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Lords of War Animirana Mini Serija

Blizzard je objavio Lords of War mini seriju koja je slična Burdens of Shaohao seriji iz Mists of Pandaria. Lords of War, predstaviće nam istoriju svih Warlorda koje ćemo imati prilike da vidimo u Draenoru. Blizzard je objavio Teaser za sledeću epizodu, a u prilogu možete pogledati prvu epizodu gde se upoznajemo sa Kargath Bladefist iz klana Shattered Hand! 
 
Prva epizoda ima interesantnu priču - Kralj Varian Wrynn suočiće se sa istom armijom koja je uništila Stormwind dok je njegov otac vladao, i pokušava da shvati kako da se odbrani od pretnje kojoj njegov otac nije uspeo da se suprotstavi. Vindicator Maraad se davno suočio sa njima u Draenoru, tako da nam on prenosu priču o svakom warlordu...
 


Warlords of Draenor Cinematic i Datum Izlaska - 13 Novembar 2014

Warlords of Draenor biće pušten 13 Novembra 2014 - Odmah u Četvrtak posle Blizzcon 2014!
 

Diablo III PTR 2.1 Zvanične Patch Informacije, The Vault

The Vault
Blizzard je objavio interesantan blog, gde nam opisuje novi sadržaj koji nam dolazi uz Patch 2.1 - The Vault. Iako ovo nije nešto spektakularno što dolazi uz ovaj  novi veliki Patch, igračima će verovatno biti interesantno napokon da prodju kroz goblin protal!
Originally Posted by Blizzard (Source)

Amidst the chaos of battle, ragged opportunists sneer and scuttle to collect the loot of the fallen. Hunched over by the weight of their purloined wealth, these mischievous scavengers represent a more recent addition to Sanctuary's bestiary, with sightings increasing (perhaps unsurprisingly) shortly after the Fallen Star appeared. While not much is known about these so-called "treasure goblins," one thing is certain: they're not native.

As quickly as they enter our world, they departdisappearing into mysterious portals and escaping with their misbegotten goods. But from where do these enigmatic visitors hail? And to where do their strange doorways lead? No mortal has ventured into nor even seen beyond their gilded veils to provide such answers. . . .

Until now.

 


 

Thinking With Portals:

Ever since the recent demonic invasion, tales of Treasure Goblins scurrying about Kehjistan's battlefields have riddled Sanctuary’s taverns. At first believed to be frenzied grave robbers, the goblins' true nature became known only once they were witnessed in broad daylight. Now, their grayish bodies and lizard-like heads are recognizable to all but the most cloistered of citizens, and prove a welcome sight to powerful nephalem in search of easy loot.

Oliver_Treasure_Goblin_thumb2.png

Treasure Goblins are a guarded species, however. If observed during one of their hunts, they will attempt to retreat through arcane portals—formed from magic not unlike that the Horadrim once employed to summon Town Portals and waypoints. As their presence has become more common, so have rumors of their gold-filled "vault." It is said that beyond a goblin's portal untold riches await, as well as untold horrors.

But what is fact and what is simply fable? It's time to find out.


Introducing the Vault:

In patch 2.1.0, whenever a Treasure Goblin is slain, there is chance that he (or she) will open a portal to the Vault.

The_Vault_D3_Screenshot-02_JP_1050x660_thumbnail.jpg

In the Vault, players will encounter unimaginable wealth, presumably stolen from the merchants and townfolk of Sanctuary. Piles of gold, chests brimming with treasure, and enough gems to sate even Shen himself will reward your curiosity.

The_Vault_D3_Screenshot-17_JP_thumbnail.jpgThe_Vault_D3_Screenshot-11_JP_thumbnail.jpg

Be warned! The Vault is also the domain of the Baroness Greed, the de facto leader (or so we assume) of the Treasure Goblin horde.

The_Vault_D3_Screenshot-23_JP_thumbnail.jpg

She is a swarthy matron consumed by her namesake and will not take kindly to your intrusion. End her reign and claim your spoils (if you dare)!

Step_01_thumb.jpgStep_02_thumb.jpgStep_03_thumb.jpg

 


Designing Greed:

Treasure Goblins are among the most beloved of all of Sanctuary's creatures, and their ability to escape (often with precious trinkets in tow) has drawn the focus of many adventurers. As a result, the idea that a player could actually catch one of said goblins off-guard and suspend the doorway into their world offered a tantalizing possibility for the Diablo III development team.

We had a chance to sit down with lead writer Brian Kindregan, senior level designer Matthew Berger, and a cadre of talented artists (senior character artist Chris Amaral, senior environment artist Richie Marella, and technical artist Neal Wojahn) to discuss the creation of, and inspiration behind, the Vault and its sumptuous leader. They kindly put down the weapons of their trade to help us pull back the design portal and see inside the development process.

Q. Brian, there's a lot of activity happening in the Vault—what's going on in there?

Brian: The Baroness Greed is never satisfied, so there's a lot of work to be done to keep the Vault up to snuff. Her goblin minions are continuously sent out to collect more gold. The incoming gold in turn has to be tallied. And the existing gold must be inventoried to make sure none of it has gone missing. Plus, Greed takes a bath in all her gold every three hours. She's definitely high-maintenance, as is her domain.

Q. It's been speculated that gold has no value for the goblins and that all they’re really after are the white items. Care to comment?

Brian: Greed is obsessed with all things valuable. It's a compulsion and the only cure is, apparently, more cowbell increasing amounts of physical wealth.

Q. When designing the Vault, where did you begin? And how did you begin?

Richie: We started on the Vault environment first and worked closely with the character team. We actually borrowed coin designs from them and they used a goblin statue for a mace inspiration.

Neal: Victor Lee did some really sick concepts a while ago, too; I’m not sure if they were for anything in particular but we always loved them so much that they inspired a lot of the architecture in the Vault itself.

And as Richie noted, those coin effects inspired us a lot. As we iterated, the Vault developed its own identity, and it drifted a bit away from that initial style. Instead of the Vault being a gold realm, we thought of it like a treasure realm. That's when we added a lot of things in the background for interest like gems, weapons, vases, and other valuables.

Q. What was the design inspiration for the Vault and its inhabitants?

Richie: The inspiration for the Vault was a mixture of a couple of things: a bee hive, the Lord of the Rings, and Scrooge McDuck's infamous Money Pit.

One thing early on we really wanted to go for was "mountains of treasure" that covered a lot of the Vault grounds. We also wanted to create this atmosphere of "worker" goblins, busy working away much like worker bees in a bee hive. I also played around with the hive motif with multiple storage holes built into the walls—these eventually evolved into mini-vaults.

Initially, most people assumed that Greed would be a male. When working with the character team on Greed, though, they proposed for it to be a female. This turned out to be a great idea because it fell in line with what we were going for with the bee hive motif and having the so-called queen (aka the Baroness) at the end fit perfectly.

Chris: We knew that we needed a variety of goblin types for the zone, too. A low level/low health worker goblin, a hefty brutish guard goblin, and of course the leader of the pack: The Baroness!

 

 

Q. We're definitely introduced to some new goblins in the Vault: Treasure Fiends, Peons, and Sentries. Is there an established caste system in the Goblin Kingdom?

Brian: There is indeed. The entire bureaucracy and society of the realm is set up to bring in, tabulate, and store as much gold and treasure as possible.

Q. Matthew, your team obviously had a lot of fun creating the enigmatic Treasure Goblins. How great was it to finally visit their home?

Matthew: We'd always wondered exactly what was hiding behind the portals that those pesky goblins disappear through and the idea of being able to visit that place—which we assumed would be awash with riches—was pretty fun.

Once we had decided that we were going to finally visit Greed's lair and let players try and take a fraction of her wealth back with them it was all a question of making it as memorable as possible. Everyone wanted to add their own little personal touches to the Vault. Piles of gold everywhere, goblins running around in the background, troopers appearing through portals, and (SPOILERS!) Greed's death. There really was no shortage of ideas.

Q. What about the Baroness? Can you tell us a bit about the evolution of her fight?

Matthew: The fight with Greed itself evolved fairly naturally as we played it internally. Her charge attack, for example, was initially much more straightforward: she would charge at you and if she missed she'd get stunned. To add a bit more variety we then added a second charge that had a much longer range so that she could charge all across the room sometimes and surprise the player—that then evolved into her triple charge. Initially, Greed oriented herself while preparing the charge which made it very hard to avoid, when we moved into the triple charge we had her stop doing this, allowing the player an easier time to avoid it. This coupled with the great new warning that the artists had given it was the winning formula.

In a similar fashion, we made a variant of her attack where she makes chests of treasure rain down on the player, adding a lot more tempo to give the fight some fresh legs as you got towards the finale.

Q. What was your favorite thing to design in the Vault?

Neal: I loved making the breakables because of the gold effects I got to do, but my absolute favorite was making the giant treasure chest that appears at the end of the Baroness fight! It was cool to make a mega-uber chest. As a prop artist, I don't do as much figurative work, so it was nice to add all the little elements like the face teeth and little feet on it. It was also fun because I got to do a clean version for when it's closed, and a bloody version for when it's open!

But that's not all! The character and environment teams were also kind enough to share several pieces of concept art:

VicArcadeCitadel_AKATreasureGoblinRealm_thumb3.jpgTgobEnvironment_thumb.jpgTGobPillar2_thumb.jpg
TGobCenterpiece_thumb.jpgTGobBackgroundElement_thumb.jpgTGobBraziers_thumb.jpg
TGobFloor01_thumb.jpgTGobPillarDetails_thumb.jpgStep_03_thumb2.jpg

 


And That's a (Gold) Wrap. . .

And so it is, that in patch 2.1.0, Treasure Goblins will become just a little more reckless, offering players a chance to finally venture through into their world to reclaim the lost spoils of war and contend with Greed, the Goblin Baroness.

Fortune and glory awaits those who are bold enough to step through, so good luck! We'll see you on the other side.

 
Diablo III PTR 2.1 Zvanične Patch Informacije
Originally Posted by Blizzard (Source)

PTR PATCH 2.1.0 - v2.1.99.26067

 

  • General
    • Portals to the Treasure Realm can now only spawn in Adventure Mode at level 70
    • Goblin rift portals will now only allow players who were present when the portal was created to enter
  • Greater Rifts
    • The rate at which players can skip tiers in Greater Rifts has been adjusted
    • Made several adjustments to the quality and quantity of loot dropped by Greater Rift Guardians
    • Greater Rift Keystones can no longer be dropped on the ground or sold to vendors
  • Items
    • Legendary Gems
      • Further changes have been made to the frequency at which Legendary gems are upgraded
        • Note: Because of this change the power of each upgrade has been reduced increased and the overall rate at which gem power is gained through upgrades has been significantly changed
    • Bug Fixes
      • Fixed an issue that prevented the non-infinite DoT from dealing damage when the infinite DoT was already applied to another enemy
      • Fixed an issue that prevented a Hellfire Ring and Amulet from being equipped at the same time
      • Fixed an issue that prevented Staff of Kyro, Fury of the Vanished Peak, Grand Vizier, Incense Torch of the Grand Temple, and Tzo Krin's Gaze from properly rolling with their respective +% damage to skill affixes
  • User Interface
    • Bug Fixes
      • Fixed an issue causing the Legendary Gem upgrade button to be unusable after upgrading a Legendary Gem, even if more upgrade attempts were available

 

    • Active Skills
      • Cleave
        • Skill Rune - Broad Sweep
          • Weapon damage increased from 215% to 235%
    • Earthquake
      • Skill Rune - Cave-In
        • Damage type changed from Fire to Physical
    • Revenge
      • Weapon damage increased from 220% to 300%
      • Heal amount increased 2% to 4% of maximum Life per enemy hit
      • Skill Rune - Blood Law
        • Heal amount increased 4% to 6% of maximum Life per enemy hit
      • Skill Rune - Retribution
        • Weapon damage increased from 480% to 700%
  • Bloodthirst
    • Life per Fury spent increased from 578 to  3301 966
    • Health Globe Healing Bonus increased from 1% to 4%
  • Inspiring Presence
    • Life regeneration increased from 1% to 2% of maximum Life per second
  • Weapons Master
    • Mighty Weapons
      • Fury per hit increased from 1 to 2
      • There is no longer a chance to gain Fury based on a proc coefficient, instead the amount of Fury gained will be affected by a proc coefficient
        • For example: A skill with a proc coefficient of 1 will generate 2 additional Fury, while a skill with a proc coefficient of 0.5 will generate 1 additional Fury
    • Active Skills
      • Consecration
        • Life regeneration increased from 8253 to 32,185 per second
        • Skill Rune - Bathed in Light
          • Life regeneration increased from 12,379 to 48,278 per second
      • Judgment
        • Skill Rune - Penitence
          • Life regeneration increased from 1032 to 2682 per second
      • Laws of Hope
        • Life regeneration increased from 3714 to 10,728 per second
      • Punish
        • Skill Rune - Rebirth
          • Life regeneration increased from 4952 to 12,874 per second
      • Smite
        • Skill Rune - Reaping
          • Life regeneration increased from 1238 to 6437 per second
      • Steed Charge
        • The duration for which you're restricted from casting other skills has been reduced from 1 to 0.4 seconds
        • Skill Rune - Rejuvenation
          • Life recovered increased from 10% to 15% of maximum Life
      • Sweep Attack
        • Skill Rune - Holy Shock
          • Life regeneration increased from 2063 to 5364 per enemy hit
    • Passive Skills
      • Wrathful
        • Life per Wrath spent increased from 825 to  3301 1341
        • Health Globe Healing Bonus increased from 1% to 4%
    • Active Skills
      • Evasive Fire
        • Increased the maximum distance from an enemy allowed to trigger the backflip effect
      • Fan of Knives
        • Skill Rune - Bladed Armor
          • Duration increased from 4 to 6 seconds
          • Bonus Armor reduced from 65% to 40%
      • Marked for Death
        • Added a 0.1 second cooldown to help prevent accidental double casting
        • Skill Rune - Death Toll
          • Heal amount increased from 1% to 3% of maximum Life per hit
        • Skill Rune - Grim Reaper
          • Damage dealt to surrounding enemies increased from 15% to 20%
        • Skill Rune - Mortal Enemy
          • There is no longer a chance to gain Hatred based on a proc coefficient, instead the amount of Hatred gained will be affected by a proc coefficient
            • For example: A skill with a proc coefficient of 1 will generate 4 additional Hatred, while a skill with a proc coefficient of 0.5 will generate 2 additional Hatred
        • Skill Rune - Valley of Death
          • Area increased from 12 to 15 yards
          • Damage bonus increased from 12% to 15%
      • Sentry
        • Skill Rune - Chain of Torment
          • Chain damage can now critically hit
      • Vengeance
        • Skill Rune - Side Cannons
          • Heal amount increased from 1.5% to 3% of maximum Life per enemy hit
  • Passive Skills
    • Brooding
      • Healing increased from 1.5% to 3% of maximum Life per second per stack
    • Active Skills
      • Blinding Flash
        • Skill Rune - Soothing Light
          • Life regeneration bonus increased from 11,966 to 26,821 per second
  • Crippling Wave
    • Skill Rune - Tsunami
      • Every third hit now also Freezes enemies for  1.5 1 second
  • Dashing Strike
    • Weapon damage increased from 305% to 370%
    • Skill Rune - Barrage
      • Weapon damage increased from 489% to 750% 975% over 2 seconds
    • Skill Rune - Blinding Speed
      • Dodge bonus increased from 29% to 40%
      • Duration increased from 3 to 4 seconds
    • Skill Rune - Flying Side Kick
      • Replaced with: "Radiance"
        • Gain 15% increased Attack Speed for 3 4 seconds after using Dashing Strike
    • Skill Rune - Way of the Falling Star
      • Duration increased from 3 to 4 seconds
  • Epiphany
    • Skill Rune - Soothing Mist
      • Heal amount increased from 20,632 to 40,232
  • Inner Sanctuary
    • Skill Rune - Intervene
      • Shield absorb amount increased from 68,332 to 107,284
    • Skill Rune - Safe Haven
      • Heal amount increased from 11,389 to 35,779 per second
  • Mantra of Evasion
    • Skill Rune - Wind through the Reeds
      • Passive: Mantra of Salvation also increases movement speed by 10%
        • This bonus movement speed can now exceed the cap
  • Mantra of Healing
    • Life regeneration increased from 4126 to 10,728 per second
    • Skill Rune - Sustenance
      • Life regeneration increased from 8,253 to 21,457 per second
  • Mystic Ally
    • Skill Rune - Enduring Ally
      • Life regeneration increased from 4176 to 10,728
  • Serenity
    • Skill Rune - Peaceful Repose
      • Heal amount increased from 56,943 - 62,101 to 93,874 - 120,685
  • Sweeping Wind
    • Weapon damage increased from 30% to  60% 105% per stack
    • Skill Rune - Blade Storm
      • Weapon damage increased from 40% to  85% 145% per stack
    • Skill Rune - Cyclone
      • Tornado weapon damage increased from 23% to  35% 95%
  • Wave of Light
    • Skill Rune - Numbing Light
      • Replaced with: "Shattering Light"
        • Has been redesigned
          • Wave of Light is followed up by an additional  165% 820% weapon damage as Cold in a line
          • Line damage can no longer hit targets that have already been damaged by the bell
  • Passive Skills
    • One With Everything
      • Replaced with: "Harmony"
        • 30% 40% of your single elemental resistances from items instead increases your resistance to all elements
    • The Guardian's Path
      • Bonus to resource regeneration while wielding a two-handed weapon decreased from 35% to 15%
    • Transcendence
      • Life per Spirit spent increased from 248 to  1568 429
      • Health Globe Healing Bonus increased from 1% to 2%
    • Active Skills
      • Hex
        • Skill Rune - Hedge Magic
          • The Fetish Shaman should now more reliably heal 3 times per summon
      • Horrify
        • Skill Rune - Frightening Aspect
          • Bonus Armor reduced from 100% to 35%

 

  • Legendary Gems have been added
    • Legendary Gems can be upgraded by speaking with Urshi (a new NPC) inside a Greater Rift
      • Urshi will appear every time a Greater Rift Guardian is defeated and will allow you to choose to upgrade either your Greater Rift Keystone or a Legendary Gem
        • You can earn additional attempts to upgrade your Legendary gems by reaching higher tier Greater Rifts
        • Urshi will grant you three attempts to upgrade your Legendary Gems
        • The chance for an upgrade attempt to succeed is based on a combination of the rank of the Legendary Gem you're attempting to upgrade and the level of Greater Rift you reached
        • As a Legendary Gem's rank gets closer to the level of Greater Rift you've completed, the chance of success decreases
        • Finally, once the rank of a Legendary Gem exceeds the level of Greater Rift you're able to complete the chance to upgrade is cut in half for each rank above the Greater Rift level you completed
          • For example: If you attempt to upgrade a rank 1 Legendary Gem in a level 30 Greater Rift the chance for success is 100%; however a rank 31 Legendary Gem will only have a 30% chance for success in a level 30 Greater Rift and a level 32 Legendary Gem will have a 15% chance of success
      • Each Legendary Gem has a secondary power that will be unlocked when it reaches rank 200 25
  • Bovine Bardiche
    • The chance to summon cows has been increased to 100%
      • Note: The cooldown on the Legendary Power still applies
    • The summoned cows should now be significantly more murderous
    • The summoned cows should now be significantly more durable
  • Bul-Kathos's Wedding Band
    • The Life drain effect on this is now capped at 2000% weapon damage per second
  • Rimeheart
    • Has been redesigned
      • 10% chance to instantly deal  1800-2400% 10,000% weapon damage as Cold to Frozen enemies
      • The Legendary Power now has a fixed damage number
  • Stalgard's Decimator
    • Weapon damage increased from 275-350% to 550-650%
      • This change will apply retroactively
    • Legendary Power can now proc from Rend, Whirlwind, Cyclone Strike, Tempest Rush, and Shield Bash
  • Scourge
    • Explosion weapon damage increased from 130-160% to 1800-2000%
  • Several existing Legendary items have been updated to include a unique Legendary power 
    • Monk
      • Madstone
        • Legendary power added
          • Apply Exploding Palm to enemies hit by Seven-Sided Strike
      • Vigilante Belt The Crudest Boots
        • Legendary power added
          • Mystic Ally summons two Mystic Allies to fight by your side
        • Minimum level increased to 22
    • Barbarian
    • Crusader
      • The +% Cold Damage affix will no longer smart drop for Crusaders
      • New Crusader Armor Set (Name still TBD) Roland's Legacy
      • Amazonian Parma Unrelenting Phalanx
        • New Legendary Crusader Shield
        • Allows Phalanx to summon twice as many Avatars
        • Applies to all rune variants
    • Demon Hunter
      • The +% Poison Damage affix will no longer smart drop for Demon Hunters
    • Monk
      • Inna's Mantra
        • (2) Set
          • Life per Spirit spent increased from 124 to 200
      • Monkey King's Garb
        • (4) Set
          • Weapon damage increased from 1600% to 3500%
          • The decoy will now attempt to spawn next to the closest enemy within 15 yards
      • Shenlong's Spirit
        • (2) Set
          • Energy ball weapon damage increased from 300% to 1200%
          • Spirit generation increased from 1 to 4 per second
          • Energy ball size significantly increased
    • Monk
      • p1_fistWeapon_norm_unique_02 Vengeful Wind
        • New Legendary Fist Weapon
        • Increases the maximum stack count of Sweeping Winds by  5-7 3
    • Fixed an issue that prevented some crafted level 70 Legendary items from being able to roll Thorns damage
    • Fixed an issue that could sometimes prevent the thrown axe created by Stalgard's Decimator from piercing
 

Warlords of Draenor Cinematic Teaser #3

Diablo III Novi PTR Patch - Set Bonusi i Skill Izmene

Novi Build postavljen je na Diablo III PTR Serverima i sa sobom je doneo nove Set bonuse i Skill izmene.

Izmene kod Set Bonusa
Originally Posted by AdriaCraft
  • Shenlong's Spirit 2 piece Bonus: Increases Spirit Regeneration by 4 per Second (up from 1).
  • Immortal King's Call 3 piece Bonus: Gain 500 (up from 289) Life per Fury Spent.
  • Inna's Mantra 2 piece Bonus: Gain 200 Life per Spirit Spent (up from 124).
  • Monkey King's Garb 4 piece Bonus: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 3500% (up from 1600%) weapon damage as Holy.
 
Legendary Gem Izmene
Originally Posted by AdriaCraft

ItemPassivePowerDescriptions.txt

 
Skill Izmene
Originally Posted by AdriaCraft

Barbarian


  • Weapons Master : Mighty Weapons Fury gained per hit increased to 2 (up from 1).
  • Inspiring Presence : Life regenerated per second increased to 2% of your Maximum Life (up from 1%).
  • Bloodthirst : Healing from each point of Fury spent reduced to 966 Life (down from 3095). Heal amount is increased by 1% of your Health Globe Healing Bonus (down from 4%)
  • Ignore Pain
  • Wrath of the Berserker
  • Earthquake
    • Cave-In : Damage is now Physical.
  • Revenge : Damage increased to 300% weapon damage (up from 220%). Healing increased to 4% of your maximum Life per enemy hit (up from 2%).
    • Retribution : Damage increased to 700% weapon damage (up from 480%).
    • Blood Law : Healing increased to 6%^of maximum Life per enemy hit (up from 4%).
  • War Cry
    • Invigorate : Life regenerated increased to 8315 per second (up from 8253).

Demon hunter


  • Brooding : Life regenerated increased to 3% of your maximum Life (up from 1.5%).
  • Fan of Knives
    • Bladed Armor : Armor gain increased to 40% (up from 25%). Duration decreased to 6 seconds (down from 10).
  • Marked for Death
    • Grim Reaper : Damage divided evenly among all enemies increased to 20% (up from 15%).
    • Valley of Death : Area marked increased to 15 yards (up from 12 yards). Bonus damage taken by enemies increased to 15% (up from 12%).
    • Death Toll : Life gained by attackers of marked target increased to 3% of their maximum Life (up from 1%).
  • Shadow Power : Life per Hit gained increased to 16093 (up from 12379).
    • Blood Moon : Life per Hit gained increased to 32185 (up from 24758).
  • Companion
    • Boar Companion : Life regeneration given by the boar increased to 5364 per second (up from 4126).
  • Vengeance
    • Side Cannons : Maximum Life regenerated while firing increased to 3% (up from 1.5%)

Monk


  • Transcendence : Life per Spirit gained reduced to 429 (down from 1568). Bonus gained from Health Globe Healing Bonus reduced to 0.4% (down from 2%).
  • The Guardian's Path : Spirit generation while using a two-handed weapon decreased to 15% (down from 35%).
  • Harmony : 40% (up from 30%) of your single elemental resistances from items instead increases your resistance to all elements.
  • Breath of Heaven : Healing increased to 69735 - 91192 (up from 53642 - 70147).
    • Circle of Life : Healing increasedt o 139469 - 182383 (up from 107284 - 140295).
  • Cyclone Strike
  • Serenity
    • Peaceful Repose : Healing increased to 93874 - 120695 Life (up from 56943 - 62101).
    • Tranquility : Damage redirected increased to 120158 (up from 92430).
  • Mantra of Healing : Shield strenght increased to 62064 (up from 47742). Life regeneration bonus increased to 10728 (up from 4126).
    • Sustenance : Life regeneration increased to 21457 (up from 8253).
    • Boon of Inspiration : Life on Hit bonus from Mantra of Healing increased to 3576 (up from 2751).
  • Dashing Strike : Damage increased to 370% weapon damage (up from 305%).
    • Barrage : Damage increased to 975% weapon damage over 2 seconds (up from 750%).
    • Way of the Falling Star : Movement speed gain duration increased to 4 seconds (up from 3).
    • Blinding Speed : Chance to Dodge increased to 40% (up from 29%). Duration increased to 4 seconds (up from 3).
    • Radiance : Attack speed bonus duration increased to 4 seconds (up from 3).
  • Inner Sanctuary
    • Intervene : Shield strenght increased to 107284 (up from 68332).
    • Safe Haven : Healing inside Inner Sanctuary increased to 35779 Life per second (up from 11389).
  • Sweeping Wind : Damage increased to 105% weapon damage (up from 60%). Damage at 3 stacks increased to 315% weapon damage (up from 180%).
    • Blade Storm : Damage per stack increased to 145% weapon damage (up from 85%). Damage at 3 stacks increased to 435% weapon damage (up from 255%).
    • Cyclone : Lightning tornado damage increased to 95% weapon damage (up from 35%).
  • Wave of Light
    • Shattering Light : Bonus weapon damage as Cold in a line increased to 820% (up from 165%).
  • Mystic Ally
    • Enduring Ally : Life per Second increased to 10728 (up from 4126).
  • Blinding Flash
    • Soothing Light : Life regeneration increased to 26821 (up from 11966).
  • Epiphany
    • Soothing Mist : Healing from using abilities increased to 40232 Life (up from 20632).

Templar


  • Heal : Healing increased to 193112 Life (up from 148548).
  • Loyalty : Life per second increased to 6437 (up from 4952).
  • Guardian : Healing increased to 182383 Life (up from 140295).

WitchDoctor


Wizard


Crusader


  • Indestructible : Life per Kill increased to 107284 (up from 82526).
  • Vigilant : Life regeneration increased to 2682 (up from 2063).
  • Wrathful : Life per point of Wrath decreased to 1341 (down from 3301). Heal amount from Health Globe Healing Bonus decreased to 1% (down from 4)/
  • Renewal : Life from blocking increased to 16093 (up from 12379).
  • Sweep Attack
    • Holy Shock : Life per enemy hit increased to 5364 (up from 2063).
  • Steed Charge
    • Rejuvenation : Maximum Life regenerated increased to 15% (up from 10%).
  • Judgment
    • Penitence : Life per second increased to 2682 (up from 1032).
  • Punish
    • Rebirth : Life regeneration when blocking increased to 12874 (up from 4952).
  • Justice
    • Holy Bolt : Healing increased to 2146 - 3219 Life (up from 1651 - 2476).
  • Provoke
    • Cleanse : Life on Hit gain increased to 1073 (up from 825).
  • Laws of Valor
    • Invincible : Life on Hit gain increased to 21457 (up from 16505).
  • Laws of Hope : Shield strenght increased to 124128 (up from 95483). Passive Life per second increased to 10728 (up from 3714).
    • Faith's Reward : Life per point of Wrath spent increased to 1073 (up from 825).
  • Laws of Justice
    • Faith's Armor : Shield strenght increased to 26821 (up from 20632). Duration increased to 5 seconds (up from 3).
  • Consecration : Life per second increased to 32185 (up from 8253).
  • Smite
    • Reaping : Life regeneration bonus icnreased to 6437 (up from 1238).

Gamescom: Anub'Arak, Azmodan, i Chen Heroji, Screenshotovi, Gameplay Video i SteelSeries Proizvodi

Anub'Arak, Azmodan, i Chen Heroji na Gamescom!
Blizzard je objavio novi trailer danas gde nam je pokazao nove Heroje koji će biti igrivi na gamescom ove godine. Anub'Arak, Azmodan, i Chen Stormstout su nova tri heroja koja su predstavljena u traileru.
 
 
Menu i In-Game Screenshotovi
Blizzard je objavio presskit za gamescom 2014, uz koji su došli i screenshotovi talenta novih heroja Anub'Arak, Azmodan, i Chen.
 

    

      

      

      

      

      

 
Chen Gameplay Video
Reidorr je objavio gameplay video novog heroja Chen Stormstout!
 
 
SteelSeries Heroes of the Storm Proizvodi
Blizzard i Steelseries zajedno su se ponovo udružili i napravili Heroes of the Storm miš i QCK Podlogu. Miš koristi Sensei tehnologiju i oblik, samo što na sebi ima plava osvetljena na tri različite zone zajedno sa Heroes logoom. Proizvodi trenutno nisu u prodaji, ali možete da se prijavite na mailing listu kako bi ste dobili obaveštenje kada miš i podloga budu pušteni za pre-order.
 

    

Heroes of the Storm Alpha Patch Notes 31726

Blizzard je sinoć postavio novi build za Heroes of the Storm Alpha. U nastavu možete pronaći koje su to nove informacije izmena. Uz ovaj build došla su dva nova skina Frost Wyrm Arthas i Big Top Gazlowe.

bigtopgazlowe arthasfrostwyrm
 
 
Originally Posted by Blizzard (Source)

General

  • Universe-specific Daily Quests “Play 2 games with a Diablo/StarCraft/Warcraft Hero” have been re-enabled.

Shop

  • The Frost Wyrm Arthas and Big Top Gazlowe Skins have been added to the Heroes Shop and are now available for purchase!

Battlegrounds

  • Garden of Terror
    • Mercenary Camps can now be captured at night.
    • Garden Terror
      • Health reduced by 20%
      • Spore Queen’s Curse (Q)
        • Travel time reduced from 1 to 0.5 seconds.
        • Explosion delay reduced from 1.5 to 1 second.

Heroes

    • Valla
      • Strafe (R)
        • Damage reduced from 10 (+10 per level) to 10 (+9 per level)
        • Now deals damage more evenly among targets within its search radius.
        • Vengeance (Talent) has been changed:
          • Strafe now fires additional penetrating bolts in a line which deal 10 damage (+4.5 per level) every 0.25 seconds.

Bug Fixes

  • Fixed an issue in which returning fireballs from Diablo's Firestorm Talent could simultaneously impact the same target and cause excessive damage.
  • Casting an “unstoppable” effect on a Hero affected by the Plant Terror’s Spore Queen’s Curse ability will no longer retain the Plant Zombie’s ranged fireball basic attack when the curse expires.
  • Flowering Shamblers and Plant Horrors on the Garden of Terror can no longer be Bribed
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