Tuesday, April 16, 2013

Underground leveling and grinding guide

For months the legends have kept this guide a secret. I managed to get my hands on it exclusively when it was in early beta and.. oh my god! It was amazing!
Now the guide for which everyone is talking about is finally here- order from here

So, what is this guide?
The guide will teach you step by step, going from a complete broke to making over 400k gold with 3 60 lvl chars in less that 30days, starting with (!!!) no gold, no weapons and no experience in to the Diablo Gaming world.

Also included:
best guide to lvl up in D2
So, what are you waiting for?
Start leveling and become more and more epic TODAY

Friday, January 18, 2013

1.0.7 Known Issues List - Updated 1/15/13

Achievements
  • It is possible to not be able to receive the “Bashanishu” achievement if you hit Bashiok using a Basic Attack (not a skill).
  • The Demon Hunter achievement "Bleed, You Filth!" is not granted the first time you complete the criteria.
  • The Demon Hunter achievement "Death Trap" is not granted the first time you complete the criteria.
  • The “Haunted” achievement criteria will not be met when the mob is killed by an ally or pet without the player tagging it.
  • The "Self Sufficient" achievement is not awarded the first time you kill the boss and meet the achievement.
  • Subjugators do not count towards the achievements "We Are Champions" and "Champion's Collection".
  • Rare Colossal Golgor monsters will not give credit for the "Rare Kill" achievement when killed.
Auction House
  • There is no tooltip that explains the dynamic sort filter.
Battle.net
  • Attempting to use Character Copy on the PTR after a successful Character Copy results in Error 395015.
Combat
  • Followers can become hostile to non-host players.
  • Demon Hunter - Companion: The cleave attack target areas from Wolf and Spider companions are not tall enough to hit monsters above them.
  • Witch Doctor - Hex: Hexed targets are not displaying damage numbers above their heads.
  • Wizard - Archon: There are several actions triggering Archon to be cast while assigned to the left mouse button that did not do so before patch 1.0.5.
  • Wizard - Critical Mass: Critical Mass is not affecting Teleport or Slow Time when Archon is activated.
Items
  • MinMaxDam Affix is calculating the damage bonus on weapon incorrectly.
  • The Murlocket no longer drops in game.
  • The new Account Bound crafted items from the Jeweler and the Blacksmith do not follow the same order as the Hellfire Rings.
Monsters
  • The Reflects Damage affix can reflect more than 10% of a target's max health back to an attacker.
  • The Skeleton King and The King of the Dead can use the whirlwind attack without playing the animation.
Quests
  • Act 1 - Slaughtered Calf Inn: Nek the Brawler can be killed by the zombies inside The Slaughtered Calf Inn.
  • Act 4 - The Pinnacle of Heaven: There can be two Tyraels in the cutscene on "Prime Evil : Climb to the Pinnacle of Heaven in the Silver Spire" during a multiplayer game.
User Interface
  • Attempting to edit more than 27 Key Bindings will cause changes to Key Bindings, Gameplay, and Social settings to not be changed.

Diablo 3 - Inside notes regarding future patches

Future patches

Please note: This information is not even close to 100% certain, believe what you want!
There is a high chance of this information being old or false in the name of sudden changes, rejection
and/or delaying.


Summary

-Looks like there will be a benefit in form of a buff for those who play multiplayer. (most certain one)
-Blizzard seems to be working on a new lobby.
-There will be titles rewarded for completing acts/other game objectives
-Meeting room
-Titles for different difficulties
-Local (LAN) games
-Vial of Resurrection
(-Matchmaking servers)
-Reserved names (ladder?)
-Rune enchancements
-Bind on equip
-PvP - Free For All

Source: Various H2O.stl files view them here
General.stl
ltiplayerBuffTurnedOn Multiplayer buff ON! ªMultiplayerBuffTurnedOffltiplayer buff OFF!


Bonus

Looks like players purchasing Starcraft II: Heart of the Swarm will be rewarded (at least) with an achievement
It also looks like players with old sets like Natalya's Wrath will be rewarded with an achievement. Blizzard trying to create
collector's items to preserve their value of the Diablo 3 itempool? Clever.

Achievements.stl
Award_Retroactively_Tag Retroactively AwardImmortalKingTalRashasWrappingTalRashasInnasMajessSpirisSpiriNatalyasWrNatal yasWrHOTSQ—ueeStarCraft II: HeSwarm

Diablo 3 Deathmatch - Data mined

Here are some interesting finds I managed to pick up from Diablo 3 files. Here you will find information about the ditched
PvP mode for Diablo 3 (Deathmatch) and some very uncertain future patch predictions supported by these datamines.

Why would you be interested in this? There is a high chance Blizzard will reintroduced some (or most) of their ideas in
some other concept of matchmaking, this kind of behavior has been noted for years in the scene and is to be expected
here as well. Rumors at the end of the thread are there just to bring out discussion, they are not just very improbable but
also potentially very old.

Sources are listed under the corresponding *.stl filenames. STL is short for Stringlist which in other words means lines
of text that are displayed (or meant to be displayed) in-game. You can view the filetype documentation here.

Matchmaking summary
- This is how it would have been -

-You can enter matchmaking with a predefined team or solo
-PvP statistics and history are visible on your profile main screen
-Party leader can queue an entire (4v4) team for matchmaking
-There is a delay when queuing for another match
-Achievements and banner decorations can be achieved from matchmaking
-Each player will be given accolades based on their matches
-As an example, here are some of them:
  • Unstoppable - Longest Kill Streak
  • Archon Master - X kills with Archon active
  • Wingman - Most assists
  • The Feared - Most kills
  • Juggernaut - Fewest deaths
  • Steamroller - Most damage done
  • Punchbag - Most damage taken
  • Medic - Most healing done
  • Teleporter - Most teleports
  • Avenger - X avenger kills before dying
  • Streaker - Longest kill streak

-There are also literally dozens of class-specific accolades, some of which being:
  • A little longer - Longest life! X seconds (Wizard)
  • Time Traveler - Cast slow X times (Wizard)
  • Missile Launcher - X damage with Magic Missile (Wizard)
  • Frantic - X damage with Frenzy (Barbarian)
  • Iron Foot - Cast ground stomp X times (Barbarian)
  • Imposing presence - Killed X enemies with Wrath of the Berserker active (Barbarian)
  • Hazard Maker - Cast caltrops X times (Demon Hunter)
  • Big appetite - X damage with Hungering Arrow (Demon Hunter)
  • Acrobat - Cast Vault X times (Demon Hunter)
  • Eye of the Storm - X damage with Cycloning Strike (Monk)
  • Thousand Foot First - X damage with Deadly Reach (Monk)
  • Can't Touch This - Cast Inner Sanctuary X times (Monk)
  • Voodoo Master - Cast Big Bad Voodoo X times (Witch Doctor)
  • Undertaker - X damage with Grasp of the Dead (Witch Doctor)
  • Thriller - X damage with Wall of the Zombies (Witch Doctor)

-When playing a match:
  • There is a minimap for quickly locating friendly players
  • Deaths in matchmaking cause no durability loss
  • Potions do not consume when used
  • Hardcore character death is not permanent
  • You can either:
    1. Get a player kill
    2. Assist in player kill
    3. Help in a player kill

-Rewards for winning matches:
  • PvP Tokens
  • Gold
  • Experience

-PvP Tokens can accordingly be redeemed for
  • (Timed) boosts in Magic and Gold Find
  • Random items

-PvP Tokens are redeemed by Gryffith the Warmaster at New Tristram's Slaughtered Calf Inn
Sources (stripped)

PvP Vendor Lines - Conv_PvP_Vendor_InTown.stl
Line1 May you ever be victorious! A1_UniqueVendor_PVP Line1F May you ever be victorious! A1_UniqueVendor_PVP Line3 This is how it works—to the winners go the spoils! A1_UniqueVendor_PVP Line3F This is how it works—to the winners go the spoils! A1_UniqueVendor_PVP Line2 Winning is about persistence. Persistence and finely-crafted weapons. A1_UniqueVendor_PVP Line2F Winning is about persistence. Persistence and finely-crafted weapons. A1_UniqueVendor_PVP Line4 I've considered giving a little something to the losers, but then I realized I like being rich. A1_UniqueVendor_PVP Line4F I've considered giving a little something to the losers, but then I realized I like being rich. A1_UniqueVendor_PVP Line5 Sometimes I travel so much that I almost forget which town I'm in... but I still know a warrior when I see one! A1_UniqueVendor_PVP Line5F Sometimes I travel so much that I almost forget which town I'm in... but I still know a warrior when I see one! A1_UniqueVendor_PVP Line6 All hail the victorious fighter of... Wait... Where are you from again? forgetful, not dismissive A1_UniqueVendor_PVP Line6F All hail the victorious fighter of... Wait... Where are you from again? forgetful, not dismissive
Trade.stl
PVP ŽRedeem PvP Toke ŒPVPTokenLabel ¸A RedeemPVPTokens Redeem 100 PvP TokePVPRedeemButtonLabel ÿRedeem %d PvP Tokens for items!pend tokens to get fat loots! Spend tokens to get fat loots! Spend tokens to get fat loots! Spendÿ tokens to get fat loots! Spend tokens to get fat loots! Spend tokens to get fat loots! Spend tokens to get fat loots! Spend tok”ens to get fat loots!
Bnet_MatchMaking.stl
¨DeathMatchQueue DeathMatch QueuedByLeader ¶The matchmaking search was canceled by the party leader
BannerPatterns.stl
PvP_01_mips pvp 1PvP_02_mips pvp 2PvP_03_mips pvp 3PvP_04_mips pvp 4PvP_05_mips pvp 5PvP_06_mips pvp 6PvP_07_mips pvp 7Pv¡P_08_mips pvp 8PvP_Barbarian_mips ¶pvp barb patterPvP_demonhunter_mips pvp dhPvP_monk_mips µpvp mon banner_PvP_pattern_PvP_witchdoctor_mips pvp wd ¡banner_PvP_pattern_PvP_wizard_mips ‰pvp wizard
H2OLayout.stl (note the name)
XPGRenownperienceRewardLabelGoldRewardLabel GolPVPTokensRewardLabel ¤PvP Tokens:
PvPLoadScreenTips.stl
GÉTIP001 Use the mini-map to locate your teammates and join the fray! TIP002 Discuss tactics and class strategies with your team before joining games! TIP003 Death is never permanent in PvP, so bring your hardcore characters! TIP004 Use terrain that blocks line of sight when recovering or planning an ambush. TIP005 Check the Match Summary screen after the battle to see which accolades you earned. TIP006 Track PvP statistics and history in your Profile on the main screen. TIP007 Team Deathmatch games last 10 minutes. Make them count! TIP008 To the victor go the spoils!
Earn gold, experience, and PvP tokens from Team Deathmatch games. TIP009 Earn takedowns by assisting or landing the killing blow! TIP010 Don’t stray too far from your team. Strength in numbers! TIP011 Drinking a potion in PvP games does not consume it. TIP012 Don’t sweat over repair costs!
Gear loses no durability during PvP games. TIP013 If you enjoyed playing with a team, queue together again for another game. TIP014 Play smart! There’s no shame in running when your health is low. TIP015 Visit Gryffith the Warmaster at New Tristram’s Slaughtered Calf Inn to redeem PvP tokens for items.
PvP.stl
4v4 MatchmakQueueAgain ŠQueue Again ºEligibleForPvp Eligible for PvP in: {s1}artyEligibleForPvp ØYour party can't queue for PvP:
{s1}akedownDetails Kills: {s1}Assists: {s2}Deaths: {s3}
Accolades.stl
-Too long to be added. Contains information about titles-

Saturday, December 22, 2012

[Guide] Puzzle Ring Goblin Farming

The 1.04 Puzzle Ring has a chance to summon a Goblin when the wearer is hit. A lot of aspiring goblin farmers want to know how it works to gauge it's value. Here is what I've found by testing as well as a guide on how to use it with your MF group.
Current Function:

  • The Goblin spawn has a 15 min internal cooldown
  • The cooldown expires even if you aren't using the ring (So put it on, kill the goblin, and take it off for 15 min while you use a better ring)
  • The cooldown is applied to the character and not the ring
  • The goblin spawned will be a 1st act goblin of the game difficulty (I.E. in any act of inferno, an act 1 inferno goblin will spawn)
  • The inferno goblin can drop ilvl 63 rares (I've picked up a few myself, don't know if it can drop ilvl 63 set/legendary however)


I found that the cooldown is applied to the character who was wearing the ring when the goblin spawns by wearing 1 Puzzle ring, spawning a goblin, then wearing a 2nd Puzzle Ring. With this information I present this guide for goblin farming groups.

Group Farming Guide:
Instead of all 4 players in the group using a Puzzle Ring, a group of trusted friends can swap 1 ring around to spawn 4 goblins per 15 min. This way only a single goblin spawns at a time and can be easily handled, and the initial investment is much lower. I have tested this with a friend, and can confirm that a single ring will spawn multiple goblins within the 15 min cooldown when shared among the party. Enjoy!

Have everyone in the group equip the ring once prior to starting the run. Equipping the ring seems to start the initial 15 min internal cd.

[C++] Diablo 3 OOP framework

The developer of it lost his interest to D3 for now, so he decided to release his work.
You can find source here: https://subversion.assembla.com/svn/darkd3/

Framework has next features:

-OOP memory read/write
-actor handling
-actor attributes
-scene handling (no navigation though)
-UI handling
-SNO reader
-some auction data
-started doing camera stuff

As for game interaction there are 3 options:

-Remote thread with TLS copy
-APC (uses Kernel driver and crashes wow from time to time due to synchronization issues so cannot be used actually, but if you manage to get it working perfectly - please let me know)
-DLL injection

[GUIDE] Russian CD Keys - All you need to know

This is taken from my original post from DemonBuddy forums, so you might notice there are some DB references (the loot rules etc.). I didnt edit it at all, since it the DB stuff could be handy for some people aswell.

My original DemonBuddy Forums Thread: http://www.thebuddyforum.com/demonbu...need-know.html

I see quite alot of people asking where/how to buy cheap Russian Diablo 3 CDKeys, so i decided to make this little guide that might help you.

What do I need?
- 999 rubles (~25.5 euro / ~31.1$) - 999 Rubles to Euro
- Visa / MasterCard credit card or WebMoney
- Russian Loot Rules
- Russian Game Client
- Atleast one English Diablo 3 Account (recommended)

Why would I want Russian Diablo 3 CD Key?
Answer is quite simple - Russian CD Keys are almost 2.5 times cheaper!

Are there any restrictions, since the price is so low?
Yes, only one - you have to use the Russian Game Client.

Are there any other differences between Russian and English Client?
Nope, US, EU or Russian accounts work exactly the same way, there are not any server restrictions or anything like that (you can play on all 3 servers) - its just like if you bought normal account.

How do I get the CD Key?
Im using this website - gamazavr.ru - you get the key instantly, its cheap, safe and you can pay with international CC's (Visa / Mastercard)

If you are confused by the Russian letters, use Google Translator to help you.

Buying CD Key step-by-step:

1) Go there: GamaZavr.ru Diablo 3 (RU)

2) Click on the Buy button


3) Select RBK Money as your payment option and click on the next (or whatever) button below.


4) Enter your email, click continue and fill in your CC details

5) Go back to gamazavr.ru, go to My Shopping and then click on Status of your order - that should show your CD Key!


Ok, got the key, what now?
Now simply create new Battle.net account and click on "Add Game" and copy-paste the CD Key there.
Ur done! Now all you need to do is downloading the Russian Game Client, which should be available in Downloads tab in your battle.net acc

Setting up DB to support Russian Game Client

All you need, as I mentioned before, is Russian Loot Rules - I attached the ones I'm using as an example.

You should be good to go, all you should expect now is profit!

-------------------------------------------------------------------------------------------------------------------------
Additional Info:


Why is another English Account recommended?
You need to realise, that Russian Game Client displays everything in russian, including item stats, names etc., so as long as you dont know Russian another English account is pretty much a must for using AH, managing your drops etc.

Is there any way to use Russian Account with English Game Client?
[!WARNING: MODIFIES GAME EXE - USE ON YOUR OWN RISK!]
Yes, although its not recommended, theres a chance you could get banned for using this method eventually, but if you really refuse to use the Russian Client or dont have any English accounts, this is the way to go

Collection of Solutions: Diablo III - Error 82 - Fix
CutePro's solution: https://www.dropbox.com/sh/2yqz4iz05...tcVfDQ2t?lst#/ (I cannot test this myself, it seems like not working atm though)



List of other Websites selling Russian CD Keys: (those are not tested by me, so I cannot guarantee anything though)

IntKeys.com Game Keys - English Website, Accepts PayPal, price: 39$

file -
http://pastebin.com/iASP808a

[Guide] How to increase your DPS by 2k-10k

I've known this bug for a while, but never told anyone cos blizzard would fix it. It took them 3 patches before they realized. I'm making this public now since this bug no longer works in 1.05. Enjoy the free dps while it last

P.S. If you have a manticore this will boost your dps by at least 8k minimum

THIS ONLY WORKS FOR 2H RANGED WEAPONS
You must have the following items, anything with +% element modifer
Ex. I used Stone of Jordan and Inna's Favor, the more the merrier
Buy a PURE DPS XBOW with as HIGH DPS AS POSSIBLE (IAS DOESN'T COUNT AS DPS)
I bought a 1540 DPS Blue Xbow for 10m off the AH.

Step 1. UNEQUIP YOUR MAIN BOW(must be less PURE dps than your "pure dps" xbow)
Step 2. UNEQUIP YOUR INNA'S FAVOR, STONE OF JORDAN, ETC
Step 3. EQUIP HIGHER DPS XBOW
Step 4. EQUIP INNA'S FAVOR, STONE OF JORDAN
Step 5. REPLACE PURE DPS XBOW WITH YOUR MAIN BOW
Step 6. ????
Step 7. You'll notice a increase in your DPS depending on the dps of your Main bow.

The reason this works is because inna's favor's factor in its dps the first moment you equip it. So you can still change weapons and and keep the "+elemental dmg" of the previous weapon.

I use a 1487 dps xbow w/ Dex. So this only gives me like 2-3k dps. Not much but it's better than nothing. But for those using a 1050 dps +dbl socket + Dex manticore, you'll notice a HUGE increase in dps(8-10k)

So for those that thought using manticores would gimp your DPS via elemental dmg, you guys are terribly mistaken

ENJOY

Best way to get a lot of experience fast

* Best way - Monsterpower 10

If you got a friend that is 60:
½. High lvl creats a game in act 3 on MP 10
1. Go MP 10 Normal lvl 1-25
2. Go MP 10 Nightmare lvl 20-50
3. Go MP 10 Hell lvl 50-60
Use helm that got sock (lvl 15) then at 28 i think get cains set. and if you know one or can buy, buy the Leroic ring 20-30% more XP

That takes about 4-6hours

I've done solo lvling before 1.05 and i find exp bonus gear helps a lot.
What I usually do is (assuming you have about 1M gold)
play act 1 up to lvl 11, buy the best magic gear on ah
When you hit lvl 15 buy a socket helm and socket weapon, put ruby
I dont have it but leoric signet will help at this point too
When you hit lvl 21, I wear my Cain's Fate set (helm, pants, boots) with all the sockets
and I just upgrade everything else every 10 lvls.
When you hit lvl 41, you can also buy a ilvl 63 items that has lvl requirement reduced for 19 (not sure if 19 was the highest or 20)
I bought a 1K dps socket weapon with lvl reduce 19 long time ago so I just keep using this around when I want to l
Around this point I put amethyst gem on my weapon cause life on hit will keep you alive cause cain's fate set is lowering your stats.
Then you can 1 shot everything and hit lvl 60 around hell act 3
I guess it can be faster if you also wear leoric's signet.
I did lvl 1 to 60 in about 6 hours.

Havent done it since 1.05 so I dont know how monster power will have an affect for this way though.

Thursday, December 6, 2012

Download Diablo 3

to start the download of your Diablo 3, for both Windows and Mac, multilingual support!

Friday, September 7, 2012

Diablo 3 Secret, hidden and mysterious places in the game

Diablo 3 Easter Eggs


Like its predecessors, Diablo III is home to numerous easter eggs. The game is clearly a Blizzard title—the developers take a lot of creative liberties and have a lot of fun with its content—so players can expect to find all manner of references in the game.
The references and easter eggs range from item names and rare monsters based on Blizzard employees, or ones much larger.
Diablo III may be packed full of content but it has even more hidden content in the form of easter eggs. Here's how to find them all.

The Lich King’s Helm



In the random Caverns of Frost Level 1, located in the Fields of Slaughter (Act 3) you might find the helm of Arthas the Lich King.



Quality Well

youtube link

Quality Well is a secret dungeon found in Old Tristram Road during the quest The Fallen Star: Rumford at the Gate. This dungeon contains monsters that are named after members of the Diablo 3 quality assurance team with the monster descriptions giving you their job titles.


Going to Quality Well:

Complete the game on normal difficulty.
Set the game difficulty level to Nightmare or higher.
Start the quest “The Fallen Star: Rumford at the Gate” in Act 1.
Talk to Captain Rumford to trigger the quest that opens Old Tristram Road.
Travel along Old Tristram Road until you see a well at the center of the zone.
Quality Well will randomly appear as a dungeon within this well.
If Quality Well is not present, reset the game and try again.



Artists' Names



In the old Tristram Cathedral in Act 1, you can view the names of the game's four principal environment artists—Brian Ameling, Julian Stone, Kevin Choik, and Oliver Christian—chiseled on one of the walls.



Starcraft II's Archon

youtube link

Players of Starcraft may remember the words "Power Overhwhelming". It wasn't just a cheat code you could enter in single player—it was also a line spoken by the Archon (which was the result of two Protoss Templars combining) in the game.

The Archon is back in Diablo III, this time as a high level ability of the Wizard character class. Although it doesn't require two characters to merge into one (which would be pretty weird if it did) it looks pretty similar to the one in Starcraft and is clearly a reference. Beyond that, it's a pretty neat concept.


The Horadric Hamburger

youtube link

The Horadric Hamburger is a Legendary item that drops only in the Whimsyshire secret level. As the name suggests, it's a hamburger that you equip in your hands as a weapon. It doesn't deal much damage, but it's amusing nonetheless.



References in the Achievement Names



Achievements play a huge role in Diablo III. Aside from rewarding players with some sense of achievement, they also allow you to unlock stuff to adorn your player flag with.
Many of the titles of these achievements are pop culture references, and one that comes to mind is "Breaking Not So Bad", which is an achievement you get for salvaging an item. It's a reference to the TV show Breaking Bad, if you didn't get that.
Rather than baking bread, it makes me imagine the words "breaking... bad!" in a Hulk voice. Thanks for that, Blizzard.



Squirt



There's an NPC merchant name Squirt who hangs around the Caldeum bazaar (Act 2). Quite unlike her cousin Wirt in the first Diablo, she's actually a really nice kid, which I suppose is what Wirt used to be before he had his leg torn off by the Butcher. Let's hope she doesn't get a leg chewed off by a demon.



Development Hell

youtube link

There's a certain dungeon in the game called Development Hell that can be found in Act 1's Cemetery of the Forsaken, amongst the crypts. You can get to it after killing the Skeleton King.
It contains a unique mob named after the game's lead designer, Jay Wilson. Killing him will net you a Feat of Strength, as seen below:




NPC names



Of course there are mobs named after blueposters or memes.







Whimsyshire



Last but not least, there's the the new Secret Cow Level called Whimsyshire. Unlike the Secret Cow Level in Diablo II, which featured a large horde of rampaging undead cows, Whimsyshire is a full fledged level with a ton of cartoon-inspired content. Even the treasure chests have been replaced with pots of gold.

Free Diablo 3 Emulator (server) core - Mooege

Mooege Emulator 5/11/2012
Clean and Tested Compiles from Mooege GitHub



Mooege Information & Guides
Mooege Wiki - Mooege Wiki
Compile Guide - Beginner Guide
Mooege GM Commands - Commands


Because of the release of the Full Version of Diablo 3 on May 15th. I will no longer be updating Mooege compiles or be supporting the D3 Beta.I hope everyone enjoyed Mooege and at least got a glimpse of the Diablo 3 Beta even though it wasn't 100% complete.
Thanks to everyone for support, feedback, bugs, and above all, thanks to the talented Mooege Developers!

In the months ahead Mooege may support the full version of Diablo 3. Time will only tell



Download Mooege Master
An educational game server emulator written in C#

UPDATE 5/11/2012


Latest compatible version: 9359 (patch 18).
Release Egris-Bnet.Patcher Download Bnet Patcher
Release mooege-5f9b522 Download Mooege




Quick and Easy Setup to Run Mooege/Diablo 3
Requirements:
1. Diablo 3 Beta (updated to patch 18 version 9359 ).
2. Mooege (version that supports patch 18 version 9359 ).
3. Egris-Bnet Patcher.

Easy Setup
Step 1: Diablo 3 Beta
Download and install the LATEST Diablo 3 Beta that is compatible with LATEST Mooege version. After installation, let it update all the way! Enter the main log in screen at least ONCE, then exit the game.

Step 2: Adding MPQs
Easy Way: Copy all the files inside 'MPQs folder' from Diablo 3 Beta to the Mooege folder and place them into Assets\MPQ.

Step 3: Creating the shortcut for Diablo III
Create a shortcut for Diablo III by locating Diablo III.exe in your D3 installation directory (usually C:\Program Files\Diablo III) by right clicking, and selecting Create Shortcut. Right click the new shortcut and open the properties.
Add -launch -auroraaddress localhost:1345 at end of target line.
e.g. Target: "<install directory>\Diablo III.exe" -launch -auroraaddress localhost:1345

Step 4: Start the Mooege server via Mooege.exe!
For Windows 7 64bit
You may need to install SQLite if you have errors.

Step 5: Logging In Diablo 3 Beta

Run Diablo 3 Beta. Once the Login Screen is showing. Run Egris-Bnet.Patcher.
Now you can log in Diablo 3 Beta with:
Username: test@
Password: anything



Alternate Method to load the MPQs
1. Copy the D3 Beta MPQs folder to your Hard drive directory such as c:/MPQs.
2. Rename the copied folder as MPQ.
3. Open config.ini with notepad thats in the Mooege folder
4. Edit line:
Old - Persistent storage settings [Storage]Root = AssetsMPQRoot=${Root}/MPQ
New - Persistent storage settings [Storage]Root = AssetsMPQRoot=C:\MPQ

This way you dont have to keep copying the D3 Beta MPQ folder to every new Mooege update. All you have to do is edit the config.ini with each new update with the above example. But you have to make sure you have the copied MPQ folder sitting in the C:\ directory of your computer so its path is C:\MPQ


How to Setup Multiplayer
Game Host Instruction for Public Game:
Open Ports 1999 and 1345
Edit config.ini (Host Only)
[NAT] Enabled = true
PublicIP = 109.90.139.208 ; You need to change this to your internet IP

Game Joiner Instruction for Public Game:
Diablo III.exe" -launch -auroraaddress 109.90.139.208:1345 (Host Public IP)


Game Host Instruction for Local Game:
Edit config.ini (Host Only)
[NAT] Enabled = false
PublicIP = 127.0.0.1 ; <---- You need to change to your local IP

Game Joiner Instruction for Local Game:
"Diablo III.exe" -launch -auroraaddress (This needs to be Hosts Lan IP)



Credits go to Mooege Development Team

The mooege team cannot take any responsibility for the use of this software by end-users.

[Guide] Witch Doctor PARAGON LEVELING EXPLOIT

So a friend of mine came across this and I thought why not share it with you guys

1) Make a game act 3/4 on Nightmare or Hell

2) Clean an area but lieve ONE monster which should have A LOT OF HEALTH

3) Remove your whole gear and go another place where there are enemies

4) Let them fight you but DO NOT FIGHT BACK let them LOWER YOUR HEALTH to the minimum

5) Go back to the lonely mob, the one with a lot of health. You should continue being naked so none of health is regenerated !!

6) When you are close enough to the monster let your pets fight it.

7) Sit back and enjoy the TONS of survivability bonus experience you are gaining ---> Exp: 1500 - 2500 per second !!!!

Have fun guys I will be glad if we helped some of you


Edit: We are working on a macro with wich you WD will strike the mob from time to time to keep the chaining of the XP.

We are trying out a version of this, with armor on the character, it just has to be without life regen. Than the pets will become invulnerable.

If anyone can think of a mob which regenerates his health it will make the things much better

Currently testing: Using LoH weapon from distance so only the pets will regen life.

[Guide] Puzzle Ring Farming

I'm sure a lot of you guys have already seen the video of the puzzle ring farming of the butcher. Well let me improve on it a bit for you


for those who haven't yet.

Anyways. In the video they are using the Butcher. I have found that any of the act bosses will reset this. I'm not 100% on other bosses, but I believe it should work on any, I have only tried the act bosses.

So here's a few tips.
I personally use Belial in act 2, since at the start of the encounter it's only those serpent guards. Let them whack you, gg goblins.

When you are restacking your neph, if a puzzle goblin is popped out of you, you have to wait (edit)15 minutes for it to reset even if you do the boss encounter, so don't worry and wonder why its broken all of a sudden.

Act DOES change the drops. Say if you do it on Act 3, you are going to find a higher rate of 61-63, since it is Act 3.

I am going to test this on other act mini bosses to see if it works. I will get back to you all on it.

If you have any questions, I will try to answer them if I know.

EDIT: According to a blue post, the goblin is always level 61. It does not turn into a higher level goblin by being in a different act. However after 5 hours of testing, i've noticed a dramatic increase in iLvl on items dropped by being in act 3. Call it RNG, but i personally feel after hours of testing that the loot is better in higher acts.

[Guide] [Demon Hunter] Insane Damage with Sharpshooter & Vault (Trail of Cinders)

With the recent Patch (1.04) Vault (Trail of Cinders) has been buffed to 1500% weapondamage over 3seconds.

If you got now stacked Sharpshooter, u'll have about the double amount of weapondamage.
The Exploit here is, that Vault (Trail of Cinders) does not consume the stacked Sharpshooter.

I got 50k dps unbuffed & 120k dps buffed with sharpshooter. My Vault (Trail of Cinders) ticks for 200k/sec, 600k dmg over 3secs.

So, if I Vault over an elite group in Act 1 they die. Almost every elite group dies within 3seconds.
Aslong you dont autoattack any mob, your damage will stay high.


Tips for easier "vaulting":

Bind the "move to" button in the interface.
Use Smokescreen (Lingering Fok)
Use Preparation (Backup Plan)

Video:
Butcherkill (4,2mio hp) in about 8sec with 55k dps unbuffed gear:
http://youtu.be/OyAhWlvnsu8

[Guide] [AFK] survive with x% health exping for any class

Thanks to janekkoval i found there is slight small spot where both stains cross ( it is actualy a small palce cos i tried it before and missed it. so the EXP is doubeled to 670xp/s
i tried all damaging locations i could think of and i found that before belial the green stains on ground works best so far.
I can get 670 exp per second. It is not much but so far best i had found.
All you need is buy cheap blue gear for all resistence and some pieces for hp regen ~around 40-70 better more peices so you can experiment.
Now the tricky part is to balace your items so the green staint on ground damages you as fast as you regen hp from regen it took me around 4mins to find the best gear setup for it (currently iam using 6 items with all ress and 1 with hp regen but it varies on your armor and such so everyone must find his own perfect combination.
Now i can stay afk and it wont kill me ( my hp increase by 0.1% each ~10min so before i get over 10% hp it would take around 8 hours which is far enaugh for me.
IF anyone can think of any upgrades to this i will gladly welcome and try them ( like better spot and such )

On this screen you can see the Exact spot you shoud stand on to be on cross to double the exp. Its hardstill but now you can see the location to aim for



PS: exp gear and gem doesnt work for this 155xp reward per each survival
PSS: Its done in normal diff.

+ It seems you dont have to care about AFK kick dont know why but i had this runing without doing anything for 1h 30min so far and its still fine


Here is screen of my stats for this farming (the dual spot) as you can see i have low life big resist and low hpregen with current item stats i can stay there afk for around 40min before i need to get my hp down because it increase by 0.1% every 1 minute all it needs is now to cut down a little bit all res to get it working perfectly its only matter of touch and patience but this works just well for anyone trying this

(gear consist of ALL armor pieces with all res 76+ and Inteligence) except of one ring which have only 30 hp regen thats) (iam using shield but weapon slot is only epmty slot i have )

[Guide] How to instal Diablo III on your computer PC or Mac

This page not only discusses How to Install Diablo 3, but various problems you may encounter while installing the game.

Remove the Beta

If you are one of two million people who played the Diablo 3 beta, you must totally uninstall the beta -- and delete the Battle.net folders -- before installing the full game.
The Battle.net folder can be found in the following locations:

WINDOWS XP

C:\Documents and Settings\All Users\Application Data\Battle.net

WINDOWS VISTA/7

C:\ProgramData\Battle.net

MAC

/Users/Shared/Battle.net
Once this folder and all other beta files are removed, run the installer.

Common Errors

Needs New Operating System Error on Installation

Users who are currently using Windows Vista as operating system will generally encounter this problem.
In order to install Diablo 3 on a low end computer system using Microsoft Windows Vista, first one must check the service pack version. It must be Service Pack 2 SP2 not on SP1 to check your current version, click on the Windows Home button, click on Control Panel, then click on System.
The lowest line the Windows Edition paragraph displays which version you are currently on. There should be a clickable link if you are currently on the SP1 in order for you to update to the latest version. Or click on the following link to download the latest version of the service pack.
http://www.microsoft.com/en-us/download/details.aspx?id=15278
Other tips for a smoother install:
1. Create a new account with Administrator privilige.
Go to Control Panel>User Accounts>Manage Accounts>Create New Account.
Choose Administrator and name it whatever you like.
2. Log in using the new Administrator Account, and pop in the game disc. Explore the disc instead of running the installer. Look for the Diablo 3 installer executable file. Right Click on the file and change the Compatibility mode and enable Run in this program in compatilibilty and choose Windows XP (Service Pack 2)
3. Run the program by Right Clicking on the executable file and Choose Run as Administrator.

Sunday, August 12, 2012

Diablo 3: Patch 1.0.4

Developer Blog - 1.0.4 Systems Preview
The first of many developer blogs has just been posted! Check below for a quick bullet point recap. However I strongly suggest checking over the full post! Patch 1.0.4 is currently targeted for the fourth week in August,2012.
  • Magic find and gold find will no longer be averaged in multiplayer games.
  • Monster health will now be a flat increase of 75% health (per player), regardless of the difficulty in multiplayer.
  • No more enrage timers on elites.
  • Elites will no longer heal to full health
  • They are increasing the health of normal monsters (but increasing the drop of magic or rare items by a factor of four), and lowering the health of champions and rares to shrink the gap between them.
  • They are adjusting fire chains and shielding, and REMOVING Invulnerable Minions.
  • They want to make all items that drop be good, however this is not something they can fully do in 1.0.4. However weapons of ilvl 61 and 62 can now roll damage that extends all the way to top ilvl 63 weapons
  • To help with the dual-wielding  and two-handers, they will be adding a new set of stronger affixes
  • Reducing repair costs of high-end items by 25%
  • Legendary changes will have its own blog post
  • MANY more blogs to come covering the buffing of unused skills, and big improvements to wd pets.
Blue post:

Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements.

Let's get started!

So Happy Together
While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.

The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.

Along the same lines as the change in 1.0.3, we’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.

Shrinking the Gap
"..in 1.0.4 we're going to shrink the gap between normal monsters and Elite packs"
We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall.  In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.

So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.

To further reduce the gap between normal and Elite monsters, we’re adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.

Weapons Master
One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.

Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.

On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills.  Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways.  It also made skill evaluation difficult, particularly for skills with long durations or cooldowns.  We’re switching a lot of these skills to read “X% weapon damage over 5 seconds”.  Many skills already follow this format, and understanding what the skill does is very clear.  As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed.  So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher.  A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds.  The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.

Efficiency vs. Challenge
"We're removing Enrage timers and the "heal back to full" behavior from champion and Rare monster packs"
Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fastthey can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement.  Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.

We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%.

Legendarier
We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing.  The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.

Stay Classy
"We're making a metric-ton of changes to classes, so we're going to have a separate blog posts for each"
We're making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:
  • Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
  • Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
  • Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
  • Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
  • Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity - we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.
We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.

The Outro
These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.

See you in-game!

*P.S. We’re getting rid of the Invulnerable Minions monster affix.

Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero &amp;amp; ghost chili jerky this month.

Saturday, August 11, 2012

Developer Blog - 1.0.4 Systems Preview

Developer Blog - 1.0.4 Systems Preview
The first of many developer blogs has just been posted! Check below for a quick bullet point recap. However I strongly suggest checking over the full post! Patch 1.0.4 is currently targeted for the fourth week in August.
  • Magic find and gold find will no longer be averaged in multiplayer games.
  • Monster health will now be a flat increase of 75% health (per player), regardless of the difficulty in multiplayer.
  • No more enrage timers on elites.
  • Elites will no longer heal to full health
  • They are increasing the health of normal monsters (but increasing the drop of magic or rare items by a factor of four), and lowering the health of champions and rares to shrink the gap between them.
  • They are adjusting fire chains and shielding, and REMOVING Invulnerable Minions.
  • They want to make all items that drop be good, however this is not something they can fully do in 1.0.4. However weapons of ilvl 61 and 62 can now roll damage that extends all the way to top ilvl 63 weapons
  • To help with the dual-wielding  and two-handers, they will be adding a new set of stronger affixes
  • Reducing repair costs of high-end items by 25%
  • Legendary changes will have its own blog post
  • MANY more blogs to come covering the buffing of unused skills, and big improvements to wd pets.

blue post :
Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements.

Let's get started!


So Happy Together

While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.

The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to
remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.

Along the same lines as the change in 1.0.3, we’re going to be
lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.

Shrinking the Gap

"..in 1.0.4 we're going to shrink the gap between normal monsters and Elite packs"

We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall.  In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.

So, in 1.0.4 we’re
increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.

To further reduce the gap between normal and Elite monsters,
we’re adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.

Weapons Master

One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.

Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.


We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating
a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.

On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills.  Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways.  It also made skill evaluation difficult, particularly for skills with long durations or cooldowns.  We’re switching a lot of these skills to read “X% weapon damage
over 5 seconds”.  Many skills already follow this format, and understanding what the skill does is very clear.  As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed.  So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher.  A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds.  The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.

Efficiency vs. Challenge

"We're removing Enrage timers and the "heal back to full" behavior from champion and Rare monster packs"

Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fastthey can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement.  Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.

We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be
reducing repair costs of high-end items by 25%.

Legendarier

We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing.  The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.

Stay Classy

"We're making a metric-ton of changes to classes, so we're going to have a separate blog posts for each"

We're making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:

  • Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
  • Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
  • Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
  • Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
  • Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity - we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.
We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.

The Outro

These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.

See you in-game!


*P.S. We’re getting rid of the Invulnerable Minions monster affix.


Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero &amp;amp; ghost chili jerky this month.


Source: http://www.diablofans.com/news/1306-developer-blog-104-systems-preview/