DIablo III Očekivani Datum Izlaska Patch 2.2, Greater Rift Score Screen

Očekivani Datum Izlaska Patch 2.2
Wyatt je spomenuo na Twitteru da je moguće da će Diablo III Patch 2.2 biti postavljen u utorak 7 Aprila! Odmah posle toga igrači iz Evrope predpostavili su da je datum izlaska Patcha u Evropi 8 Aprila, a Vaneras je takodje potvrdio ove informacije!
Originally Posted by Blizzard 

@Serpher @DiabloIncGamers The plan is to apply patch 2.2 on April 7th. Sunday:Season 2 Ends. Tuesday:Patch. Friday:Season 3 (Source)


In other words, we can expect 2.2 on Tuesday April 7th (US) and Wednesday April 8th (EU). That's my guess since it's between season 2 and 3 and is a typical maintenance day.
That is a very solid guess, that is of course if there are no unexpected complications that would require us to postpone the patch to a later date. We'll be sure to keep everyone updated if that happens though :-) (Source)
 
Greater Rift Score Screen
Interesantna tema pokrenuta je bila na zvaničnom forumu i redditu povodom debate o novom Greater Rift Screenu. Wyatt Cheng je čak postovao na r/Diablo i Twitter objašnjavajući njegovu svrhu.
Originally Posted by Blizzard (Source)
Is there some utility here other than a full screen toast?
I'm wondering if it's a way to tell players when they've increased their blood shard cap?
These are both great questions. Since this feature wasn't included in the current PTR patch notes, I can see how it may have caused some confusion.
The screen congratulating you for achieving a new personal best in Greater Rifts which now appears on the PTR for patch 2.2.0 is part of our goal of celebrating players' individual achievements better. Wyatt actually touched on this goal a bit in our last Tavern Talk, when he spoke about players comparing their progress to those on the Leaderboards rather than their own previous personal bests.
Aside from recognizing new personal bests in Greater Rifts with a pop-up notification (or "toast" as we call them), we're also increasing your Blood Shard cap by 10 for each Greater Rift level you complete. Ideally, this should make achieving new personal bests while climbing up in Greater Rift level feel more satisfying, regardless of whether or where you stack up on the Leaderboards.
While it can be fun to compete on the Leaderboards, at the end of the day, it's also important to us (as it is to all of you) to celebrate your personal achievements, too! Doing better than you did before deserves some fanfare, even if just a little. :)
Also, as a side note for those reading along, we're aware there's a bug that's causing the “close all windows” hotkey to close the Greater Rift completion screen as well, and we hope to have this fixed in the near future.

The window is huge yet there no info at all on it. Either get back to the old window, or add more info (ex : damage done in the Grift, number of deaths, time taken to kill the RG...these would be far more usefull than a huge useless window)
Great feedback!
Wyatt actually explained (via Twitter) that we might add this kind of info to the new Greater Rift completion screen. He even clarified later on r/Diablo (source) that we might also include your current personal best for the Greater Rift level you're doing and how this time compares to those of your friends or clan mates. We might even include your total distance traveled, skills you used, whether you got survival bonuses, and so on.

Diablo III Pregled Tavern Talk i Stream Transcript

S'obzirom na trajanje Tavern Talk strema, mi smo izdvojili par najbitnijih detalja. Imajte u vidu da teme o klasama i pitanjima možete pronaći u kompletnom stream transkriptu.
 

Watch live video from Diablo on Twitch
 
Originally Posted by Blizzard (Source)
  • Trials are being heavily analysed and we can expect changes as soon as they have something solid.
  • Platinum and Cosmetics are coming to new regions (servers) - so only China. Not on NA, EU, KR and TW servers!
  • There are no announcements or plans of bringing those over. It was said they definitely don't want boosters and P2W on the current servers.
  • It was hinted that Diablo will be "free to play" on the China realm.
  • No plans to remove Pylons in GRs. Small variance is ok - but not 10 levels of difference.
  • Immortal King's power is being flexible and matching any skill - its strength can grow a lot with new "skill specific" items.
  • New Sets are meant to be the stars of Patch 2.2, and not old sets turning into the absolute best with buffs.
  • Season 3 is expected to be longer than Season 2, but shorter than Season 1.
  • New Sets and items will focus on different skills (Seven Sided Strike, etc) but old ones will remain faithful to their fantasy (like Raiment sticking to Dashing Strike).
  • They are ok with how "non build defining" (or non-BiS) Ancient weapons present a tough choice when paired against BiS or build-defining non-Ancient weapons.
  • More Weapons with interesting affixes and that can compete (so that Furnace isn't the only choice).
  • Devs are not happy with permanent immunity, perma-CC and no resource management.
  • Cursed Realms are datamined and there's nothing to be said about them.
  • Hotfixes mid-season (like the Sever change) will likely not happen anymore (so gonna have to wait for a patch) - internally they struggle a lot with this discussion, with the team being split.
  • No plans to allow Gem converting (red -> green), making targeting items easier (through Kadala), removing Gold Find from Paragon, changing Topaz bonus on Helms.
  • Leaderboards are awesome, but the devs don't balance the game around them, and they don't want to put too much focus on the competition (like giving exclusive ranking rewards).
  • On putting new Crafted Legendaries and Sets - they prefer working on improving what's in the game already (Helltooth, Invoker).
  • John Yang said he will personally start working on Helltooh as soon as 2.2 hits, and is actively gathering feedback on that set!
 
Stream Transcript
U prilogu možete pročitati pitanja koja su postavljena na Tavern Talku, kao i odgovore na iste.
Originally Posted by Blizzard (Source)

The current live gold/xp buff was brought up. Meant to celebrate RoS' 1 year anniversary.

DH and WD mobility not on par with others chars - plans to address that?

Back in the day they discussed mobility and decided on the higher mobility classes. They also did an in-depth pass on this before RoS launched.

It's generally intended for DHs to have higher mobility and WDs to be on the lower end. Ideally the WD should excel in other areas. But they don't want 3 classes boosting ahead and 1 falling way behind in multiplayer.

Example of suggestion on the forums - make Soul Harvest increase movespeed by a small amount.

Have you guys ever thought about using "multiple trial keys" and receive that many keys for whatever level we reach?

They have considered it. Trials have been criticized a lot (both by the public and the team). They are seen as a "sore point" and solutions are being discussed.

Given all the negative feedback about Trials, do you agree they need to be fixed?

The devs agree that "something" needs to be done. They do serve a purpose, but are too "high friction" and being worked on.

They don't want a giant drop-down menu that lets people pick their GR level similar to Monster Power.

Given the clear western demand, will cosmetic-only transactions ever be available out of China?

Some changes are being made to the game to new regions (don't apply to NA, KR, TW, EU) - boosts, new stash spaces, new char slots, etc.

No plans to announce anything right now, not even cosmetics. Wyatt wanted to be clear that they have no plans to sell boosts in the previous regions - Blizz doesn't want a Pay to Win situation! It works in a free-to-play model!

The reason why in some upcoming region they're trying this new Platinum system, which can be earned by playing, so that players can buy the boost without ever giving any money to Blizz.

Are there plans for a 6pc IK bonus beyond 100% damage increase?

The plan is to keep it as is. Because of how open-ended and flexible the set is. They don't wanna have IK out as the absolute strongest set from the beginning of patch 2.2.

Philosophy behind set changes: Raekor has been the primary end-game build, with Leapquake being ok-ish, and IK being ok-ish too. The idea is to make Wrath of the Wastes to be the star of the new patch, they want players to feel incentivized to use it.

Have you guys considered changing Pylons in Greater Rifts?

Wyatt said that Pylons are in a better place than they used to be. Not ideal yet, but they don't wanna remove them completely.

They are happy with small variances. They would do something if a Pylon would allow you to go 10 levels above the normal - like Conduits could do for Barbarians before.

Season 1 seemed too long. Season 2 seems to short. What can we expect in the future?

Season lengths are dictated by development schedules. This new season has a ton of new content.

Next patch likely contains a new set for Crusaders, Monks and WDs.

Season 3 is likely gonna end as they get ready internally. They expect S3 to be longer than S2 and shorter than S1.

Would you ever consider making Aether Walker affix work how teleport works baseline?

No.

Why does every WD set include a Vodoo Mask, with strong ("mandatory") items using this slot (Jeram, Carnevil, Quetzcoatl), forcing WDs to use RoRG.
They don't feel RoRG and Vodoo Masks are the cause, but rather that there are no strong competitors in ring slots for instance.

Many monks wanted Sweeping Wind or SSS to be the focus of the Raiment set, why was Dashing Strike chosen?
They wanted to reinforce the playstyle and fantasy of an ultra fast character flying around the battlefield murdering everything.

Any thoughts on Wizard's resource management? Only class that can't spam a worthwile spell.
They are actually glad that the Wizards have an actual resource management, and ideally all classes would have to manage their resouces. That is always under the radar.

Rather than giving them a spammable spell, they'd rather incentivize Wizards to use interesting abilities (like with the new Tal Rasha's set).

Allow "swapping" of gem colors? (converting gems) At a 1:3 ratio for instance.
No. They don't want to let people convert those. Ideally classes have a purpose for all types of gems.

Any plans on making changes to Ancient weapons' damage ranges? As of now, a terrible ancient weapon is better than an amazingly rolled build-dfining regular Legendary.
It was said that this kind of situation is actually intended. If you have a perfect Furnace against an ancient weapon, you're presented with a "tough choice".

Any plans to make the topaz in helmet reduce resource cost? (very popular request)
The design answer is "there's likely someone there who likes magic find" and for that guy it would feel horrible to change it. Hinted a future new gem (Sapphire) for new gem functions.

Any plans on incorporating Ancient's Fury into the IK set bonus, or making all runes generate fury?
The Fury Generator rune is deemed mandatory, and that's under the radar.
That is one of the reasons the bonus for Bul Kathos is +10 Fury/sec, to make sure you aren't forced to run that rune.

Any plans on removing Rends animation so it doesn't interrupt Whirlwind?
No. The idea is for them to have a moment of vulnerability when casting Rend (since Whirldwind can now reduce damage by 40%).

What happened to Cursed Realms, will we see them next patch?
It was only datamined info, nothing that was talked about and they're not ready to announce anything about it.

Why did you change the mechanics of Sever mid season?
For those who don't know Sever had an interaction with Marked for Death rune from DH that allowed damage to spread, and it was crazy powerful.

They're trying to avoid situations where damage is insanely out of line with everything else (old Explosive Palm, Rimeheart, etc). Sever was implemented as a "cosmetic effect" (dealing tons of damage would make the monster explode).

Internally they were split on doing it mid season! Also, they don't tune the game around leaderboards. It was heavily discussed where to draw the line of "when do we hotfix something", and the conclusion was how ideally they would wait until a future patch to fix it.

Gambling/farming for specific (often build defining) weapons is a nightmare because of Kadala. Any plans to improve that?

The TLDR answer is No. Gambling serves the purpose of increasing the chance of getting a certain item, but not making it a given.

Does Blizzard plan to address/compensate Jade WD for the Spirit Walk change? Because Spirit Walk + Grave Injustice was the backbone of the whole build.
They don't like permanent immunity, and Spirit Walk was almost at that. They really like the Jade Doctor playstyle and realize they took away a lot of survivability, and want to compensate for that.

Survivability is something that they're always analysing. They think immunity can be a part of your kit, but not the backbone of it.

When you look for feedback during the PTR, are you actually looking for ideas and concepts, thoughts about how the gear is working (feel while playing), the damage of the items, or just bugs?
All of the above!!!

Sometimes PTR suggestions are awesome but not "viable" for that particular PTR, due to the time it takes to develop those. Helltooth was brought up, and is the first thing John Yang wants to work after 2.2 hits! He's writing down all suggestions made on the forums.

Any chance of removing Gold Find from Paragon points and replacing it with Damage to Elites?
Absolutely not.

Not everyone likes gold find, but for some people it might be useful and fun.

Which criteria is used to determine if a set is overperforming or underperforming from your perspective, what do you balance them around?
Overall they would be happier if a class has several viable ("within 3 Greater Rift levels of each other") end-game builds.

They worry a lot more about playstyle than actual number tuning. If a build could finish GR 70 but was insanely boring to play/use, then they'd have a big problem with it.

Any thoughts on removing or making 6 piece bonuses less of a requirement so pople can use the sweet uniques you have designed, rather than being forced into a 6 piece set?
Their end goal is having a variety of playstyles that allow people to play their characters the way they want. And sets bonuses are part of that.

Any plans on making new craftable legendary or set items?
Not currently, because there are already so many legendaries and sets that need attention that they would rather focus on those (like Invoker or Helltooth).

Monks need some loving! 2 many sets compete for the same slots. Why do none of these sets have a bracer? Inna's boots should be replaced with bracers.
Monks received quite some love on S2 and are one of the most rolled classes. They think they're solid right now but will continue getting new cool items.

Any chance to have an increase to rare weapons drop rates in season? I'm paragon 460 and have not found a Dagger of Darts yet and took me until para 450 to find my first SMK.
The devs follow the philosophy that "rarity = power", so getting a new item you'd feel awesome. But rather than reducing the rarity of some items, they want the "lesser more common items" to be exciting too (with special affixes).

On Seasons
Tough internal dilemma - "how much do they incentivize seasons"? Over half of the playerbase took part in seasons. They are seeing feedback from people that don't want to be "forced" into seasons.

Things like new sets are not gonna be seasonal only, but some build defining legendaries (Obsidian Ring of Zodiac) and other items will - (like Dead Man's Legacy being sort of a 7th piece for the Multishot set).

What was your rationale for 2 consecutive nerfs to the Wizard sets while even at the first iteration of the PTR they still weren't up to par with DH dps output?
PTR is meant to have huge changes, so people should have that in mind when testing or following PTR news/changes. (note: DHs dps output wasn't addressed in any question)

The new Garg ring is great but when used with Wrathful Protector it lasts 15 secs + it sometimes takes 4 sec for hem to hit ... Can you increase the duration?
They'll take steps to address that over time if it happens to be an issue.

What's the reasoning behind 6pm PST season start times instead of 3pm PST so that eastern players have ("more") time to play.
Ultimately it was kind of a mid-way point. No perfect solution to everyone, so it seemed like a "reasonable" one.

The wizard seems to lack skills that benefit the party as a whole, whereas every other class has skills that can buff offense/defense. Any changes to that?
The answer would be Delsere's... they consider it substantial group utility.

Have you ever considered making a legendary gem tab similar to the heirloom tab in WoW. Every character can use the same gem and you level it up through the tab. It's a quality of life change.
Travis Day would love this.

The original design was that if you leveled a legendary gem, whoever had that gem would get it rank increased too and it proved to be a *huge technical hurdle*. So maybe in the future if it's possible.

If perma immmunities are bad (nerfed in PTR) why is perma-root not nerfed? It seems to promote a DPS meter style.
Perma-cc should not be a thing. It's currently viable and would be even stronger with Obsidian Ring of the Zodiac. It's on the list to be dealt with, but not for 2.2.

In Season 3, all of the "cheat death" passives were fixed but one: Unstable Anomaly. Will this be fixed so Wizards won't die immediately to AoE effects?
The devs want the "cheat death" passives to feel somewhat different. But maybe they should get over that - it will be discussed.

Did you ever consider giving a Reduced Cost Reduction and Damage Reduction stack in 6p Rolands?
No, as they don't want bonuses to have the same feel and have them all stack the same bonus and playstyle.

Any plans on increasing multishot for DHs to increase Unhallowed Essence viability? Or reduce Shield Bash wrath cost to increase Roland's?
They think these questions are power-related. They don't think Unhallowed is weak right now.

Fun fact: Holy Shock rune of Sweep Attack is not Holy. Why make the new Denial shield non-Crusader (and thus no RCR, CDR, specific skill damage)?
They talked on stream about maybe changing it to Holy. Will be looked at. The Denial bonus was put there because it seemed fitting, and when creating the bonus they didn't consider the relation to CDR, RDR and specific class skill damage bonus.

Dexterity/Strength scales with Armour, and Intelligence
They are ok with a choice of "do I want res all or armor". They don't want to exacerbate the math in the game.

How do you feel about using pre-existing items in the game and making them into sets? Like having Velvet Camaral and Mykens Ball of Hate and have a set bonuses that increases the damage of Electrocute?

They talked about how some items that have synergies are meant to feel like sets but without having the "set brand" on them (like Goldskin + Goldwrap, Cindercoat + fire items).

What is your stance on on-kill effects? I feel the recent change to In-Geom has shown heir uselessness once again.
Wyatt thinks In-Geom is fine, as it can be a permanent bonus if your power level is high enough. He doesn't agree with the item being deemed useless.

Any plans for rewards for leaderboard rankings at the end of a season?
They never discussed that internally. Travis Day at the spot said he's strongly against that as it would put too much of a strong focus on the competitive aspect of leaderboards. The devs want to celebrate each player's journey.

Diablo III Kraj Sezone 2 i Početak Sezone 3 u Aprilu

Blizzard je najavio datum kraja sezone 2 i početak sezone 3! Trenutna sezona završava se 5 aprila, a očekuje se da će sezone 3 početi 10 Aprila.
Originally Posted by Blizzard (Source)
The time draws near, nephalem. New heroes have come and gone, Conquests have been conquered, Greater Rift levels have been crushed, and Leaderboards have been filled to the brim.If you haven't experienced the end of Season, there's a lot to know about what happens to your gear, progress, and characters. Don't fret! We're here to give you a full overview of what to expect and fill you in on the details of when the current Season will end and the next one will begin.
 
Table of Contents:

The Season Rollover:

Seasonal players know there has been no shortage of gold, gear, or Paragon levels to grind. So what happens to all that hard earned progress when a Season ends? In short, you get to keep just about all of it. Here's a list of all the rewards from this Season you can expect your non-Seasonal heroes to enjoy:
  • Heroes
    • Seasonal heroes will be converted to either non-Seasonal Normal or Hardcore mode heroes, as appropriate. There's no need to delete any characters to make room for them; your Seasonal heroes will continue to use the same slot they currently occupy in your roster after the rollover.
  • Gold
    • Any gold you earn during the Season will transfer to your non-Seasonal heroes.
  • Paragon Experience
    • The total amount of Paragon experience earned is the amount that rolls over, not your raw total amount of Paragon levels gained.
    • For example, if your Seasonal heroes reached Paragon 300, but your current non-Seasonal heroes are already Paragon 400, your new non-Seasonal Paragon level will still be less than Paragon 700 since higher Paragon levels take more experience to earn.
  • Blood Shards
    • Similar to gold, any Blood Shards you have available at the end of the Season will transfer to your non-Seasonal heroes.
    • If your non-Seasonal heroes are currently at the Blood Shard cap, any Blood Shards you earn once the Season ends will temporarily ignore the cap. You can spend these at your leisure; however, note that you cannot pick up any additional Blood Shards untill you are below the current cap.
  • Items
    • Items that are currently equipped on a hero or that hero's inventory will stay on that hero as it moves to a non-Seasonal game mode.
    • Items that are in your Seasonal stash will be sent through the in-game mail system to your non-Seasonal heroes. These items can be claimed by any non-Seasonal hero for up to 30 days from the time you first log in after the Season ends.  To access these items, enter a game and hit the Mail icon located in the lower-left corner of your screen to open up your inbox. 
  • Artisan Progress and Recipes
    • If your Seasonal Artisans are a higher level than your non-Seasonal Artisans at the end of the Season, their level will transfer to your non-Seasonal Artisans.
    • Any recipes you have on your Seasonal Artisans that are not available to your non-Seasonal Artisans will be transferred as well.
  • Shared Stash
    • Any Shared Stash slots or tabs you purchase during a Season that are not currently available to your non-Seasonal heroes will be transferred accordingly.
  • Achievements
    • Any Achievements or Achievement progress made during the Season is automatically applied to your non-Seasonal Achievement profile. This happens in real time and does not require the Season to end first. Your Achievement point total is also updated appropriately throughout the Season.
  • Season 2 Rewards
    • All players who reach level 70 on a hero in Season 1 will unlock exclusive Boots and Pants transmogrification appearances. These appearances will unlock immediately upon hitting level 70 on a Seasonal hero, and will be available on Seasonal and non-Seasonal heroes alike (even before the Season concludes). To access your new appearances, simply visit Miriam the Mystic and open the Transmogrification tab.
    • In addition, unique banner rewards will be available for those who go the extra mile and earn a few Achievements! Similar to the transmogrification rewards, these banner rewards will be available to all your characters immediately upon unlocking them. You'll receive the following based on the number of Achievement points you've netted:
      • 100: Banner Shape
      • 200: Banner Pattern
      • 300: Banner Accent
      • 400: Banner Sigil
Note that all heroes, rewards, and progress will convert to the appropriate non-Seasonal game mode. Any items, gold, Paragon experience, Achievements, Artisan levels or recipes, Stash space, and Blood Shards earned on Normal Seasonal heroes with transfer to your Normal non-Seasonal heroes when the season is over. Similarly, anything you’ve earned on Hardcore Seasonal heroes will transfer to your Hardcore non-Season heroes instead. 

Season 2 Conquests:

Unlike other rewards, Conquests do not roll over at the end of the Season (because they aren’t available to non-Seasonal heroes). This also means that your non-Seasonal Achievement point total will not be affected by any Conquests you earn during a Season. Worry not; your mighty deeds will still be chronicled in the Records page of your profile for you to view at any time!


Season 2 Leaderboards:

Once the Season ends, all Seasonal Leaderboards will be wiped and you will be unable to attain new Leaderboard ranks until the next Season begins. The results of the previous Season’s Leaderboards will remain available for viewing in-game. Once the new Season begins, a handy drop-down menu will allow you swap between the current and previous Season records. Don't forget that you can also view current and past Leaderboards right here on our website.


The non-Seasonal Greater Rift Leaderboard will be unaffected by the end of Season and you’ll still be able to compete on them with your non-Seasonal heroes (including those who have just rolled over). These Leaderboards will be reset at a later date; we’ll have more information available as the end of the Era draws nearer!

Season 2 End & Season 3 Start Dates:

There will be a short period of time between when a Season ends and the next begins. During this time, you’ll be able to sort through your rollover rewards and review your progress on the Leaderboards. It’s a great time to reflect on the accomplishments you’ve made and enjoy the culmination of your pre and post-Season loot hunts! Season 2 will be ending at the following dates and times for each region:
  • North America: Sunday, April 5 @ 9:00 p.m. PDT 
  • Europe: Sunday, April 5 @ 9:00 p.m. CEST
  • Asia: Sunday, April 5 @ 9:00 p.m. KST
Season 3 will be starting shortly after at the following dates and times for each region:
  • North America: Friday, April 10 @ 6:00 p.m. PDT 
  • Europe: Friday, April 10 @ 6:00 p.m. CEST
  • Asia: Friday, April 10 @ 6:00 p.m. KST
For time zone assistance, click here. We look forward to seeing you in Season 3!

Ready for the Rollover?

How have you fared during Season 2? What was the highest Greater Rift you reached? Did you complete any Conquests? Any other exciting accomplishments to share? Let us know in the comments and prepare yourself — Season 3 is just around the corner!

Diablo III Tavern Talk 23 Marta

Sledećeg ponedeljka, 23 Marta, imaćemo novi Tavern Talk sa Diablo developerima. Dobra šansa da ponovo vidimo šta developeri imaju da nam kažu oko dizajna i odluka novog Patch 2.2.0 koji se trenutno testira na PTR serverima.

Originally Posted by Blizzard (Source)
As the 2.2.0 PTR comes to a close, we know you've probably got plenty of questions about what the next patch and season have to offer. Well, good news everyone! To answer your questions and more, we'll be hosting a live Q&A next week onTwitch!
Join me and the following developers Monday, March 23 at 4:00 p.m. PDT:
  • Wyatt Cheng, Senior Technical Game Designer
  • Travis Day, Senior Game Designer
  • John Yang, Associate Game Designer
The four of us will be hanging out in the Blizzard Studio for a full hour, taking your questions LIVE from Twitch chat and digging into the design, iteration, and implementation of our upcoming patch and season.  Unlike previous Tavern Talks, we won't be pulling any questions in advance, so be sure to have yours ready to go when the show begins! TavernTalk_LiveQ%26A-Mar23_D3_Carousel_JP_640x300.jpg
Haven’t made a Twitch account yet? No problem! It's quick and sign up is free with your e-mail or Facebook account.  Just click the purple "Sign Up" button in the upper right-hand corner on any Twitch page.
As always, we'll have the VOD of the full Q&A available on both our Twitch and YouTube channels shortly after the stream concludes, so don't sweat it if you can't make it to the live show. That said, we hope to see you there!

Diablo III PTR Patch 2.2.0 Zvanične Informacije

Blizzard je objavio preliminarne Patch 2.2.0 PTR Informacije koji se trenutno testira na test serverima!

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Originally Posted by Blizzard (Source)
Below you'll find the preliminary PTR patch notes for patch 2.2.0. Please note that this isn't the final version of the patch notes and that some changes may not be documented or described in full detail.

PTR PATCH 2.2.0 - v2.2.0.30013

To provide feedback on patch 2.2.0, please visit the PTR Feedback forum.
To report any issues you experience while playing, please visit the the PTR Bug Report forum.
For additional information about the PTR, click here.

Table of Contents:

GENERAL

  • Regular Health Potions have been removed from the game
    • The Health Potion slot on the action bar is now a bottomless Heath Potion that will heal you for 60% of your maximum Life
    • The functionality of Legendary bottomless potions is unchanged

CLASSES

  • Barbarian
    • Active Skills
      • Hammer of the Ancients
        • Skill Rune - Rolling Thunder
          • Should now more reliably hit nearby enemies in front of the Barbarian
      • Rend
        • Skill Rune - Mutilate
          • Bug Fixes
            • Fixed an issue preventing this rune from increasing the damage of itself
      • Whirlwind
        • Radius increased from 8 to 9 yards
    • Passive Skills
      • Nerves of Steel
        • Has been redesigned
          • Fatal damage instead reduces you to 15% Life. For 3 seconds afterward, you take 95% reduced damage and are immune to all control-impairing effects
            • This effect may only occur once every 60 seconds
  • Crusader
    • Active Skills
      • Punish
        • Skill Rune - Celerity
          • Proc coefficient increased
        • Skill Rune - Fury
          • Proc coefficient increased
        • Skill Rune - Rebirth
          • Proc coefficient increased
        • Skill Rune - Roar
          • Proc coefficient increased
  • Demon Hunter
    • Active Skills
      • Sentry
        • Now displays a buff icon indicating how many Sentries you have active
  • Monk
    • Active Skills
    • Passive Skills
      • Near Death Experience
        • Has been redesigned
          • When receiving fatal damage, you instead restore 35% Life and 35% Spirit and are immune to damage and control impairing effects for 2 seconds
            • This effect may occur once every 60 seconds
  • Witch Doctor
    • Active Skills
      • Haunt
        • Skill Rune - Poisoned Spirit
          • Bug Fixes
            • Fixed an issue that prevented this rune from increasing the damage of itself
      • Hex
        • Hex will now turn all enemies within a 12 yard radius into chickens, instead of just 1 enemy
        • Increased the maximum range for both Hexing enemies and healing friendlies
        • Minimum time between Hex casts by the Fetish Shaman increased from 3 to 4 seconds
        • Duration for which enemies can be Hexed reduced from 4 to 3 seconds
      • Plague of Toads
        • Skill Rune - Rain of Toads
          • Proc coefficient has been reduced
    • Passive Skills
  • Wizard
    • Active Skills
      • Slow Time
        • Is now cast at your target location, up to 60 yards away
        • Skill Rune - Point of No Return
          • Stun duration reduced from 3 seconds to 1 second
        • Skill Rune - Time and Space
          • Has been removed
          • Replaced with Exhaustion
            • Enemies caught inside Slow Time deal 25% less damage
        • Skill Rune - Time Warp
          • Damage bonus increased from 10% to 15%
    • Passive Skills
      • Arcane Dynamo
        • Bug Fixes
          • Fixed an issue that caused Nephalem Glory orbs to consume Flash of Insight stacks when picked up
          • Fixed an issue that caused Flash of Insight stacks to be removed when speaking to an NPC

ITEMS

  • +Max Discipline can now roll on Bows and Crossbows, in addition to Hand Crossbows
  • All crafted Rare items are no longer Account Bound
  • BlizzCon Elemental Ring
    • New Legendary Ring
      • Gain 150-200% increased damage to a single element for 5 seconds
        • This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison
          • Note: Cold is not included for Crusaders
  • Boots of Disregard
    • Life per Second increased from 500 to 10000
    • Number of stacks reduced from 8 to 4
  • Bottomless Potion of the Leech
    • Life on Hit increased from 1500-3000 to 15000-20000 for 5 seconds
  • Bottomless Potion of Mutilation
    • Life on Kill increased from 4000-8000 to 40000-50000 for 5 seconds
  • Bottomless Potion of Regeneration
    • Additional Life gained increased from 25000-45000 to 75000-100000 over 5 seconds
  • Bottomless Potion of Rejuvenation
    • New Legendary Potion
      • Gain 20-30% of your maximum resource when used below 50% Life
  • Captain Crimson's Trimmings
    • (2) Set Bonus
      • Life per Second increased from 2000 to 6000
  • Bastions of Will
    • (2) Set Bonus
      • Has been redesigned
        • All of your damage is increased by up to 100% based on how much primary resource you have
  • Guardian's Jeopardy
    • (2) Set Bonus
      • Life per Second increased from 2000 to 8000
  • Puzzle Ring
    • The Treasure Goblin helper spawned by this item will now pick up items in a larger radius
    • The Treasure Goblin helper spawned by this item will now run faster when picking up items
    • Bug Fixes
      • Fixed an issue causing players to receive a chat message stating that you have killed a Treasure Goblin when a player with this item equipped died
      • Fixed an issue that caused the Treasure Goblin lore book to be granted to players when they died with this item equipped
  • Ramaladni's Gift
    • Can now stack to 100
  • Several existing Legendary items have been updated to include a unique Legendary power
    • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
    • Obsidian Ring of the Zodiac
      • Legendary Power Added
        • Reduces the remaining cooldown of one of your skills by 1 second each time you spend resource
  • Class-Specific Items
    • Barbarian
      • Immortal King's Call
        • Has been redesigned
          • (2) Set Bonus
            • Call of the Ancients lasts forever
          • (4) Set Bonus
            • Call of the Ancients' melee attacks deal 600% weapon damage in a 15 yard radius
          • (6) Set Bonus
            • New Set Bonus
              • The duration of your Wrath of the Berserker is increased by 0.25 seconds each time an Ancient deals damage
      • Mortick's Breeches
        • New Legendary Pants
          • Wrath of the Berserker gains the effect of every rune
      • Seismic Treads
        • New Legendary Boots
          • Ground Stomp causes an Avalanche
      • Wrath of the Wastes
        • New Set
          • (2) Set Bonus
            • Rend deals 400% increased damage
          • (4) Set Bonus
            • Rend lasts 400% longer
          • (6) Set Bonus
            • Whirlwind deals 400% more damage to enemies affected by Rend
    • Crusader
      • Hammer Belt (PH Name)
        • New Legendary Belt
          • Justice spawns a Blessed Hammer when it hits an enemy
      • Roland's Legacy
        • Has been redesigned
          • (2) Set Bonus
            • Every use of Shield Bash and Sweep Attack reduces the cooldown of your Laws and Defensive Skills by 1 second
          • (4) Set Bonus
            • Damage bonus increased from 100% to 500%
            • Damage bonus is now multiplicative
      • Shield Bash Bracers (PH Name)
        • New Legendary Bracers
          • When your Shield Bash hits 3 or less enemies its damage is increased by 300-400% and 50% of the Wrath cost is refunded
      • Slash Belt (PH Name)
        • Omnislash
          • Slash attacks in all directions
    • Demon Hunter
      • Gauntlets of the Rain
        • New Legendary Gloves
          • While Rain of Vengeance is active you take 30-40% reduced damage
      • Natalya's Vengeance
        • Has been redesigned
          • (4) Set Bonus
            • The cooldown of Rain of Vengeance is reduced by 1 second every time you cast a primary skill and by 2 seconds every time you cast a Hatred spender
          • (6) Set Bonus
            • New Set Bonus
              • Rain of Vengeance deals 800% increased damage
      • Unhallowed Essence
        • New Set
          • (2) Set Bonus
            • Your generators also generate 1 Discipline
          • (4) Set Bonus
            • Gain 40% damage reduction for 4 seconds if no enemy is within 10 yards of you
          • (6) Set Bonus
            • Your generators and Multishot deal 10% more damage for every point of Discipline you have
      • Cluckeye
        • Chicken weapon damage increased from 100% to 500%
        • Enemies hit by the Chicken are now confused for 2 seconds
        • You are probably also confused (amused?) by the fact that your bow, for some reason, shoots Chickens
    • Monk
      • Inna's Mantra
        • Has been redesigned
          • (2) Set Bonus
            • Increase the passive effect of your Mystic Ally and the base passive effect of your Mantra by 100%
          • (6) Set Bonus
            • New Set Bonus
              • Mystic Ally casts Cyclone Strike, Exploding Palm, Lashing Tail Kick, Seven-Sided Strike, and Wave of Light when you do
      • Madstone
        • Bug Fixes
          • Fixed an issue that caused Exploding Palm to be applied after Seven-Sided Strike did damage
      • Raiment of a Thousand Storms
        • Has been redesigned
          • (2) Set Bonus
            • Your Spirit Generators have 25% increased attack speed and 500% increased damage
          • (4) Set Bonus
            • Increases the weapon damage of Dashing Strike to 5000%
          • (6) Set Bonus
            • Dashing Strike now spends 50 Spirit, but refunds a Charge when it does
      • New Monk Bracer (PH Name)
        • New Bracers
          • Your Spirit generators reduce your damage taken by 30-40% for 3 seconds
    • Witch Doctor
      • Little Man's Finger
        • New Legendary Ring
          • Gargantuan instead summons three smaller Gargantuans each more powerful than the original
      • Tiklandian Visage
        • Now displays a buff icon indicating the duration of the Horrify effect
      • Zunimassa's Haunt
        • New Set Bonus
          • (6) Set Bonus
            • Enemies hit by your Mana spenders take 100% more damage from your pets for 4 seconds
      • Zunimassa's Legs
        • New Legendary Pants
          • Summon a Fetish Sycophant when you hit with a Mana spender
    • Wizard
      • Delsere's Magnum Opus
        • New Set
          • (2) Set Bonus
            • Casting Arcane Orb, Energy Twister, Magic Missile or Shock Pulse reduces the cooldown of your Slow Time by 1 second
          • (4) Set Bonus
            • Enemies affected by your Slow Time take 1250% weapon damage every second
              • This damage type will be determined by your highest equipped +% Elemental Damage
          • (6) Set Bonus
            • Enemies affected by your Slow Time take 500% more damage from your Arcane Orb, Energy Twister, Magic Missile and Shock Pulse
      • Firebird's Finery
        • Has been redesigned
          • (2) Set Bonus
            • When you die, a meteor falls from the sky and revives you. This effect has a 300 second cooldown
            • Bug Fixes
              • Fixed an issue that prevented the cooldown debuff from being removed on death
          • (4) Set Bonus
            • Your Fire Signature Spells cause up to 3 enemies to explode, dealing 250% weapon damage as Fire to enemies within 10 yards
      • Halo of Arlyse
        • Bug Fixes
          • Fixed an issue that could sometimes cause Ice Armor - Crystalize stacks to fall off with this item equipped
      • Meteor Boots (PH Name)
        • New Legendary Boots
          • Increases the damage of Meteor by 100%
          • Increases the damage of Meteor by 300-400% when it hits 3 or less enemies
      • Ranslor's Folly
        • New Legendary Bracers
          • Energy Twister Periodically pulls in enemies within 30 yards
      • Tal Rasha's Elements
        • Has been redesigned
          • (2) Set Bonus
            • Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type
              • Now uses the Molten Impact rune when triggered by Fire damage
              • Can no longer be triggered by hitting a destructible object
          • (4) Set Bonus
            • Attacks increase your resistance to that element by 100% for 6 seconds
          • (6) Set Bonus
            • Attacks increase your damage by 75% for 3 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack (maximum of 4). Adding a stack refreshes the duration
      • Slow Time Hat (PH Name)
        • New Wizard Hat
          • Slow Time gains the effect of every rune
      • Gesture of Orpheus
        • Can now roll with +% Arcane, Cold, Fire or Lightning damage instead of just Arcane
    • Several existing class-specific Legendary items have been updated to include a unique Legendary power
      • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
      • Barbarian
        • Skull Grasp
          • Legendary Power Added
            • Increases the damage of Whirlwind by 400-450% weapon damage
      • Crusader
        • Ivory Tower
          • Legendary Power Added
            • Blocks release forward a Fires of Heaven
      • Demon Hunter
        • Dead Man's Legacy
          • Legendary power added
            • Multishot hits enemies who are below 50-60% health twice
  • Bug Fixes
    • Fixed an issue that would sometimes prevent Account Bound Legendary item names from being faded out for players who were not eligible to loot them
    • Bonus Armor now properly rolls at an increased value on Ancient items

ACHIEVEMENTS

  • Packs of Champion Archers in Westmarch now spawn as Revenant Archers instead of Skeletal Archers
  • The drop chance of Rakanishu's Blade has been increased
  • Increased the spawn chance of several extremely rare unique monsters in Act V

ADVENTURE MODE

  • Areas in which Keywardens are located now have a boss icon on the Waypoint map
    • The icon will indicate whether or not the Keywarden has been killed
    • This is only for level 60+ games
  • Act II
    • Ancient Waterway
      • New bounties have been added for the Eastern and Western channels
      • Eastern and Western channels now each have two levels
    • Waypoints
      • New Waypoint added
        • Ancient Waterway
      • Dahlgur Oasis waypoint has been moved down slightly
  • Nephalem Rifts
    • Slightly increased the chance for a couple of extremely rare Nephalem Rift maps to spawn
    • Several new Nephalem Rift maps have been added based on the following zones:
      • Festering Woods
      • Fields of Misery
      • Fields of Slaughter
      • Stinging Winds
  • Bug Fixes
    • Fixed an issue that prevented players who paid a Rift Keystone to enter the Greater Rift from being able to obtain an upgraded Rift Keystone if they were not in the game when the quest advanced to the "Talk to Orek in town" step

CRAFTING

  • When crafting gems and items the entire quantity will now be crafted at once

MONSTERS

  • Rift Guardians
    • Blighter
      • Has been given two new attacks
  • Armored Destroyer
    • The warning time before an Armored Destroyer lands has been significantly increased
    • Armored Destroyer impacts will now knock players away from the landing zone
  • The Merciless Witch (Uber Maghda)
    • Removed enrage timer
    • Reduced the maximum time she can be shielded to 15 seconds
    • Butterfly projectile speed reduced
    • Butterfly projectile duration reduced
  • Nekarat the Keywarden
    • Has been moved from Silver Spire Level 1 to Gardens of Hope 2nd Tier
  • Realmwalker
    • Fixed an issue preventing the portal to the Realm of the Banished from being visible before the Realmwalker was killed
  • Savage Beast
    • Maximum Charge range has been reduced
  • The Skeleton King
    • Will now drop the improved version of Leoric's Crown the first time he has been killed by a hero
  • The Soul of Evil (Uber Diablo)
    • LIghtning breath now targets the closest enemy
    • Mirror image damage has been increased
    • Bone cages now damage you
  • Succubus
    • Bloodstar
      • Removed the armor debuff from this attack
      • The projectiles now move at random speeds
    • Leap cooldown has been reduced
  • Treasure Goblins
    • Three new Treasure Goblins have been added to the game
      • The Insufferable Miscreant, the Gelatinous Sire, and the Gilded Baron
      • The new Treasure Goblins can only be found in Adventure Mode

USER INTERFACE

  • You now must now confirm deletion of a Seasonal item in your mailbox
  • Rift Guardians' positions now always show on the map or minimap regardless of your distance from them
  • The Social Button now opens the Friends list by default, but will remember what was last viewed and will navigate to that screen the next time it's opened

Diablo III PTR Patch 2.2.0 Datamine Informacije

Patch 2.2 predstavljen je na Blizzcon 2014, zajedno sa blogom koji je objavljen pre par dana. Patch je sinoć postavljen na PTR File Serverima, medjutim serveri još nisu online, ali smo mi uspeli da pogledamo šta je to novo sve stiglo od izmena kao i novog sadržaja.
 
Novi i Ažurirani Set Bonusi!
Originally Posted by AdriaCraft
  • Wrath of the Wastes 2 pieces: [Rend deals 400% increased damage.]
  • Wrath of the Wastes 4 pieces: [Rend lasts 400% longer.]
  • Wrath of the Wastes 6 pieces: [Whirlwind deals 400% increased damage to enemies affected by your Rend.]

  • Delsere's Magnum Opus 2 pieces: [Casting Arcane Orb, Energy Twister, Magic Missile or Shock Pulse reduces the cooldown of Slow Time by 1 |4second:seconds;.]
  • Delsere's Magnum Opus 4 pieces: [Enemies affected by your Slow Time take 1250% weapon damage every second.]
  • Delsere's Magnum Opus 6 pieces: [Enemies affected by your Slow Time take 500% more damage from your Arcane Orb, Energy Twister, Magic Missile and Shock Pulse abilities.]

  • Unhallowed Essence 2 pieces: [Your generators also generate 1 Discipline.]
  • Unhallowed Essence 4 pieces: [Gain 40% damage reduction for 4 seconds if no enemy is within 10 yards of you.]
  • Unhallowed Essence 6 pieces: [Your generators and Multishot deal 10% increased damage for every point of Discipline you have.]

  • Roland's Legacy 2 pieces: [Every use of Shield Bash and Sweep Attack reduces the cooldowns of your Laws and Defensive Skills by 1 second.]
  • Roland's Legacy 4 pieces: [Increase the damage of Shield Bash and Sweep Attack by 500%.]

  • Raiment of a Thousand Storms 2 pieces: [Your Spirit Generators have 25% increased attack speed and 500% increased damage.]
  • Raiment of a Thousand Storms 4 pieces: [Increases the weapon damage of Dashing Strike to 5000%.]
  • Raiment of a Thousand Storms 6 pieces: [Dashing Strike spends 50 Spirit, but refunds a Charge when it does.]

  • Guardian's Jeopardy 2 pieces: [+250 Vitality] [Regenerates 8000 Life per Second] UP FROM 2000

  • Zunimassa's Haunt 6 pieces: [Enemies hit by your Mana spenders take 100% more damage from your pets for 4 seconds.]

  • Inna's Mantra 6 pieces: [Mystic Ally casts Cyclone Strike, Exploding Palm, Lashing Tail Kick, Seven-Sided Strike, and Wave of Light when you do.]

  • Inna's Mantra 2 pieces: [Increase the passive effect of your Mystic Ally and the base passive effect of your Mantra by 100%.]

  • Tal Rasha's Elements 2 pieces: [Damaging enemies with Arcane, Cold, Fire or Lightning will cause a Meteor of the same damage type to fall from the sky. There is an 8 second cooldown for each damage type.]
  • Tal Rasha's Elements 4 pieces: [Attacks increase your resistance to that damage type by 100% for 6 seconds.]
  • Tal Rasha's Elements 6 pieces: [Attacks increase your damage by 75% for 3 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. Adding a stack refreshes the duration.]

  • Immortal King's Call 2 pieces: [Call of the Ancients last until they die.]
  • Immortal King's Call 4 pieces: [Call of the Ancients' melee attacks also deal 600% weapon damage in a 15 yard radius.]
  • Immortal King's Call 6 pieces: [Increase the duration of your Wrath of the Berserker by [0.5|1|] |4second:seconds; every time an Ancient deals damage.]

  • Natalya's Vengeance 4 pieces: [The cooldown of Rain of Vengeance is reduced by 2 seconds every time you cast a primary skill and by 3 seconds every time you cast a Hatred spender.]
  • Natalya's Vengeance 6 pieces: [Rain of Vengeance deals 800% increased damage.]
 
Novi Legendary Itemi i mogući Set Bonus Stringovi
Originally Posted by AdriaCraft

ItemPassivePowerDescriptions

Barbarian

  • P2_ItemPassive_Unique_025 - Enemies hit by your Furious Charge take [VALUE]% weapon damage over 3 seconds.
  • P2_ItemPassive_Unique_026 - The first enemy hit by Furious Charge takes [VALUE]% additional damage.
  • P2_ItemPassive_Unique_027 - Increase the duration of your Wrath of the Berserker by [VALUE] seconds every time an Ancient deals damage.
  • P2_ItemPassive_Unique_032 - Wrath of the Berserker gains the effect of every rune.
  • P2_ItemPassive_Unique_043 - Ground Stomp causes an Avalanche.
  • P2_ItemPassive_Unique_048 - Call of the Ancients' melee attacks also deal [VALUE% weapon damage in a 15 yard radius.
  • P2_ItemPassive_Unique_004 - Increase the damage of Whirlwind by [VALUE]% weapon damage.
  • P2_ItemPassive_Unique_001 - Rend lasts [VALUE]% longer.
  • P2_ItemPassive_Unique_002 - Rend deals [VALUE]% increased damage.
  • P2_ItemPassive_Unique_003 - Whirlwind deals [VALUE]% increased damage to enemies affected by your Rend.

Wizard

  • P2_ItemPassive_Unique_028 - Attacks increase your damage by [VALUE]% for 3 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. Adding a stack refreshes the duration.
  • ItemPassive_Unique_914_x1 - [VALUE]% chance on being hit to release a Frost Nova.
  • P2_ItemPassive_Unique_037 - Increase the damage of Meteor by 100%. When your Meteor hits 3 or less enemies, the damage is increased by [VALUE]%.
  • P2_ItemPassive_Unique_013 - Casting Arcane Orb, Energy Twister, Magic Missile or Shock Pulse reduces the cooldown of Slow Time by [VALUE] seconds.
  • P2_ItemPassive_Unique_015 - Slow Time gains the effect of every rune.
  • P2_ItemPassive_Unique_012 - Enemies affected by your Slow Time take [VALUE]% more damage from your Arcane Orb, Energy Twister, Magic Missile and Shock Pulse abilities.
  • P2_ItemPassive_Unique_010 - Enemies affected by your Slow Time take [VALUE]% weapon damage every second.
  • P2_ItemPassive_Unique_050 - Your Fire Signature Spells cause up to 3 enemies to explode, dealing [VALUE]% weapon damage as Fire to enemies within 10 yards.

Monk

  • P2_ItemPassive_Unique_029 - Mystic Ally casts Cyclone Strike, Exploding Palm, Lashing Tail Kick, Seven-Sided Strike, and Wave of Light when you do.
  • P2_ItemPassive_Unique_033 - Increases the weapon damage of Dashing Strike to [VALUE]%.
  • ItemPassive_Unique_915_x1 - Seven-Sided Strike performs an additional seven strikes.
  • P2_ItemPassive_Unique_034 - Your Spirit Generators reduce your damage taken by [VALUE]% for 3 seconds.
  • P2_ItemPassive_Unique_049 - Increase the passive effect of your Mystic Ally and the base passive effect of your Mantra by [{VALUE1}*100]%.
  • P2_ItemPassive_Unique_022 - Your Spirit Generators have 25% increased attack speed and [VALUE]% increased damage.
  • ItemPassive_Unique_541_x1 - Your Spirit Generators generate [VALUE]% more Spirit.
  • P2_ItemPassive_Unique_021 - Dashing Strike spends [VALUE] Spirit, but refunds a Charge when it does.

Witch Doctor

  • P2_ItemPassive_Unique_030 - Enemies hit by your Mana spenders take [VALUE]% more damage from your pets for 4 seconds.
  • P2_ItemPassive_Unique_035 - Summon a Fetish Sycophant when you hit with a Mana spender.
  • P2_ItemPassive_Unique_041 - Gargantuan instead summons three smaller gargantuans each more powerful than before.

Crusader

  • P2_ItemPassive_Unique_039 - Increase the damage of Shield Bash and Sweep Attack by [VALUE]%.
  • P2_ItemPassive_Unique_040 - Every use of Shield Bash and Sweep Attack reduces the cooldowns of your Laws and Defensive Skills by 1 second.
  • P2_ItemPassive_Unique_042 - When your Shield Bash hits 3 or less enemies, its damage is increased by [VALUE]% and 50% of its Wrath Cost is refunded.
  • P2_ItemPassive_Unique_045 - Justice spawns a Blessed Hammer when it hits an enemy.
  • P2_ItemPassive_Unique_046 - Slash attacks in all directions.
  • P2_ItemPassive_Unique_047 - Blocks release forward a Fires of Heaven.

Demon Hunter

  • P2_ItemPassive_Unique_031 - Rain of Vengeance deals [VALUE]% increased damage.
  • P2_ItemPassive_Unique_005 - Your generators and Multishot deal [VALUE]% increased damage for every point of Discipline you have.
  • P2_ItemPassive_Unique_007 - Your generators also generate [VALUE] Discipline.
  • P2_ItemPassive_Unique_017 - Multishot hits enemies below [VALUE]% health twice.
  • P2_ItemPassive_Unique_020 - Gain [VALUE]% damage reduction for 4 seconds if no enemy is within 10 yards of you.

Misc

  • ItemPassive_Unique_916_x1 - Chance on kill to raise a skeleton to fight for you. Upon accumulating 5 skeletons, they explode for 300% weapon damage and the sword transforms into Ashbringer for a short time. Attacking with Ashbringer burns your target for [VALUE]% weapon damage as Holy.
  • P2_ItemPassive_Unique_036 - Attacks increase your resistance to that damage type by [VALUE]% for 6 seconds.
  • ItemPassive_Unique_917_x1 - Grants a [VALUE]% chance to block attacks. Blocked attacks inflict 20% less damage. After blocking an attack, your next attack inflicts 20% additional damage.
  • ItemPassive_Unique_918_x1 - Attacking enemies below [VALUE]% Life freezes them for 3 seconds.
  • ItemPassive_Unique_919_x1 - Your skill cooldowns are reduced by [VALUE] seconds.
  • ItemPassive_Unique_920_x1 - Reduce the remaining cooldown of one of your skills by [VALUE] seconds each time you spend resource.
  • ItemPassive_Unique_921_x1 - Summons a Fallen Lunatic to your side every [VALUE] seconds.
  • ItemPassive_Unique_922_x1 - Chance to create an area of focused power on killing a monster. Damage is increased by [VALUE]% while standing in the area.
  • ItemPassive_Unique_923_x1 - After 5 consecutive non-critical hits, your chance to critically hit is increased to 100% for [VALUE] seconds.
  • P2_ItemPassive_Unique_038 - Gain [VALUE] increased damage to a single element for 5 seconds. This effect rotates through the elements available to your class in the following order: Arcane, Cold, Fire, Holy, Lightning, Physical, Poison.
  • ItemPassive_Unique_Axe_1H_005_p2 - [VALUE]% chance to Smite enemies for 1500-1800% weapon damage as Lightning when you hit them.
  • ItemPassive_Unique_Belt_016_p2 - Picking up a Health Globe increases your maximum Life by [VALUE]% for 30 seconds, stacking up to 5 times.
  • ItemPassive_Unique_643_p2 - Blocks have a chance of summoning a charging wolf that deals [VALUE]% weapon damage to all enemies it passes through.
  • ItemPassive_Unique_597_p2 - After falling below [VALUE]% Life, all attacks are guaranteed Critical Hits for 4 seconds.
  • ItemPassive_Unique_Gem_018U_x1 - Enemies you attack also take increased damage from allied players, followers, and pets.
  • ItemPassive_Unique_Gem_019_x1 - Gain [VALUE]% melee damage reduction.
  • ItemPassive_Unique_Gem_019U_x1 - While below [VALUE]% Life, you may move unhindered through enemies.
  • ItemPassive_Unique_Gem_020_x1 - Your overhealing from Life per Hit and Life per Second are applied as an absorb shield for up to [VALUE]% of your maximum Life.
  • ItemPassive_Unique_Gem_021_x1 - Your cold skills now apply chill effects and your chill effects now slow enemy movement by an additional [VALUE]%.
  • ItemPassive_Unique_Gem_021U_x1 - Gain [VALUE]% increased chance to critically strike chilled and frozen enemies.
  • P2_Legendary_Potion_07 - Restores [VALUE]% resource when used below 50% health. (up from 25% - change to Potion of Rejuvenation)

Patch 2.2.0 Dolazi na PTR!

Patch je dostupan na PTRu, medjutim serveri još nisu online. Najbitnija izmena je što su Patch 2.2.0 migrirani na novi file system CASC koji već koristimo na World of Warcraftu i Heroes of the Storm!
Originally Posted by Blizzard (Source)
We are preparing to launch patch 2.2.0 on the PTR. You may notice that the PTR is currently available for download in the Battle.net launcher.
At this time, the PTR is not yet live, and you will receive an error if you attempt to log in.

Patch 2.2.0 includes migration to a new file system called CASC (which you can read more about here). As a result, the installation may take longer than you've previously experienced. We're also running additional internal tests before opening up the PTR to the public. Once the the PTR servers are available for testing, we'll update this thread accordingly and post patch notes. Keep an eye on our front page for more information.
We're excited to share our latest patch and thank you for your patience as we make our final preparations.
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