looters were unable to assign Shadowfrost Shards to another player.
- Temple of Ahn'Qiraj
- The Prophet Skeram has loot again and no longer creates illusions for now. He'll be back to normal in a future patch.
- Increased the cast time to perform the ritual for summonable bosses using Shan'ze Ritual Stone on the Isle of Thunder from 2 seconds to 5 seconds.
- All uncommon(green) item drops from the Isle of Thunder should now be disenchantable.
- Darkmoon Whistle should no longer cause other players to drop out of stealth.
- Essence of the Breeze should now only usable while on the continent of Pandaria.
Dnevne Blue Teme
Don't think people have realized yet but the "zoning" issue that used to knock people off of 2 person mounts and kill them, it has been fixed. BUT now the issue has arised where I am getting DC'ed every time I'm between zones trying to "remount" once a zone line has been crossed.
We did manage to fix the 2 person mount issue, but yes, we know there's still an intermittent disconnect issue that we want to correct as well. We know what we need to do to fix it (*crosses her fingers*) but it won't be able to happen for a bit longer (potentially the next patch). We're continuing to work to improve it. (Source)
The Crumbled Chamberlain
Good news, we're applying a hotfix to address the Crumbled Chamberlain pieces respawn. It should be in after this morning's restarts. Pieces will then spawn in the same locations for that day, but will change locations the following and so on. This way, if someone snags the piece you're going for, it's not going to jump to a new location. You'll still be able to get it. (Source)
Throne of Thunder Difficulty Feedback
Throne of Thunder normal isn't tuned assuming you are a Heroic raiding guild. If your raid is still progressing through Tier 14 (say, at Garalon) it's very likely you'll be able to only kill Jin'rokh and then face a very difficult battle trying to slay Horridon or Council of Elders, though.
In that case (and for the guilds still progressing through T14) it probably makes more sense to go back clear the rest of Tier 14 (which is now more doable thanks to the 10% reduction in damage and health of bosses as well as the new VP gear you can get with 5.2 Patch).
Guilds that have completed Tier 14 Normal already should be able to progress through Throne of Thunder. Of course, you might not clear all of it in a couple weeks, but it's something definitely doable without getting Heroic gear from Tier 14 (gear from Normal Tier 15 is higher item level).
On the other hand, it's also important to keep in mind that Jin'rokh is a rather easy boss. He's not necessarily a representation of the rest of the raid's difficulty. Which is something many of you have probably noticed while progressing on Horridon or Council of Elders. And that might set a wrong expectation as to how quickly you can/should progress in Throne of Thunder. It's very possible to kill Jin'rokh without much difficulty and then suddenly feel like Horridon is a brick wall, don't despair!
There are many encounters in Throne of Thunder that your raid will have to learn. And it's normal to feel things may be overtuned at the beginning of a new raiding tier while everyone is trying to better understand what each boss does and how to execute the fight properly.
Not everything comes down to how much gear your raid has. In fact, you might overgear, say, Horridon, and yet be unable to progress past him due to an inefficient strategy.
In any case, the developers are keeping an eye out on how things are going, and they will be making adjustments as needed. Ideally, no one should find him/herself in a situation where it looks like it's impossible to win without getting more gear and unable to actually get more gear.
So, don't give up. Go get those VP items (some items from Raid Finder might help as well, absolutely) and keep refining your strategies. The boss kills will come. (Source)
Napokon imamo video Heroic Dark Animus encountera! Guildovima je bilo potrebno par dana kako bi dobili ovaj kill.
Zandalari Warbringers Hotfix Clarification
Yes, it’s intentional. Zandalari Warscouts are supposed to be difficult solo encounters; you can use various control mechanics on them.
Zandalari Warbringers, however, are designed for groups of players. They’re immune to snares and other control effects for the same reason that most 5-player dungeon bosses are: those effects would make the encounter easier than intended. Grab some friends, or invite the people camping the spawn to join your group, and you should be just fine.
In summary, it is dangerous to go alone. Bringing friends should make taking down a Warbringer much more manageable.
Was making Horrific Visage uninterruptabale also intended?
Bring a friend with a dispel magic ability to counter Horrific Visage's fear effect.
Povećan Oondasta Spawn Rate
Agreed, this is an amazing fight of epic proportions and really tiny arms. We definitely want players to have more chances to experience it. The epicness should be about fighting it, not about finding when it spawns, even though that can also be somewhat fun as long as the timer is not so long that it gets frustrating.
You should be able to find Mr. “Tiny Hands” Oondasta a bit more often now.
Dnevne Blue Teme
It seems like these are awarded randomly per person (LFR style) from normal mode raids. Is this intended? The previous tier had legendary items dropping randomly per person from LFR and to the raid as a whole in normal.
Has anyone gotten a secret from LFR and Normal/Heroic? It seems as if just like the rep you can only get a shot at a secret once per boss.
Everyone has a personal chance to receive a Secrets of the Empire drop on Normal/Heroic; the quest loot functions the same way that the Raid Finder version of the Legendary quest did prior to 5.2.
We wanted to have a single shared chance per boss per week because we'd prefer to avoid making raiders who are killing bosses on non-Raid Finder runs to feel obligated to do Raid Finder specifically for Legendary quest drops. If those players want to do it for Valor or off-spec gear, that’s great, but doing Raid Finder shouldn’t be necessary for optimal Legendary acquisition. (Blue Tracker / Source)
Mandatory Daily Quests
I think one of the issues is not the amount of dailies, but the feeling that they're mandatory. We don't have any VP items on the new 5.2 daily reps (not technically true there are a couple, but they're low enough ilvl as to not feel mandatory for raiders), and we'll see how that feels for everyone. There's also not a lot of clarity about what you should be doing to progress in the most efficient way. If you hit 90 today you'd be wise to run some Heroics and only do the 5.1 dailies until you have the ilvl to queue for 5.0 LFR's, and then progress to 5.2 LFR, and you can probably ignore pretty much everything else. That is, if getting to 5.2 raids is your goal.
But that's the important question, what is your goal? Why are you doing all of the dailies? What are you looking to accomplish? If it's to see the raid content then certainly working on all of the dailies every day is not going to help get you there, or at least not very quickly. And like you said trying to do all of them every day can really eat up a big chunk of time.
We have a lot of level-cap questing content because there are a lot of people that just like questing, and it's there and gives some reward for doing it, but if you don't like that kind of content we don't want for it to feel mandatory. 5.2 was one step in that direction and if it feels like a good compromise for everyone we can keep going that way. If you want a big shiny dragon, sure you'll have to spend time on dailies, but it won't keep you from being able to progress smoothly, or feeling like you're missing out on an avenue of progression.
The problem is dailies have become Blizz's go-to solo pve content for each new content patch.
5.1, what was the new pve solo content to do? Dailies. 5.2? Dailies. LFD/LFR que's are so long, you can either sit in town, or do the only new content - dailies. People look forward to the content patches for NEW stuff to do, and when the only option for pve solo content is dailies, of course they will be sick of it.
If we could produce unlimited amounts of content we would, of course, but the laws of physics unfortunately prevent it. Having repeatable questing content gives people who enjoy questing something to do. You're being unfair by glossing over LFR and dungeons because of queues. If you don't want to wait for queues you can build your own group and zone into the dungeon, like you did before (and dailies existed then too!), but the fact of the matter is that it's still more convenient despite the queue times. Or, you could play a tank or healer and spend no time in queues. That's always an option.
If you have other solutions I'd be happy to hear them. (Source)
How likely is it you guys will soon take similar steps across classes? Mists offered simplfied talents; are abilities next?
Great question. We tried to prune abilities for MoP without much success. It's tough to simplify classes in a game this old. (Source)
Don't want to give everyone a very simple rotation. Would love less action bar bloat, but which stuff to cut is always tough. (Source)
If you're allowed to say...when you guys test out theroretical dps between specs, what average iLvLs do you use?
All of them. (Source)
Hey GC do you have any comment regarding the future of DW frost? Seems the 2h specs are way ahead and aoe has taken a beating
DK DW is pretty good whenever you need to cleave. (Source)
Do you ever see the team overhauling hunter aspects to be more fun and compelling?
Overhaul would be unlikely. Cutting them more likely. Not enough design space to make them fun and equal. (Source)
before you discover/nerfed stampede bug, u nerfed stampede heals, lynx rush, and bestial wrath. Then silenc shot, powershot.
Yes, all of that is true. A lot of different reasons though. BW was more of a philosophical change not a means to "fix hunters." (Source)
Hey Greg, can you please give us some insight into why IB doesnt spread LB anymore? Don't understand it at all...
The synergy between Inferno Blast and Living Bomb was so strong that Fire wouldn't have taken the other bombs seriously. (Source)
Changed my weapon yesterday but my little "sha" miss me. Any plan for a minor glyph of Sha for Priest ?
With Pummel & Disrupting shout being free to use as a Melee DPS what is the justification for the cost on Kick for rogues.
Kick no longer has a cost. (Source)
Thanks for the warlock nerfs, I really needed to do even less damage than everyone else. #error112 #occupygregstreet
If you're doing less damage than everyone, I'm not sure it's a warlock issue. Their DPS overall is pretty competitive. (Source)
GC, has the 25% dmg buff to Prot Warrior SS been implemented? The tooltip damage and actual damage it inflicts don't match up!
Tooltips don't always update automatically when we change numbers on the server. Pretty sure that change is live though. (Source)
Hopefully not reposting. Interested in seeming lack of change to Fury warrior for 5.2. Not complaining, just curious.
Pretty happy with Fury overall. We did make slight changes to Bloodsurge. What are your concerns (if any)? (Source)
Oondasta u Kini
Dave Kosak Podelio je sliku wipova na World Bossa Oondasta sa kineskih servera. Kod njih skeleti karaktera zamenjeni su sa spomenicima.
The Daily Blink - One for the Warriors
The Daily Blink nam je pokazao kako se koristi Void Storage.
- Wyatt Cheng, Senior Technical Game Designer
- Travis Day, Game Designer
- Don Vu, Associate Game Designer
Q. Will all legendaries found on Inferno roll level 63 base stat values (armor and dps values) and level 63 "non-base" (affixes) stat values?
- Zoth#2543 (Americas [English]), Koric#1513 (Americas [English]), Hardhat#2565 (Europe [German]), sergeix #2204 (Europe [Spanish])
Travis: Yes, our plan is to handle Legendary items in a similar fashion to how we handle Rare items. Legendary items will roll at a level equal to the creature that dropped it. This means that, in addition to a Legendary’s stats rolling at the monster level, the base item stats will also roll at the monster's level. Right now, Rares don't work this way. Instead, their affixes roll at the level of the monster, but their base armor and weapon damage remain unchanged.
Q. "Love Leoric's Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric's Signet, let's go farm Inferno and get a level 63 version of the ring!"
Does this mean that every set and legendary item will have a chance of dropping in Inferno?
- Rowechelon#1918 (Americas [English])
Travis: Yes, Legendary and Set items will be valid drops from monsters at whatever point in the level range they are first introduced.
I have seen some people speculate over whether or not this means the experience bonus on Leoric's Signet will increase, and the answer to that specific question is "yes," but how each bonus on a Legendary or Set items scales will ultimately depend on the bonus itself. Some bonuses (such as the +EXP bonus on Leoric’s Signet) scale equally well from level 1 to level 60. On the other hand, some bonuses like procs that generate pets, or procs that deal damage effects, don’t always scale well as you get to the higher levels, but those will be changed wherever possible to scale with the level that they drop at.
Ultimately, we want to make sure the things that make Legendary and set items interesting continue to make them interesting at the end game, and in some cases they already do, so we just need to fix the other stats on the item.
Q. Will there any way for the players to have some control over the item stats. Such as implementing the mystic?
- Malkieri#1456 (Americas [English]), oraulo#2320 (Europe [German]), Goudru #1130 (Europe [French]), Djinn #2133 (Europe [French]), Blaine #2750 (Europe [Italian])
Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet.
To give you an idea of what direction we're heading toward, though, here are just a few ideas that we're considering right now:
- The ability to change a portion of a particular stat on an item to another stat of your choice
- The ability to augment an existing item with a stat bonus of your choice
- The ability to create an item with one or several fixed affixes—similar to the Rare recipes introduced in 1.0.7
- We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems
As far as the Mystic goes, she's a cunning lady. I’m sure we haven't seen the last of her.
Q. Where is my add socket?
- TwoCoins#1776 (enUS), Graupel#2865 (Europe [English])
Wyatt: When the game was in development, we actually the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many.
With that in mind, there are still some gameplay benefits to adding a socket that we’d still like to capture. Although having to add a socket every time can feel like a chore, if there was a mechanic that made it a legitimate decision, that is something we could explore. Additionally, there’s something to be said for feeling more invested in an item—taking steps to improve an item increases your emotional bond with that it, which is something we could definitely do better at.
So, to answer your question, it’s something that’s definitely on the table for the future, but it likely won’t be identical to the system that was in Diablo II or the early iterations of Diablo III.
Q. Will there be new craft-able items added in the future? I'm thinking weapons and/or legendary items...
- Cee#2572 (Europe [English]), Kiwi #2165 (Europe [Polish])
Wyatt: It’s hard to say for sure, but I don’t see any reason why not. As we revisit items in general, we’ll be looking at how crafting fits into the big picture, and it’s certainly possible that we’ll add more recipes at that time.
Q. So you have a plan to reduce the number of dropping items but increasing their quality. This will result in a smaller amount of items that can be salvaged into crafting materials for the Blaksmith, With this in mind – do you plan balance the amount of crafting materials gained from salvaging against the material requirements of blacksmith’s formulas?
- Agetriu #2991(Europe [Polish])
Don: Yes, we plan to take all of our future changes into consideration when balancing the amount of reagents needed for crafting recipes. We haven't decided on a number to reduce the number of drops by yet, so we can't go into specifics on how or if existing and future crafting recipes are going to change.
Along those same lines, we’ll also be looking at the cost at which items sell back to vendors, since the reducing the drop rate of items can/will impact a player's revenue of gold.
To be continued in part 2. . .
- Tier-15 Mistweaver 2-piece set bonus should now increase the healing of Renewing Mist by the correct amount.
- Hand of Purity no longer reduces the damage dealt by effects that ignore immunities.
- Captive Audience: Fixed an issue with Rune Prisons that prevented new captives from spawning.
- Summonable bosses on the Isle of Thunder now leash back instead of despawning when pulled too far from their spawn point.
- Zandalari Warbringers are now immune to crowd control and interrupt effects.
- Fixed an issue where some players may not receive loot after defeating Nalak.
Raids, Dungeons, and Scenarios
- Mogu'shan Vaults
- Increased the time before the gate to closes while engaging Feng the Accursed to 8 seconds, up from 3 seconds.
- Throne of Thunder
- Council of Elders
- Reduced the penalty to damage taken from the Shadowed Soul debuff from 5% to 3% per stack on 10-player Heroic mode.
- Dark Animus
- Dark Animus will now use its abilities at more consistent intervals.
- Interrupting Jolt now deals less damage on 10/25-player Heroic mode.
- Explosive Slam now deals significantly less damage on 10-player Heroic mode.
- Fixed an issue where Matter Swap could sometimes teleport players beneath the world.
- Fixed an issue where Bore Worms would remain submerged.
- Fixed an issue where Bow Fly Swarms would enter combat while remaining out of melee range.
- Lei Shen
- Fixed an issue where players defeating Lei Shen did not receive credit towards the Pinnacle of Storms achievement.
- Reduced the damage dealt by Megaera’s breaths and Ignite Flesh on 10-player Normal mode.
- Reduced the damage dealt by Rampage on 10-player Normal mode.
- Council of Elders
- Season 13 Tyrannical weapons had their item levels increased to ilevel 498, up from ilevel 493, to match Season 12 Elite weapons.
- Season 13 Malevolent Honor gear now gives more Stamina, making them comparable to Season 12 counterparts.
- Eye of the Storm: Horde teams are now being awarded the proper amount of victory points when holding 3 towers.
- [Ra'sha's Sacrificial Dagger] now has an increased cooldown for its special ability.
- There should no longer be a delay in displaying Isle of Thunder stage progression status on the World Map.
Dnevne Blue Teme
Much of the time, 'fun' items are nerfed to prevent an exploit of one sort or another.
Cheaters are why you can't have nice things. Well, they're still pretty nice, just not as often. (Source)
Glorious Tyranny PvP Enchant
Could you please explain why there is a weapon enchant that is only viable for melees? Isnt that a bit unfair against casters?
Honestly, I have mixed feelings about this enchant.
Once we’ve switched the way Elite gear becomes available to players (from the 2200 rating requirement to 27000 Conquest Point requirement), we felt the need to add something cosmetic, to visually distinguish high rated players from the rest, it’s just a cool thing to do and players were clearly asking for it, recognition is generally a good thing, it values people and it’s very motivational.
So the issue I have with this is that we’ve changed the way players can buy Elite gear, partially because ilvl disparity in PvP only helps to further increase itself, once players start to get Elite gear, the gap between those players and the ones still trying to grab it, widens, and it gets harder to beat those players.
So what does this have to do with the enchant? Well, the enchant was introduced as one of those visually distinguishable features exclusively available to high rated players, which causes 2 problems:
- If the enchant is too good for PvP, it will reintroduce the first problem that we’ve tried to solve back into the equation.
- If it’s too bad for PvP, no high rated player will want to use it, so the item becomes pointless.
So for this to actually work in its current form it simply needs to be on par with top PvE Enchants. This sort of balance can be hard to achieve, especially when we have static stats and characters that can duel-wield and others that cannot, so it’s not just about casters vs melee.
We’re aware of the issues being reported about this enchant and about not having more cosmetic perks to make high rated players stand out from the crowd. We’ll make sure to pass your feedback along to devs. (Source)
Catch Up Speed
And where was the problem with this? Isn't that the way games should be? You start at the beginning and go through all of the content in a specific order. Which game, except actual WoW, no matter whether on- or offline, allows you to leave out content and go directly to the final bosses?
With that route specifically? It was on the fact that if you came late to the game you didn't really have any way of catch-up to get into more advanced guilds, other than try to actually run that content when perhaps most guilds at that point had already moved past.
If you flash forward to Cataclysm, it probably isn't crazy to argue that it was too easy to bypass entire tiers by going into the Patch 4.3 5-man dungeons, sure.
If you flash forward to the present....
In Pandaria, now you do have to run that content, but the availability of tools as the Raid Finder and increased drop rates in previous raids means that while you're following that same route (as players were doing in Vanilla WoW) you're doing it at a quicker pace and even without the need of finding a guild running that content, looking for applicants and on the same time of the day you can raid.
So, it's not that there was something wrong with going through that route (in my opinion, I shall add), but, the fact there weren't many ways to bypass content meant that, the higher you went on that progress, the less guilds were around progressing, hence, less players were ready to experience that content. (Blue Tracker / Official Forums)
Dark Legacy Comics #381
DLC objavio je novi 381 strip!
As Griffin mentioned, that's only a piece of the story, and you'll fine out more about our upcoming itemization plans in our Developer Journal: Itemization Update. I highly recommend reading through the whole article, because it goes into a lot about our philosophies behind these changes and more.
Here's a snippet:
"We want to make it fun and rewarding to hunt down new items through play, and really instill the feeling that your next awesome item could come from anywhere, and is just around the corner. We need to get rid of some of the clutter first, so we plan to reduce the frequency at which Rare items drop down the road.
Before anyone panics and posts an angry comment in the forums, this doesn't mean we want players to earn even fewer good items. It just means we don't feel it's necessary to present the player with hundreds of bad Rares for every one that they might want. As an example, suppose items currently roll between 1-100 Intelligence. Now, imagine that we dropped 25% as many items, but the Intelligence range was instead somewhere around 75-100. In the end, you'd find fewer items, but more of the items you find would be worth equipping. That's our goal."
For a change of scenery from the usual Act III run, I like to start in Act I with the quest: The Cursed Hold. I get my five stacks of Nephelem Valor in the Festering Woods-Crypt of the Ancients, and Cemetery of the Forsaken. Once I have a full stack of Nephelem Valor I kill the Key Warden, and go down to the Halls of Agony to fight my way down to the Butcher.
You may also be interested to learn that we're looking to make some improvements to monster density in patch 1.0.8 for Monster Power 1 (and higher) in Inferno difficulty. This should help provide some farming diversity for players who are at that level of gameplay. Wyatt delved into the goals behind this change a little further here: http://us.battle.net...79561?page=4#75
Personally, I am excited to see what new routes players prefer for their farming runs, and what classes excel at different areas. Is there a particular area you would like to farm, but currently don’t? (Source)
We're pumped of PAX East!
Who else is going? Lylirra and I will be there! :) (Source)