Diablo III Igrač Dostigao 70 Nivo za Jedan Minut

Twitch streamer DatModz pokazao je Diablo komjunitiju instant power leveling! Korišćenjem rare Cow Level specijalnog eventa u igri koji daje XP Bonus, uspeo je da izleveluje od 1 do 70 nivoa za 66 sekundi! DatModz na sebi imao Hellfire Ring (koji može da se nosi na level 1 i daje 45% bonus XP-a), i Gem of Ease na njegovom oružiju, Ruby na kacigi i Leoric’s Signet koji je koristio na odredjenom levelu. Video možete pogledati u prilogu:
Koje je vaše mišljenje o ovom načinu power levelovanja? 

Trials će Biti Uklonjen u Budućem Patchu!

Game dizajner Wyatt Cheng je imao intervju sa Westmarch Workshop podcastom i najavio da će Greater Rift Trials biti uklonjeni u budućem patchu. U nastavku možete pročitati najbitnije detalje, ali vam preporučujemo da poslušate ceo podcast ovde.
Originally Posted by AdriaCraft
  • Greater Rift Trials are already removed in an internal build
  • Blizzard realized people weren't happy with them at all
  • There are still some issues that arise form this removal
    • How do players pick which GR level to play? From an arbitrary list? Based on their personal best?
    • How does Gem upgrading work now, if you can pick a very high GR? You could just slug through the Rift in 30-45 minutes and then get the upgrade
      • Possible solution: Don't allow Gem Upgrades when you fail to beat the timer.
  • No idea when the removal of Trials will go live yet
    • Continuing to ask for it isn't going to make it happen faster

Diablo III PTR Patch 2.2.1

Blizzard je objavio zvanične informacije izmena PTR Patch 2.2.1 koji možete probati na test serverima.
Originally Posted by Blizzard (Source)
Patch 2.2.1 is currently in development and now available for testing on the PTR. For more information on how to access the PTR and use the Character Copy system, click here.
PTR PATCH 2.2.1 - v2.2.1.31052
Below you'll find the preliminary PTR patch notes for patch 2.2.1. 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.


  • Bug Fixes
    • Fixed an issue that caused some Experience bonuses to be added together rather than being multiplied


  • The recently added social button will now display how many friends you have online and any clan or communities notifications
  • Bug Fixes
    • Fixed an issue that prevented the Greater Rift Completion screen from being closed using the Close All Windows hotkey
    • Seasonal tabs will no longer incorrectly show up on the Achievement and Leaderboard screens when no season is active

Diablo III Patch 2.2.0

Diablo III Patch dostupan je na svim platformana i regionima! PC Izmene možete pročitati u nastavku, dok za konzolnu verziju možete pročitati na zvaničnom Diablo III Forumu. Za dva dana počinje treća sezona u Diablo III, tako da je vreme da se polako spremite za ladder.
Originally Posted by Blizzard (Source)
Visit our Bug Report forum for a list of known issues.

If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.



  • New Seasonal rewards have been added to the game, including two new transmogrification appearances, a new pennant, and a new portrait frame
  • Several improvements have been made to looting items in mass
    • Developer comments: This patch we took a hard look at our auto-pickup rules. We started by looking at an option to auto-pickup potions but as we discussed this further we realized it made more sense to just remove normal potions from the game completely. For crafting materials and gems we want to avoid simply having them auto-pickup but with the introduction of certain Treasure Goblin variants last patch the amount of clicking was excessive. We've implemented what we call "vacuum pickup" to alleviate how often you have to click to pick up a large quantity of items while maintaining some aspect of the physical pickup act.
    • 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 potions is unchanged
    • Looting a crafting material will now also pick up all other materials of the same type within 20 yards
    • Looting a gem will now also pick up all other gems within 20 yards
  • A Wardrobe has been added to the town in each act next to Myriam the Mystic
    • Clicking on the Wardrobe will open a new cosmetic window in which players can manage any wings, pets, pennants, and portrait frames unlocked on their account


  • Developer comments:
    • Every class has received a few changes this patch. Many of these changes are aimed at creating synergy with new Set and Legendary items or supporting revisions to existing Set items.
  • 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
        • Can now be cast sooner after using another skill
        • Skill Rune - Dust Devils
          • Dust Devil spawn rate now scales with your Attack Speed
          • Dust Devils now travel in a more predictable path
    • 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
      • Laws of Hope
        • Active effect duration increased from 3 to 5 seconds
        • Skill Rune - Stop Time
          • Has been removed
          • Replaced with:
            • Promise of Faith
              • Empowering the Law also reduces non-physical damage taken by 25%
      • 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
      • Rain of Vengeance
        • Skill Rune - Anathema
          • Duration reduced from 5 to 2 seconds
            • Note: Total damage dealt is unchanged
          • This rune should now begin dealing damage more quickly
        • Skill Rune - Flying Strike
          • Duration reduced from 5 to 4 seconds
            • Note: Total damage dealt is unchanged
        • Skill Rune - Stampede
          • Duration reduced from 6 to 3 seconds
            • Note: Total damage dealt is unchanged
      • Sentry
        • Now displays a buff icon indicating how many Sentries you have active
      • Smoke Screen
        • Cooldown reduced from 3 to 1.5 seconds
        • This ability does not start its cooldown until after its effects expire
        • Skill Rune - Vanishing Powder
          • Cooldown reduced from 8 to 6 seconds
      • Strafe
        • Can now be cast sooner after using another skill
  • Monk
    • Active Skills
      • Dashing Strike
        • Dashing Strike will now complete its animation more quickly
        • Bug Fixes
          • Fixed an issue that prevented Dashing Strike from reliably hitting enemies when used to travel a short distance
      • Deadly Reach
        • Skill Rune - Piercing Trident
          • Bug fixes
            • Fixed an issue that prevented the third hit from always knocking enemies up in the air
      • Mystic Ally
        • Now has the same attack speed as you do
      • Tempest Rush
        • Can now be cast sooner after using another skill
      • Serenity
        • Cooldown reduced from 20 to 16 seconds
        • This ability does not start its cooldown until after its effects expire
    • 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
      • Seize the Initiative
        • Bug fixes
          • Fixed an issue that prevented the attack speed bonus from being granted if your initial attack brought your enemy below 75% Life
  • Witch Doctor
    • Active Skills
      • Fetish Army
        • Skill Rune - Fetish Ambush
          • Weapon damage dealt by each Fetish when it is summoned increased from 250% to 680%
      • Haunt
        • Skill Rune - Consuming Spirit
          • Life per second increased from 2682 to 4291
          • Damage type changed from Cold to Fire
        • 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
      • Spirit Walk
        • Cooldown reduced from 15 to 12 seconds
        • This ability does not start its cooldown until after its effects expire
      • Soul Harvest
        • Intelligence bonus granted by each enemy harvested increased from 2% to 3%
        • Skill Rune - Languish
          • Has been redesigned
            • Now increases your Armor by 30% and reduces enemy movement speed by 80%
      • Summon Zombie Dogs
        • Skill Rune - Final Gift
          • Has been removed
          • Replaced with Chilled to the Bone
            • Enemies hit or hit by Zombie Dogs are Chilled for 3 seconds and take 15% increased damage from all sources
    • Passive Skills
      • Fetish Sycophants
        • Proc chance increased from 10% to 15%
        • Fetish Sycophants damage is now increased by your highest elemental damage type at the time of summoning
  • Wizard
    • Active Skills
      • Slow Time
        • Is now cast at your target location, up to 60 yards away
        • 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



  • Developer comments:
    • A new class set has been added for the Barbarian, Demon Hunter, and Wizard. In addition, all classes have received updates to at least one of their existing sets.
    • This patch brings the introduction of many new Legendary rings. We hope to these rings lead to new and exciting build opportunities for players to explore.
    • Legendary powers on a number of existing items have been added or improved. Note that these changes are not retroactive and only apply to items found after 2.2.0. As a rule, we try to not to change existing Legendary items, though we will often make an exception for Set items. This is because Set items work in conjunction with each other and creating a new set would force players who have an existing set to start over.
  • +Max Discipline can now roll on Bows and Crossbows, in addition to Hand Crossbows
  • All crafted Rare items are no longer Account Bound
  • Andariel's Visage
    • Poison nova weapon damage increased from 100-130% to 350-450%
  • Arcstone
    • New Legendary Ring
      • Lightning pulses periodically between all wearers of this item dealing 1000-1500% weapon damage
  • Blood Brother
    • New Legendary Two-Handed Sword
      • Grants a 15-20% chance to block attacks
      • Blocked attacks inflict 30% less damage
      • After blocking an attack, your next attack inflicts 30% additional damage
  • 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
  • Bastions of Will
    • (2) Set Bonus
      • Has been redesigned
        • After casting a resource-generating attack or primary skill, gain 50% increased damage for 5 seconds
        • Your first hit with each cast of a resource-spending attack, grants 50% increased damage for 5 seconds
  • Captain Crimson's Trimmings
    • (2) Set Bonus
      • Life per Second increased from 2000 to 6000
  • Convention of the Elements
    • New Legendary Ring
      • Gain 150-200% increased damage to a single element for 4 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
  • Cord of the Sherma
    • Chaos field duration increased from 2-4 seconds to 3-4 seconds
    • Greatly increased proc chance
  • Corrupted Ashbringer
    • New Legendary Two-Handed Sword
      • Chance on kill to raise a skeleton to fight for you
      • Upon accumulating 5 skeletons, they explode for 1000% weapon damage and the sword transforms into Ashbringer for a short time
      • Attacking with Ashbringer burns your target for 5000-6000% weapon damage as Holy
  • Death Watch Mantle
    • Fan of knives weapon damage increased from 200% to 750-900%
    • Chance to explode on hit increased from 15-35% to 25-35%
    • Radius increased from 10 to 20 yards
    • Internal cooldown has been greatly reduced
  • Defender of Westmarch
    • Charging wolf weapon damage increased from 300-400% to 800-1000%
  • Eun-Jang-Do
    • New Legendary Dagger
      • Attacking enemies below 17-20% life freezes them for 3 seconds
  • Fire Walkers
    • Burnt ground weapon damage increased from 100% to 300-400% per second
  • Guardian's Jeopardy
    • (2) Set Bonus
      • Life per Second increased from 2000 to 8000
  • In-Geom
    • New Legendary Sword
      • Cooldowns are reduced by 8-10 seconds for 15 seconds after killing an elite pack
  • Pandemonium Loop
    • On death explosion weapon damage increased from 200-800%
    • No longer rolls against skill proc coefficients
  • Pox Faulds
    • Vile stench weapon damage increased from 240-320% to 450-550%
    • Duration reduced from 10 to 5 seconds
    • Greatly reduced internal cooldown
  • 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
  • Sash of Knives
    • Dagger weapon damage increased from 275-350% to 500-650%
    • Increased proc chance from 25% to 100%
  • Schaefer's Hammer
    • Has been redesigned
      • Casting a Lightning skill charges you with Lightning, causing you to deal 650-850% weapon damage as Lightning every second for 5 seconds to nearby enemies
  • Sebor's Nightmare
    • Haunt is now cast on all nearby enemies
      • Note: The spell effect will only be shown on 5 enemies
    • Greatly increased Haunt cast radius
  • Sky Splitter
    • Lightning smite weapon damage increased from 150-180% to 600-750%
    • The internal cooldown has been greatly reduced
  • St. Archew's Gage
    • Has been redesigned
      • The first time an elite pack damages you, gain an absorb shield for 120-150% of your maximum Life for 15 seconds
  • Wyrdward
    • Chance to stun increased from 13-17% to 25-35%
  • 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.
    • Broken Promises
      • Legendary power added
        • After five consecutive non-critical hits, your chance to critically hit is increased by 100% for 3 seconds
    • Oculus Ring
      • Legendary power added
        • Chance to create an area of focused power on killing a monster. Damage is increased by 35-40% while standing in the area
  • Class-Specific Items
    • Barbarian
      • Bul-Kathos's Oath
        • Has been redesigned
          • (2) Set Bonus
            • Increases Fury generation per second by 10
            • During Whirlwind gain 30% increased Attack Speed and Movement Speed
      • Immortal King's Boulder Breaker
        • Now rolls +45-60% Call of the Ancients damage as a fifth primary affix
      • Immortal King's Call
        • Now has an additional set piece: Legs
        • Has been redesigned
          • (4) Set Bonus
            • Reduce the cooldown of Wrath of the Berserker and Call of the Ancients by 3 seconds for every 10 Fury you spend with an attack
          • (6) Set Bonus
            • New Set Bonus
              • While both Wrath of the Berserker and Call of the Ancients are active, you deal 100% increased damage
      • Wrath of the Wastes
        • New Set
          • (2) Set Bonus
            • Increase the damage of Rend by 500% and its duration to 15 seconds
          • (4) Set Bonus
            • While Whirlwinding you take 40% reduced damage
          • (6) Set Bonus
            • Whirlwind gains the effect of the Dust Devils rune and the damage of the Dust Devils is increased to 2500% weapon damage
    • Crusader
      • Golden Flense
        • Wrath per enemy hit increased from 3-4 to 4-6
      • 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
          • (6) Set Bonus
            • Attack Speed bonus increased from 20% to 30% per stack
      • Drakon's Lesson
        • New Legendary Bracers
          • When your Shield Bash hits 3 or less enemies its damage is increased by 150-200% and 25% of the Wrath cost is refunded
      • Omnislash
        • New Legendary Belt
          • Slash attacks in all directions
    • Demon Hunter
      • Crashing Rain
        • New Legendary Belt
          • Rain of Vengeance also summons a crashing beast that deals 3000-4000% weapon damage
      • Natalya's Slayer
        • Now rolls +20-25% Rain of Vengeance damage as a fifth primary affix
      • Natalya's Vengeance
        • Now has additional set pieces: Gloves, and Legs
        • Has been redesigned
          • (2) Set Bonus
            • The cooldown of Rain of Vengeance is reduced by 2 seconds every time you cast a primary skill or from the first hit of each cast of a resource-spending attack
          • (4) Set Bonus
            • Rain of Vengeance deals 100% increased damage
          • (6) Set Bonus
            • New Set Bonus
              • After casting Rain of Vengenace, deal 400% increased damage and take 30% reduced damage for 5 seconds
      • Omryn's Chain
        • New Legendary Belt
          • Drop Caltrops when using Vault
      • Unhallowed Essence
        • New Set
          • (2) Set Bonus
            • Your generators also generate 1 Discipline
          • (4) Set Bonus
            • Gain 20% damage reduction and 20% increased damage for 4 seconds if no enemy is within 10 yards of you
          • (6) Set Bonus
            • Your generators and Multishot deal 15% 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
        • Now has additional set pieces: Gloves, and Boots
        • 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
      • Inna's Reach
        • Now rolls +20-25% Mystic Ally damage as a fifth primary affix
      • 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 300% increased damage
          • (4) Set Bonus
            • Dashing Strike now spends 75 Spirit, but refunds a Charge when it does
          • (6) Set Bonus
            • Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% for 6 seconds
              • Dashing Stike now lights up on your action bar when the increased weapon damage is active
    • Witch Doctor
      • Haunting Girdle
        • New Legendary Belt
          • Haunt releases 1 extra Spirit
      • Homunculus
        • Time to summon a Zombie Dog to your side reduced from 4-6 seconds to 2 seconds
        • Now rolls with +20-25% Sacrifice damage as a fifth primary affix
      • Raiment of the Jade Harvester
        • (2) Set Bonus
          • New Set Bonus
            • When Haunt lands on an enemy already affected by Haunt, it instantly deals 10 seconds worth of Haunt damage
        • (4) Set Bonus
          • New Set Bonus
            • Soul Harvest gains the effect of every rune
        • (6) Set Bonus
          • Amount of DoT time detonated increased from 30 to 40 seconds
      • Tiklandian Visage
        • Now displays a buff icon indicating the duration of the Horrify effect
      • Zunimassa's Haunt
        • Now has additional set pieces: Gloves, and Legs
        • Has been redesigned
          • (2) Set Bonus
            • Your Fetish Army lasts until they die
          • (4) Set Bonus
            • You and your pets take 2% reduced damage for every Fetish you have alive
          • (6) Set Bonus
            • New Set Bonus
              • Enemies hit by your Mana spenders take 275% more damage from your pets for 4 seconds
      • Zunimassa's String of Skulls
        • Now rolls +20-25% Fetish Army damage as a fifth primary affix
      • Belt of Transcendence
        • New Legendary Belt
          • 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 2 seconds
          • (4) Set Bonus
            • Enemies affected by your Slow Time take 2000% 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 750% 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
              • The meteor that falls from the sky is now a Molten Impact Meteor
            • Bug Fixes
              • Fixed an issue that prevented the cooldown debuff from being removed on death
          • (4) Set Bonus
            • Your Fire Spells cause up to 3 enemies to explode, dealing 400% 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
      • Nilfur's Boast
        • New Legendary Boots
          • Increases the damage of Meteor by 100%
          • Increases the damage of Meteor by 150-200% when it hits 3 or less enemies
      • Tal Rasha's Elements
        • Now has additional set pieces: Gloves, and Legs
        • 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
            • Bug Fixes
              • Fixed an issue that prevented Magic Weapon: Electrify from triggering this set bonus
          • (4) Set Bonus
            • Attacks increase your resistance to that element by 100% for 6 seconds
          • (6) Set Bonus
            • Attacks increase your damage by 150% for 6 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack (maximum of 4). Adding a stack refreshes the duration
      • Tal Rasha's Unwavering Glare
        • Now rolls +20-25% Meteor damage as a fifth primary affix
      • Crown of the Primus
        • 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
        • Slow Time cooldown reduction reduced from 50-70% to 30-40%
    • 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
        • Gavel of Judgment
          • Legendary Power added
            • Hammer of the Ancients returns 20-25 Fury if it hits 3 or less enemies
          • Now rolls with +30-40% Hammer of the Ancients damage as a fifth primary affix
        • Skull Grasp
          • Legendary Power added
            • Increases the damage of Whirlwind by 300-400% weapon damage
      • Crusader
        • Denial
          • Legendary Power added
            • Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 30-40%, stacking up to 5 times
        • Ivory Tower
          • Legendary Power added
            • Blocks release forward a Fires of Heaven
      • Wizard
        • Triumvirate
          • Legendary power added
            • Your Signature Spells increase the damage of Arcane Orb by 75-100% for 6 seconds, stacking up to 3 times
  • New Seasonal Legendary Items
    • Note: The following Seasonal items will be not be available to PC players until Season 3 begins and will be available exclusively to Seasonal characters until the conclusion of Season 3
    • Bottomless Potion of Amplification
      • New Legendary Potion
        • Increases healing from all sources by 20-25% for 5 seconds
    • New Legendary Gems have been added
      • Iceblink
        • Your Cold skills now apply Chill effects and your Chill effects now slow enemy movement speed by an additional 5%
        • The additional movement speed reduction is increased by .4% per rank
        • At rank 25 you gain 10% increased chance to critically strike Chilled or Frozen enemies
      • Mutilation Guard
        • Gain 10% melee damage reduction
        • Melee damage reduction is increased by 1% per rank
        • At rank 25 while below 30% life, you may move through enemies unhindered
    • 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.
      • Nagelring
        • Legendary power added
          • Summons a Fallen Lunatic to your side every 10-12 seconds
      • Obsidian Ring of the Zodiac
        • Legendary power added
          • Your first hit with each cast of a resource-spending attack reduces the remaining cooldown of one of your skills by 1 second
    • Class-specific Items
      • Crusader
        • Blessed of Haull
          • New Legendary Belt
            • Justice spawns a Blessed Hammer when it hits an enemy
      • Monk
        • Spirit Guards
          • New Legendary Bracers
            • Your Spirit generators reduce your damage taken by 30-40% for 3 seconds
      • Witch Doctor
        • Short Man's Finger
          • New Legendary Ring
            • Gargantuan instead summons three smaller Gargantuans each more powerful than the original
      • Wizard
        • Ranslor's Folly
          • New Legendary Bracers
            • Energy Twister Periodically pulls in enemies within 30 yards
      • 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
          • Dread Iron
            • Legendary power added
              • Ground Stomp causes an Avalanche
        • 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


  • 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


  • Developer comments:
    • We would like to celebrate the individual accomplishments of players and personal progression on Solo Greater Rift leaderboards is great place to start. By defeating a higher Greater Rift you can now increase your blood shard cap. This seems like an appropriate reward since higher Greater Rifts also drop more blood shards, so the need for extra capacity increases as you progress further.
  • You can now increase your blood shard cap by achieving a personal best in Solo Greater Rifts
    • The cap will be increased by 10 shards per Greater Rift level completed
  • 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 I
    • Cursed Cellar
      • Farnham now spawns closer to the door
      • Farnham now has the Orbiter and Jailer affixes
      • Farnham now pursues the closest player
  • 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
    • Some changes have been made to the way Pylons spawn in Greater 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


  • When crafting gems and items the entire quantity will now be crafted at once
  • Mystic
    • Bug Fixes
      • Fixed an issue that allowed players to attempt to Transmogrify Legendary Quivers


  • 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
  • Orlash
    • No longer applies a healing debuff
    • Now summons shadow clones
    • Has been given a breath attack
    • Now has the Waller monster affix
  • 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


  • A new Greater Rift completion screen has been added
  • You now must now confirm deletion of a Seasonal item in your mailbox before it will be removed
  • 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 Kraj Druge Ere

Kraj druge sezone u Diablo III se bliži kraju i sa njim takodje i kraj druge Ere. Na kraju jedne Ere, svi trenutni ne-sezonski leaderboard plasman će biti obrisan i igrači neće moći da se takmiče za rank sve do početka nove Ere.
Originally Posted by Blizzard (Source)
The end of Season 2 is fast approaching, and with it, the end of our second Era.

In Diablo III, an “Era” refers to a specific period of time in which non-Seasonal leaderboards are active. At the end of an Era, all current non-Seasonal leaderboard standings will be wiped and players will be unable to attain new leaderboard ranks until a new Era begins. Similar to Seasons, players will be able to view previous rankings in-game and as well as on our website.

Similar to Era 1, Era 2 will be ending alongside Season 2 on Sunday, April 5. Era 3 will begin immediately afterward, while Season 3 is expected to begin on Friday,
April 10

At the end of Season 2, all heroes created during the Season will become non-Seasonal and will be able to compete on the Era 3 leaderboards. For more information on the end of the Season and upcoming Season rollover, click here.

Thank you for participating in Era 2! We look forward to seeing you in Sanctuary.

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?


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.

Copyright © 2005 - 2014 AdriaCraft - Adriatic Gaming Community Fansite All right reserved / Sva prava zadržana.
Posetioci ovih stranica obavezuju se da će poštovati uslove iz Pravila o korišćenju web stranica adriacraft.net. Pročitajte tekst: Uslovi korišćenja.