Diablo III News

Treasure Goblin Bank by ThinkGeek

Store your coins in a Diablo Treasure Goblin Bank with sound

Diablo Treasure Goblin Bank by ThinkGeek
Treasure Goblins in Diablo III are devious creatures, that are such fun to chase and try to kill. A new Treasure Goblin Bank by ThinkGeek brings the goblins to real life, in the form of a bank that makes a sound whenever a coin is added. The cute goblin puts simple piggy banks to shame!

The Treasure Goblin bank specifications from ThinkGeek:
  • Diablo Treasure Goblin Bank with Sound
  • Officially-licensed Diablo III merchandise
  • A ThinkGeek creation & exclusive
  • Cackles happily as he takes your money
  • When you drop a coin in, one of six sounds plays
  • Coin removal door on the bottom (so you don't have to beat the candy out of him - unless you just want to)
  • Note: Does not drop legendary items (unless you fill it with legendary items)
  • Batteries: 3 AAA 1.5V LR03 (not included)
  • Dimensions: 9" deep x 4 1/2" wide x 8" tall 
  • Weight: 12 oz. (without batteries)
  • Ages 6+
Here's a video showing the Treasure Goblin bank in action, with the 6 different sounds that it can make when coins are inserted.

Blood Thief Exploit Hotfix Explained

Blizzard chooses from multiple steps of action against exploiters of the bug

Diablo III Hotfixes
Blizzard has completed their fixes for the recent Diablo III Blood Thief Goblin exploit, along with punishments on the accounts that were involved in exploiting it. Recent Blizzard Blues posts detail exactly what steps were taken to deal with exploit, along with other issues such as a bug in Greater Rifts, and another with the Witch Doctor Zunimassa's Haunt Set.


Blood Thief Hotfix and Account Actions
Blizzard used multiple levels of punishment for the players who exploited the Blood Thief Goblin bug, including rolling back certain accounts to the start of Season 3 or when Patch 2.2 landed. Community Manager Lylirra details the actions taken, and why.

One side effect of the hotfix is that all Treasure Goblins now only drop items for players who were in range when the goblin was killed. This makes split farming a little less rewarding. The portals that occasionally come from killing a goblin, that leads to the Realm of Greed, are still accessible by anyone who was in the game when the goblin was killed.
UPDATE – April 21 @ 6:05 p.m. PDT

While this issue is now resolved, we know a lot of players have questions about what happened and how we responded, so we wanted to take some time to discuss a few of the details with you here.

Following the launch of patch 2.2.0, players discovered an exploit that caused Blood Thief goblins to drop a larger number of Blood Shards than intended. The exploit could only occur in Greater Rifts when in a multiplayer group and required a specific sequence of steps to activate.

As soon as we were able to able to verify the exploit and identify its underlying cause, we immediately began working on a hotfix for PC. The hotfix was deployed in all gameplay regions on April 16, which made the following changes to the game:

  • In order be eligible for experience or loot from any monster (including Treasure Goblins), you must do damage to it or be in the same area when it is killed

  • If you are in a Greater Rift, you are no longer eligible for any experience or loot gained by party members outside of the rift

For console, this particular change cannot be implemented via hotfix, so we've temporarily disabled all Blood Thief goblin spawns on PlayStation 4 and Xbox One until further notice (pending a future patch).

From there, taking the complexity and impact of the exploit into consideration, we also elected to action accounts on a case-by-case basis. In general, one of three things occurred:

  • Accounts which were found to have both used the exploit excessively and publicly promoted its use were permanently banned.

  • Accounts which were found to have used the exploit excessively, but did not publicly promote it, were rolled back and their associated heroes removed from active Leaderboards (both Seasonal and non-Seasonal).

  • Accounts which were found to have used the exploit to a limited degree (or quickly stopped once realizing the scope of what was happening) were effectively pardoned. We understand these situations can inspire a certain level of curiosity and that it may not always be immediately clear if you’re undermining intended game mechanics. Mistakes happen, but we hope this leniency won’t be taken for granted in the future.


All in all, this incident has shown us that the vast majority of players, upon encountering an in-game exploit, will not only put sportsmanship and fair play above personal gain, but will also work to bring the matter to our attention quickly via channels like hacks@blizzard.com, our online webform and ticket system, and these very forums. (We even received a few Twitter DMs, Skype messages, and personal emails too!) So, on behalf of the development team, I just want to say thank you to those of you who took the time to notify us, as well as apologize for any inconvenience caused a result.

As noted in our original post, maintaining an enjoyable and equitable play experience is very important to us, and we’re going to continue to monitor the game as well as take steps to prevent exploits like this from happening again.


Exploiters Misusing Account Rollbacks
Some players who were given actions on their account for exploiting the Blood Thief Goblins issue, decided to use the official Account Rollback system to try to get around the punishment. That was dealt with, as well. Reportedly those accounts were once again rolled back to the start of the Season or patch so their hero progress was deleted, and all three of their official rollback allowances were removed. It is really not worth trying to cheat, folks!
Thanks for the reports! Our Customer Support team is already investigating and will be taking action as needed.


Improvements to Crafting Resource Management
Grimiku took to the forums to discuss a year-old thread, where he had originally mentioned an idea that the developers had for changing all materials into currency-style user interface. That system wasn't implemented, but there have been gradual improvements through multiple patches, to make crafting materials and gems easier to pick up and store.
As some of you may have noticed, my original post about potential updates to crafting resource management was created over a year ago. A lot of changes relating to crafting, inventory management, and looting items in bulk have happened since then, and chances are there will be more changes that affect them in the future, too. At this time, we’re no longer planning to implement a currency-style storage system for crafting materials, and we don’t have any additional related updates to provide. That said, we do plan to continue to make improvements to these systems when it aligns with our design goals, and makes sense for us to do so.

As a refresher, here are some of the more recent changes that have improved on the crafting system and/or inventory management which are already in the game.

  • All normal Health Potions are now bottomless, and regular Health Potions no longer drop
  • There is now a “vacuum pickup” system to make gathering large amounts of certain items (including gems and crafting materials) easier
  • A Wardrobe has been added, which now manages cosmetic items like pets, wings, pennants, and portrait frames
  • Players can now increase their Blood Shard cap by reaching new personal bests when playing in Solo Greater Rifts
  • When crafting gems and items, the entire quantity will be crafted at once


More info: http://us.battle.net/d3/en/blog/18642492/


Greater Rift Timer Bug
A bug is being investigated regarding the timer in Greater Rifts. Occasionally it will already be partially completed as soon as players enter the Rift.
Posted by: Xeyrruken

I just get into a Public Game with a friend and when we start the Grift Level 35, the clock already was at 75% more.

Thanks for mentioning this, Xeyrruken.

We've passing any reports we’ve seen on this bug to the appropriate folks. While we don't have an ETA yet on when this issue will be fixed, we'll let you know as soon as we have an update!


Bug with Zunimassa's Haunt Set
The Witch Doctor class Set Zunimassa's Haunt was overhauled in patch 2.2.0, and is increasingly popular. There is currently a bug that pops up when multiple Witch Doctors in a party have the set, and are attacking the same monster. That bug will eventually be fixed, either by a hotfix or in a small patch, such as the patch 2.2.1 on the PTR.
Thank you, everyone, for reporting this issue! We've identified a bug that sometimes prevents players from benefiting from Zunimassa’s 6-piece set bonus when there's more than one Witch Doctor attacking the same monster(s). We’re working a fix right now, but we don't yet know if this is something that can addressed via hotfix or if it will require a client-side patch. As a result, we also don’t have a time frame to share.

Thanks again for your reports, and for your patience in the meantime. We'll be sure provide more information once it’s available.

Hotfix and Bans for Blood Thief Goblin Exploit

Blizzard also requests information from players with performance issues in patch 2.2.0

Diablo III - Blood Thief Goblin
A major exploit in Diablo III has been hotfixed, and Blizzard is taking actions against players who abused it. The bug let players exploit Blood Thief Goblins to obtain extra Blood Shards. This has impacted the leaderboards for both Season 3 and non-Seasonal heroes, as some players used a massive amount of Blood Shards to get extra Legendary items. Blizzard Blues posts deal with this issues and others, including a request for information from players who are having performance issues in Diablo III since Patch 2.2 went live.


Hotfix for Blood Thief Goblin Exploit
The exploit with Blood Thief Goblins involved a group killing those treasure goblins in such a manner as to get far more Blood Shards than were intended. As shown on the in-game BattleTag profile, some accounts had already gained hundreds of thousands of Blood Shards since Patch 2.2 went live. This clear abuse of game mechanics provided a significant advantage in game.

Community manager Lylirra announced the public response from Blizzard. A hotfix quickly rolled out following the announcement, to make the exploit no longer possible. Blizzard will also be taking action against accounts that were clearly abusing the exploit. There have been scattered reports of bans so far, with other suspensions or bans on a broader level likely still to come.
UPDATE – April 21 @ 6:05 p.m. PDT

While this issue is now resolved, we know a lot of players have questions about what happened and how we responded, so we wanted to take some time to discuss a few of the details with you here.

-----------------------------------------------------------------------------

UPDATE – April 16 @ 3:30 p.m. PDT

This hotfix is now live.

-----------------------------------------------------------------------------

Hey everyone,

We're currently working on a hotfix to address an exploit that allows players to gain a significantly larger number of Blood Shards from Blood Thief goblins than intended. While we don't have an ETA to share at this time, we're looking to implement the hotfix (which will also address the underlying bug) as soon as possible in all gameplay regions and will be sure to update this thread once it's live.

With this, we're also in the process of actioning accounts which have been found to be actively using this exploit to gain an unfair advantage. This behavior not only undermines the spirit play, but directly violates our in-game policies for Diablo III. As always, maintaining a stable, safe, and enjoyable online environment for legitimate players is very important to us, and we'll be continuing to keep watch on Battle.net and taking additional action as needed.

In the meantime, we encourage everyone to please game responsibly. Not only can using exploits lead to account penalties, but it can also negatively impact the enjoyment of your fellow players. This is why we're working as quickly as we can to fix the underlying issue, and why we'd appreciate your help in keeping the effects of the exploit as minimal as possible until it's removed from the game.

For more information on how to report exploitative behavior, click here. For questions regarding account actions, please refer to Account Administration.

Thank you!


Patch 2.2.0 Hotfixes
More Diablo III PC patch 2.2.0 hotfixes have landed, including rolling restarts of the servers to take care of the Blood Thief exploit. Since these hotfixes went live, there have been reports (such as a reddit thread) that Gelatinous Spire goblin is now splitting into dozens of Gelatinous Spawn goblins. Presumably that will also be hotfixed in the near future.
Below you will find a list of hotfixes recently applied or coming soon that address various bugs or mechanic tweaks.

These hotfixes should not require you to download a new patch. Some of the hotfixes below will go live the moment they are implemented while others may require restarting the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

Last updated April 17. Hotfixes are denoted by the date they were applied to live servers.

Previous Hotfixes: [2.1.0] [2.1.1] [2.1.2]

[UPCOMING HOTFIXES]

Items
  • Fixing an issue where some players are not able to access their BlizzCon 2014 transmogrification appearances


[LIVE HOTFIXES]

General
  • The basic Healing Potion should no longer occasionally vanish from a player's hotbar (4/10)

Items
  • Fixed an issue where stash tabs purchased during a Season were not rolling over correctly to your non-Seasonal stash once a Season ended (4/17)

Monsters
  • Fixed an issue where the Gelatinous Sire would occasionally fail to split (4/16)
  • Fixed a bug which caused Blood Thief goblins in multiplayer games to drop more Blood Shards than intended (4/16)

Bounties
  • The "Wormsign" bounty should now always be able to be completed (4/10)
  • The "Wortham Survivors" bounty has been disabled (4/16)
    • This bounty cannot always be completed and we will be addressing this issue in a later patch


Blood Thief Goblin Disabled on PS4/XB1
A different approach temporarily dealt with the Blood Thief Goblin issue in the Diablo III: Ultimate Evil Edition on the PlayStation 4 and Xbox One consoles. That treasure goblin will no longer spawn on the console editions, until a further hotfix or patch can permanently take care of the problem.
Hey everyone,

As some of you may have noticed, we recently deployed a hotfix for PC to address an exploit that allowed players to gain a significantly larger number of Blood Shards from Blood Thief goblins than intended.

This issue exists for Ultimate Evil Edition on the PlayStation 4 and Xbox One, as well, but we’re unable to correct it via hotfix at this time for these platforms. We’re looking to implement a permanent solution in a future console patch, but don’t have an ETA to share. In the meantime, to help mitigate the effects of the exploit, we’ve temporarily disabled Blood Thief goblins from spawning on PS4 and XB1 until further notice.

We apologize for any inconvenience and thank you for your understanding!


Achievements in Season 3
The achievements available to Season 3 heroes are very different from previous Seasons. The standard exploration and kill achievements are not part of the Season 3 list, with a smaller and more difficult set of Seasonal achievements to obtain. This makes it a significant goal to obtain the 100 Season 3 achievement points needed for the Season 3 pennant, or 400 Seasonal achievement points for the special portrait frame. Tyvalir jumped into a lengthy discussion on the topic, to gather feedback for the developers. The Seasons in Diablo III are still very much a work in progress, and this will no doubt be adjusted further in future Seasons.
Posted by: Zsu

We don't mind re-doing achievements, Blizzard. New and exclusive challenges are nice, but don't take away from the casual experience, please. That's a really big part of the fun for us who don't feel like real competitive play.

Posted by: BlackViper

Cutting out all the original achievements (class, explore, event, boss and monster kills, etc) is not the way to spark interest in Season 3. It excludes a massive amount of the player base shooting for "The Achievement Point Leaderboards" in a season.

Posted by: Spluncy

I agree 100%. I was so looking forward to going for the achievements and competing for them (when I was able) and seeing where I fell on the leaderboards. But when I logged in, it seemed like 90% of the achievements were gone.

Posted by: eternalsnows

I have zero desire to put the time into competing on grifts and conquests, but last season at least I could get into the top 1000 by playing a lot and picking up a ton of random achievements.

Great feedback! You all have my thanks for sharing your perspectives so constructively here. Even fifteen pages later, I can see that most responses are on topic and respectful in their tone. *insert applause*

I'm still parsing through and collecting all of the ideas presented in this thread (since there's a lot of good stuff here). By all means, please continue this discussion and I'll make sure your feedback gets in front of the right folks.


Feedback Requested for Performance Issues in Patch 2.2
Since Diablo III PC patch 2.2.0 went live, some players have seen a lot of game graphic stutters or other performance issues. The Quality Assurance team at Blizzard is looking to gather information on the specific systems that are having these problems, so they can narrow down the issue and get it fixed. If you are having these sort of problems, you can follow the steps listed to gather the needed data, and email it in.
Hey folks,

We're having a difficult time trying to reproduce this issue. I'm hoping that those of you experiencing this issue can send me a bit more information so that I can forward it to our QA team to assist with their investigation.

If you get the chance, please send the following info to forumtech@blizzard.com:

  • The contents of your D3Prefs.txt file located in your Documents\Diablo III
  • A description of what you're doing when experiencing this issue. For example, what are you doing in-game and are you in a specific area.
  • While playing, are you running any applications in the background? Maybe something like youtube, netflix, spotify, etc...
  • Attach your MSInfo and DXDIAG.

    Here's how to do that: Obtaining System Files
  • ______________________________________________________
    I'm available Sunday through Thursday from 11AM to 8PM Pacific Time
    Support Contact Information

    Got some feedback?

    Patch 2.2.1 Arrives on the PTR

    A small patch and hotfixes deal with issues found in patch 2.2.0 (Updated)

    Diablo III Public Test Realm
    The major Diablo III Patch 2.2 has been out for barely a week, and a minor patch has already arrived on the Public Test Realm. Patch 2.2.1 will fix various bugs, including issues with Experience bonuses. Other fixes have already been rolled out to the live servers via hotfixes, and more are on the way.


    Patch 2.2.1 PTR Notice
    Update: A new blue post explains the focus of patch 2.2.1. Although the patch is up on the PTR, there isn't a lot of in-depth testing to be done. The patch also contains internal tweaks for the upcoming Chinese free-to-play edition of Diablo III, which will not affect the other established regions of the game.
    Hey everyone,

    As you may have noticed, Patch 2.2.1 recently became available for testing on the PTR. You can check out the patch notes here, and if you’re looking to participate, you can find out how to do so here.

    It’s important to note that, unlike other patches we’ve put up on the PTR in the past for Diablo III, Patch 2.2.1 will be relatively small for the Americas, Europe, and Asia gameplay regions. It’s not going to be a big content patch like Patch 2.1.0 or Patch 2.2.0, but instead will focus on things like fixing bugs and addressing other minor issues players have reported.

    Despite its size, we’re still doing some testing that will require this patch to be on the PTR for a period of time. Given the scope of the patch, however, we’ve elected not to open up our PTR Feedback forums. If you’re a fan of testing upcoming content, don’t worry! You’re still welcome to hop on the PTR and test to your heart’s content. And we’ll still monitor our other forums for your feedback to pass on to the development team—not only about the changes on the PTR, but about existing content as well.

    Thanks for your understanding, and we’ll see you in Sanctuary!


    Diablo III Patch 2.2.1 PTR Patch Notes
    The first build of patch 2.2.1 includes a handful of bug fixes. It may expand to include more updates, as it stays on the Public Test Realm.

    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.

    Table of Contents:

    GENERAL

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

    USER INTERFACE

    • 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



    Patch 2.2.0 Hotfixes
    On the live servers, hotfixes are rolling out to deal with issues that do not require a client patch. The hotfixes disable the recently added "Wortham Survivors" bounty, which may be re-enabled in patch 2.2.1, if the fix is available by the time it goes live.
    Below you will find a list of hotfixes recently applied or coming soon that address various bugs or mechanic tweaks.

    These hotfixes should not require you to download a new patch. Some of the hotfixes below will go live the moment they are implemented while others may require restarting the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

    Last updated April 17. Hotfixes are denoted by the date they were applied to live servers.

    Previous Hotfixes: [2.1.0] [2.1.1] [2.1.2]

    [UPCOMING HOTFIXES]

    Items
    • Fixing an issue where some players are not able to access their BlizzCon 2014 transmogrification appearances


    [LIVE HOTFIXES]

    General
    • The basic Healing Potion should no longer occasionally vanish from a player's hotbar (4/10)

    Items
    • Fixed an issue where stash tabs purchased during a Season were not rolling over correctly to your non-Seasonal stash once a Season ended (4/17)

    Monsters
    • Fixed an issue where the Gelatinous Sire would occasionally fail to split (4/16)
    • Fixed a bug which caused Blood Thief goblins in multiplayer games to drop more Blood Shards than intended (4/16)

    Bounties
    • The "Wormsign" bounty should now always be able to be completed (4/10)
    • The "Wortham Survivors" bounty has been disabled (4/16)
      • This bounty cannot always be completed and we will be addressing this issue in a later patch


    Performance Issues in 2.2
    Since the last Diablo III PC patch went live, there have been many reports of problems with system lag and hangups in the game. The patch did include major underlying changes, including the new CASC file system. The Quality Assurance team is delving into the issue, and hopefully it can be found and fixed soon.
    Hey folks,

    I wanted to thank all of you that reported this issue and provided your DXDIAGs. We actually opened a ticket a few days ago to have this issue looked into further. No new information has been shared with us, but rest assured that we're definitely aware of the performance issues that some of you are experiencing, and we're working hard to figure out the root cause. We'll let you know once we hear anything.
    ______________________________________________________
    I'm available Sunday through Thursday from 11AM to 8PM Pacific Time
    Support Contact Information

    Got some feedback?

    Wednesday is the first day of BlizzCon 2015 ticket sales. They go on sale tonight at 7PM EDT (10PM Eastern time). See the details and be ready to buy tickets as soon as they are available, if you are interested in attending Blizzard's big gaming convention.

    Wyatt Cheng Talks Patch 2.2 and Season 3

    An interview with ZiggyD deals with the Mortick's Brace removal

    Wyatt Cheng and ZiggyD Interview
    Diablo III developer Wyatt Cheng took time last week for an interview with Australian streamer ZiggyD. They discussed the last minute removal of Mortick's Brace from Patch 2.2, what metrics the developers are watching in Season 3, tidbits about patch 2.3, and other interesting topics. Watch the 20 minute video of the interview, or read on for the Q&A transcript.




    Patch Size: Patch 2.2 adds a huge amount to the game. Is this a trend you'd like to continue for future major patches?
    The team has put a ton of work into the patch. Some of it is based on feedback we've received. A good example is the Focus and Restraint set. There's still more to do. People still look at things like Legendary weapons. In much the same way that we got feedback on a lot of rings that weren't doing much, we really prioritized making awesome rings this time around. I think you can expect to see us revamping weapons, too. I can't really comment on the scope of the change, except to say that we still have a lot on our todo list. Patch 2.2 introduced three new sets, for the Barbarian, Monk, and Wizard. We have plans to introduce sets next patch for Crusader, Monk and Witch Doctor - three now, three later. All the classes also had some revisions to their existing sets in patch 2.2.

    Patch 2.3: So patch 2.3 is potentially going to be the release for those next three sets?
    2.3 is a ways off. We have already started work on it. The way our development cycle works is, we start working on something in parellel, so work on 2.3 started even before the last BlizzCon. Some things take a while, some things are quicker. Particularly if it requires new art, that we have to plan further ahead. Again, to use Focus and Restraint or the rework on some of the rings as an example, those ones don't require new art to add a new power, but it does involve some design and some testing. So we're able to get those in with 2.2.

    Mortick's Brace: There was some frustration over how the Barbarian Mortick's Brace was removed with the patch 2.2 release. What went into the decision to remove it right at the last moment?
    I don't think we handled that very well, to be honest. Some background on that: we made the decision to not have those bracers in 2.2 just over a week ago. We had them disabled for our internal builds and did some testing with the bracers off, and we ran some numbers and some calculations. We said these bracers aren't ready, as many in the community had pointed out, they were very overpowered. So we removed them, but there were a number of other issues such as they didn't get removed from the patch notes in time. They also weren't removed from the console version. We go through a submission process with Sony and Microsoft to get the console patch submitted. It gets signed off by them and then it goes up, so there's a process involved.

    We feel the game is at a really good place now. It's always been our goal that each of the classes has not just one, but multiple competitive build. That's one of the things I'm excited about Season 3 in patch 2.2. Every class has at least one, if not two, and in some cases three different builds that are all capable of Greater Rift 50 or higher, which is unprecedented. With the bracers removed, I think you'll see all the classes within a couple of Greater Rifts of each other at the top end. So we feel like the game is at a pretty good place. Again, we didn't handle it very well, our communication was not great on the issue, and we will try to better on that.
    Is there any plan to bring Mortick's Brace back in the near future?
    There's a lot of options on the table. Some of the questions right now are: is bracers the right slot for it; what is the right effect - should it just be one rune? I've seen that suggestion as well, some people want Wrath of the Berserker - Striding Giant or other ability options. Fortunately we have a good development cycle where we can look at what the right answer is.

    Power creep and Gameplay Variety: Players progress to a point where the relevent content is limited to high level Greater Rifts, so that reduces what they can do in game. Are there any plans to curb power creep or add additional Torment difficulties, or add additional variety of content at the top of gameplay?
    There is a little bit of power creep. Usually that's because as we add new items, there's a certain expectation that these items are going to make you more powerful, so to a certain degree that'd inevitable. On the flip side, players often ask for build diversity. Honestly it's hard to have both constant power creep and diversity. Usually as you things get better, one of them tends to stick out from the crowd a little bit. If we moved Torment IV to be the equivalent difficulty and rewards to Greater Rift 50, but as a Torment setting, all of the sudden a lot of builds wouldn't be viable for Torment IV. It's not black or white; maybe we do need a few more settings that are higher. But we don't want the Torment settings to push your character to the limit - that is what Greater Rifts are for. We kind of like that Torment IV is farming mode, where a lot of builds are reasonable, and On-Kill effects have a good place. There's a lot of builds that work for Torment IV farming that don't work at the very high end of Greater Rifts, and vice-versa. We like that that difference exists, but as power creep continues, the gap between the two is probably worth examining. For 2.2 we're pretty excited that we have more build diversity for the upcoming Season than ever before. So let's see how that pans out and then go from there.

    Stash Space: Are the limitations of stash space a gameplay design decision, or is it a technical/financial limitation of the game?
    It's a complex issue. The reality is that we can't give people infinite stash space. Especially when you're dealing with the million of players we have, and some of our infrastructure and such. It's no secret that we're releasing in China pretty soon, and there is a different business model in China: you only start with one stash tab, but there's the option to purchase more. I think we want to see how that goes, does it have a Pay to Win fear - that's something that comes up. Blizzard really believes in fair play for everyone, and we really want to avoid things that feel like they would be pay to win. I know some people feel that stash space wouldn't be pay to win, but at the same time for a game like Diablo, holding on to your items is valuable, so it might be perceived that way.
    So is it possible that if this goes well in China, the potential of expanding stashes as MTX would be possible?
    That's really not something I can comment on. All I can say is that it'd be the elephant in the room if I didn't acknowledge that it's there. We need to see how it feels, we're very protective of not being pay to win. I sort of approach things cautiously. Again, we have these constraints where we can't just give you infinite tabs. If we went in and said, "everybody gets 1 more tab", then everyone would just want more. I think that is true, so we have to try to figure out how do we reconcile all of these factors.

    Season Length: Four months feels too long for a Diablo season, and the recent announcement was that Season 3 will be at least 4 months long. How do you feel about Season length?
    Our first Season was about five and one-half months long, and we received feedback that it felt too long. This last Season was two months long, and some people said it's just right, a lot of people said it was too short. I think what it comes down to is that different people have different playstyles. Some people even say "we want one week Seasons!" When you're talking about one week Seasons, you're talking about a totally different audience - it's about racing as fast as they can, they're not really interested in for example, getting a full set of Ancient items in every slot using their perfect Set. It's a completely different mentality. We'll never be able to make both groups happy. The selection of the four months is that we're currently looking at the journey of the people who want a fresh start, but still want a sense of investment in their character. For the people who are only interested in the race, this will seem long.
    So you think four months is a good amount of time to get the entire scope of the Diablo III story, and develop your character?
    I think three months would have been fine as well. I think that we sort of use three to four as being a good range. This time we're trying at least four. It's really a matter that not everyone is going to be happy, but we want to try these different lengths and say, "what percentage of our players were able to complete their 6-piece set after three months?"
    So it's up for review depending on how it goes with this Season.
    Yeah. And what percentage of players are able to get the new portrait frame and pennant. Both of these are cool, because it's the three year anniversary of Diablo III, so they're kitted around looking like that. We'll be tracking: what percentage of people have unlocked this after one month, two months, three months, four months? So this will give us a sense of: how do these different styles of players interact with the Season? And we want to make sure that people get a lot of out of it, for when we are looking and calibrating our rewards for future Seasons. The pennant is supposed to be that everyone who loves Diablo III should be able to get this, and the portrait frame is more that the dedicated players should be able to get this. So we'll look at that and track it, so we can calibrate our rewards accordingly.

    Do you plan on making solo play more rewarding?
    We're pretty happy with where solo play is. There is some concern over Legendary gems. No immediate plans, but maybe long-term.

    Will the Nemesis system from the console Ultimate Evil Edition come to the PC version?
    The top two requested features from console are side-kicking, and Nemesis. We have looked at both of them at one time or another. It kind of goes both ways, that there are some features on console that they would like from PC as well.

    Any possibility of shared followers between characters?
    There's the possibility. As you can probably tell, there's a lot of things on our todo list. We started looking at it, and immediately the questions came up: what happens in hardcore; what happens when I'm leveling a new character; if I level a new character and I unlock a follower, what happens to that gear when I hit 70? There's basically a bunch of UI work that would be involved in that. It's not an unsolvable problem, it's just how does this prioritize against all the other things that players would also like?

    Any Diablo related news at E3?
    I can't comment on future news schedule releases.

    Patch 2.2 had some updated 2-piece sets. Will other 2-piece Sets be reworked in the next patch?
    Yeah, some of them. I think I've got my eye on The Traveler's Pledge and The Compass Rose set. The Barbarian 2-piece weapon set was done because we had the new Whirlwind set in patch 2.2, and Focus and Restraint is because had a huge ring focus in the patch.
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