Diablo III News

New Legendary Gems Planned

Blizzard Blues on getting in The Vault, and Legendaries not coming to console patch 2.1

Diablo III Legendary Gems
The Legendary gems currently in Diablo III are just the start! There will be more of those powerful jewels added in a future patch, including some that are oriented towards defense. The latest Blizzard Blues posts covered that, and a request for feedback about Nephalem Rifts that do not have enough monsters to complete.


New Legendary Gems in a Future Patch
The first group of Legendary gems were added in patch 2.1, and mainly provide offensive effects. A future patch will bring new Legendary gems, including more with bonuses that are related to defense. These gems are a terrific method for the developers to add interesting effects to the game, that all classes can share without having to use an item slot that might be needed for a set or Legendary item.
Great discussion going on here, guys.

Regarding Chrono's second point, we do have plans to add more Legendary Gems to the game in the future, including those that are more defense-oriented. We don't have a time frame to share for when the next batch of Legendary Gems will be added just yet, though.

In the meantime, we've been keeping a close eye on your gem suggestions, so if you've got an idea...let us know!


No Seasonal Legendaries for Console in Patch 2.1
The console group in the Diablo III team is working to bring patch 2.1 to the next-gen consoles, adding the new content to the Ultimate Evil Edition on the Xbox One and PlayStation 4. Seasons will not be part of the content copied from the PC Diablo III patch 2.1 to the consoles. Because of that, the Seasonal Legendary items will also not be included in the patch. Those Legendary items might be added (without Seasons) in a future Ultimate Evil Edition patch, however.
Because the Seasons will not be included as part of Patch 2.1.0 for consoles, the Seasonal Legendaries will also not be included. We haven't released information for plans beyond 2.1.0 yet, however as info becomes available we'll be sure to share that.


The Vault Spawn
Getting into The Vault is a rare occurrence, since only the very occasional Treasure Goblin leaves behind the portal to Greed's Domain when it is killed. Anyone in the game when the goblin is defeated can take the portal into The Vault, even if they aren't in the area at the time of its death. Good luck getting into this gold-filled heaven!
Posted by: Krazymagic

The vault will start to spawn when the goblin dies. You will see a little swirl animation and then the portal pops up. Anyone that was in the game at the time of the goblins death may enter the portal. You do not have to be near the kill either. You could be in town or in another location farming and someone could kill a goblin and spawn a portal then you could zone to him and enter. Anyone who enters the game after the portal has spawned can NOT enter, though they can see it in the world.


A very accurate description! To reiterate, the portal to the Vault can spawn in both solo and group setups in Adventure Mode (though not inside of Nephalem or Greater Rifts). In addition, any players who were in the game at the time the portal spawns are eligible to enter it, though they need not have been part of the goblin kill itself.


Chat Box in the Way
The user interface of Diablo III is a static setup, with few options for customization. Because of the positioning of the chat box, it can get in the way when trying to interact with the interface for the Rifts.
Posted by: Hysteria

Every time I open a rift, great rift or trail run, I have to battle my way through a wall of messages to click accept.


I've encountered this when I'm playing, and agree that it's an inconvenience. I'll be sure to bring this up in our next meeting.

Posted by: Hysteria

Furthermore, whenever there is a battle going on in the lower left hand side of my screen I always seem to click on something in the chat that screw up my hotkeys which usually results in my death. Blizz please look into fixing this.


I'm not as familiar with this issue, though, but I'm interested in hearing more about it. Thanks for the feedback, everyone!


Not Enough Monsters in Rift - Feedback Requested
There are occasional issues with some Nephalem Rifts and Greater Rifts not having enough monsters, so that even once all the monsters in the Rift are killed, the progress bar doesn't complete. Tsarnis from the Diablo III quality assurance team posted to ask for feedback on this issue, that can be posted in the battle.net thread. This only relates to there not being enough monsters to complete the Rift, not monster density in general.
Hi Everyone,

In recent weeks we have seen reports of players encountering Nephalem Rifts or Greater Rifts that seemingly cannot be completed due to lack of monsters. If possible, we would like to gather a little bit more information from you about the circumstances in which you encountered an issue like this.

If you have encountered a situation where you could not complete a Rift due to a lack of sufficient monsters left to fill your progress bar, please reply to this thread with answers to the following questions:

    • Was this a normal Nephalem Rift or a Greater Rift?

    • How many total floors were in the Rift?

    • What types of monsters populated the Rift? List any and every type of monster you remember seeing, divided up by which floor each type was found on as well as any other information about how monsters were distributed that you can recall.

    • What type of level or "tileset" was used. We don't expect you to know the specific name for our levels, but a short description of the type of environment will do.
        Example: Act I "Crypts", or Act 2 "Aqueducts".

    • Lastly, if you can, posting links to screenshots of yourself in the rift, the monsters in the rift, and of the open area map is greatly appreciated as it helps us better identify any remaining potential problem areas.

      We really appreciate you taking the time to read this and add your replies. Thank you!
    I just want to note and clarify that we are not soliciting opinions on density, suggestions for balance improvements, or any other type of feedback. We are looking for additional information to help us identify any remaining situations in which you could be put into a position to not be able to complete a rift at all, specifically because there are not enough monsters remaining in the Rift to fill the progress bar. Reports of instances where you simply ran out of time, or were forced to explore more of the map to find additional monsters are not what we are looking for.

    That said, this is not to say that this kind of feedback isn't appreciated. The bug report forum is simply is not the place for it. I hope that helps clarify what we are looking for. Thank you for your understanding and assistance in this.


    Server Maintenance on Tuesday
    There will be regular Tuesday Diablo III server maintenance this week, scheduled to run for 10 hours, from 1AM Pacific to 11AM.
    We will be performing maintenance beginning on Tuesday, September 23 at 1:00 AM PDT and we expect the service to be available again at approximately 11:00 AM PDT. During this time the game and many web services will be unavailable.

    Thank you for your patience.

    Xbox 360 'Ultimate Evil Edition' is Digitally Downloadable

    Infernal Pauldrons DLC is also released on Xbox consoles with 3 more character slots, transmogrifications, and the Spectral Hound

    Diablo III: Reaper of Souls - Ultimate Evil Edition on Xbox 360
    The console Diablo III: Reaper of Souls - Ultimate Evil Edition was released one month ago, on DVD and download for some consoles. The Xbox 360 version is now available as a direct digital download. New downloadable content for both the Xbox One and Xbox 360 editions of the game also arrived this week. The DLC pack costs $4.99 in the US and provides special Infernal Pauldrons, more character slots, and other goodies.


    Xbox 360 Digital Download of Ultimate Evil Edition
    Playing the Ultimate Evil Edition on the Xbox 360 up until now required buying the physical game, from a retailer like Amazon. That has now changed, as the Games on Demand Xbox 360 UEE is available for download. The game takes 7.28 GB space, and costs $39.99. It includes all the base Diablo III console content, and the additions from Reaper of Souls. Details about the game and everything that it provides can be found in Blizzard's FAQ.



    Reaper of Souls - Spectral Hound and Transmogrifications
    Xbox One and Xbox 360 Ultimate Evil Edition DLC
    The first Xbox DLC for the Ultimate Evil Edition also arrived this week. The $4.99 pack is listed as Diablo III: Reaper of Souls – Infernal Pauldrons, but includes more than those shoulders. The DLC is available for either the Xbox One or the Xbox 360. It is described as including these goodies:

    • Infernal Pauldrons: Give your Heroes starter bonuses with this exclusive item.
    • Spectral Hound: Summon a companion for your Heroes.
    • Arma Mortis: Teach the Mystic seven new weapon appearances.
    • Arma Haereticorum: Teach the Mystic three new helmet appearances.
    • Three additional character slots
    The Infernal Pauldrons were originally a pre-order bonus for the console Ultimate Evil Edition. The other parts of the DLC were first seen in the PC Digital Deluxe Edition for the Reaper of Souls expansion, including the many transmogrification appearances and the Spectral Hound cosmetic companion. It is now also part of a solid DLC for Xbox Diablo III Ultimate Evil Edition players.

    Diablo III Maintenance Today

    Login server maintenance planned for 2 hours on Wednesday

    Diablo III Server Maintenance - September 17, 2014
    Maintenance in Diablo III is normally done on Tuesdays, as with other Blizzard games. There will be an unusual login server maintenance today on the Diablo III servers. The latest Blizzard Blues posts detail a reverted hotfix and an upcoming change to a difficult Nephalem Rift achievement.


    Login Server Maintenance Today
    As seen in the notification above, there will be login server maintenance today. It starts at 1PM Pacific (4PM Eastern) and is expected to last for two hours. The game will still be playable, but it might be difficult to login. Hardcore players may want to avoid playing during that time as well, just in case the maintenance causes issues with gameplay.


    Cesspolls Still in Greater Rifts
    In an earlier hotfix the Cesspools area was supposedly removed from showing up as a Greater Rift tileset. That didn't actually happen; the Cesspools can still be a Greater Rift area. The hotfix has been officially reverted, until it can be fixed properly.
    The following hotfix has been removed from the list.

    [LIVE HOTFIXES]

    • The Cesspools will no longer spawn in Greater Rifts (9/3)
      • Note that they still have a chance to spawn in regular Nephalem Rifts

    The Cesspools still have a chance to spawn in Greater Rifts at this time.


    You're Not the Boss of Me Achievement
    Achievement - You're Not the Boss of Me
    The Nephalem Rifts achievement You're Not the Boss of Me is currently very difficult to finish. As seen here, the Rift Guardian Lord of Bells is often the last boss to be found to complete the achievement. That boss is part of the very rare cow level Nephalem Rift, and so most players have never encountered it. The achievement will become far more achievable after a future client patch, that removes the bovine boss as a requirement.
    Just to let you all know, we will be removing the Lord of Bells from the Greater Rift Guardian achievement "You're Not The Boss of Me" in a future client-side patch (as this is not an issue that can be hotfixed). MooOOOooo!


    Season Transfers on the Fly
    The idea of Seasons is a new one to many Diablo III players. Tyvalir explained why everything will be transferred at the end of a season, and not during it.
    Posted by: MASKOAA

    I'm asking to let us send season items over to non season, whats the difference in waiting till season is over?

    When I say season items I'm not specifically asking for seasonal only leg I mean anything that will be transferrable at the end.


    One of the main reasons we have your Seasonal inventory roll over at the conclusion of the Season, rather than at-will, is that we'd like players to experience a given Season as a cohesive package, from Season start to Season finish. When a Season is active, it's essentially a completely separate game mode.

    We also want to avoid situations where players are just farming Seasons piecemeal for the new Legendary items since they're part of the reward scheme. Players who venture into Seasonal play are intended to get a shot at these items early; for the duration of a Season, those items are exclusive to that Season. Allowing players to bring them over at-will to their non-Seasonal profile before they're added to the normal item pool would work to undermine that reward and break the intended immersion that an active Season provides.

    Monster Density Reviewed for Greater Rifts

    Blizzard Blues on Greater Rift adjustments and Legendary gem fixes

    Diablo III - Greater Rifts Introduction
    In the three weeks since Diablo III Patch 2.1 was released, players have been putting in a lot of time with the new features like Greater Rifts and Legendary Gems. The Diablo III developers are reviewing the data from all those players, to iterate the design of those systems. The latest Blizzard Blues posts include areas that will be improved in the future, including Greater Rift monster density, fixing bugs in multiple Legendary gems, and providing more ways to acquire and use regular gems.


    Greater Rift Monster Density
    Much like regular Nephalem Rifts, Greater Rifts have widely varying amounts of monsters. This doesn't matter much in a normal Nephalem Rift as long as there are enough monsters around to finish it. But in the highly competitive Greater Rifts, lower monster density can make it difficult to quickly kill enough monsters to get the Greater Rift Guardian to spawn. This will be addressed by Blizzard in an upcoming patch, along with other parts of the Greater Rift gameplay.
    Hey guys, thanks for your ongoing feedback on density in Greater Rifts. Finding the ideal density for every map for every player is not something we're likely to perfect in one fell swoop, but we are listening and will indeed be making adjustments to Greater Rift monster density in future patches.

    I realize it may be frustrating for some not to have an exact deadline for when monster density will be "just right," but it's going to be an ongoing process, and we'll continue to iterate on density (and the Greater Rift experience as a whole) with help from your feedback.


    Simplicity's Strength Bug
    The level 25 bonus on the Legendary gem Simplicity's Strength provides a heal when using a Primary skill. Currently there are multiple skills and rune combinations where that gem does not activate when it should. The skill reported was the Wizard Electrocute - Chain Lightning, but the issue has cropped up with other skills. Blizzard is working on fixing the bug, so that all Primary skills and their runes will properly activate the gem.
    Posted by: icebeam

    I have found a bug with the Electrocute skill. When using the Legendary Gem "Simplicity's Strength" at rank 25 the "Primary skills heal you for 2% of maximum health on hit." does not work with the rune "Chain Lightning" all other runes work just fine.


    You're correct about this being a bug, and thanks for bringing this up. I'm sure you're not the only one who has noticed. Right now Simplicity's Strength doesn't always proc its healing effect when it's supposed to. The good news is that it's something we're not only aware of, but something we're currently working on correcting, too. I don't have any more details on that to share just yet, but it is in the works.

    Also, I'd like to confirm that Simplicity's Strength is meant to work with all Primary skills, which includes Witch Doctor and Wizard Signature skills.


    Bane of the Powerful Bug
    Another Legendary gem with a bug that prevents it from activating properly is the commonly used Bane of the Powerful. When elite Corpse Raiser monsters are killed, the gem currently does not provide the buff. That issue is also being investigated, to likely be fixed in an upcoming patch.
    We've found a bug with Bane of the Powerful that prevents it from activating when killing elite Corpse Raisers. We're planning on implementing a fix for this bug in the future, but we don't have any information to share at this time about when that will be. Thanks for the report, Lockewarden!


    Farming for Gems
    As mentioned previously by developer Travis Day, new options for regular gems are being considered for an upcoming patch. Community representative Grimiku expanded a little on those ideas. There will likely be two separate features added: one to help acquire a specific type of gem, and another that provides a way to use up extra gems that you currently don't need.
    Posted by: Sollan

    But why can't i use my other Gems to keep rolling for a socket (ive got thousands just sitting there, not ever going to be used), I want to play your game blizzard with its brand new features, but you wont let me with your bad game mechanics. pls, pls, pls fix this. This is the biggest problem with the game right now.

    you've gone and made leg gems a major part of the game. but we cant enjoy it because we need to use the worst iterated mechanics in the game to do so.


    Any kind of crafting done in large amounts (for example, rolling for a socket on Rings and Amulets) is going to consume resources to the point where they risk being depleted, which is fine on its own and an intended result. After all, nothing adds value to a resource like running out of it.

    That said, we agree that this is an issue and feel the root of it—in this case, never having enough Amethysts or Topazes—lies in the fact that there isn't a reliable method of replenishing the particular resource being consumed. To address that, we’re currently looking at ways we can allow players to increase their ability to obtain specific gems they need.

    On the flip side, we’re also aware that some players wind up stockpiling certain kinds of gems because there aren't a lot of compelling reasons to use them. We want to implement more uses for those gems, and are looking at various ways to achieve that too.


    Boon of the Hoarder Gold Explosions
    Grimiku also clarified how the Boon of the Hoarder Legendary gem works. As the gem is leveled, "gold explosions" appear more often. Increasing the stat Gold Find, from items or Paragon Points, will increase the amount of gold from those explosions.
    Posted by: eVo

    Does the amount of gold dropped scale with the % chance to cause the explosion?


    Leveling up the Boon of the Hoarder will cause more frequent explosions of gold, but does not influence the actual amount of gold per explosion. Having a higher gold find percentage will yield more gold per proc, though.


    Battle.net Diablo III Forum Cleanup
    The official Diablo III battle.net forums are getting cleaned up, with some lesser used forums being retired, and a new one added. Forums being closed include Looking for Group [PVE], Quests, Crafting and Artisans, and Followers forums. There are suggested other forums in the announcements, to take those respective topics.

    The Clans & Communities forum now offers a single spot to look for or chat about those social features in the game. If you are looking for a new Community or Clan to join, look no further than the official battle.net forum for that, in the Americas or European region.

    Here at Diablo Somepage we have updated the Diablo III Blue Post Tracker to reflect the battle.net forum changes.

    Pet Toughness Increasing in Diablo III Patch

    Plus details on a loot bug in the Uber Diablo fight, and a community roundup

    Diablo III Community Roundup - The Waypoint
    There will be multiple changes to improve the durability of Diablo III pets in an upcoming patch, developer John Yang announced on Friday. The improvements include a clever way of scaling the damage that pets take from specific monster attacks. Other Blizzard Blues posts confirmed a bug that prevents Maghda in the Uber Diablo fight from dropping any loot, and a new community post roundup feature called The Waypoint.


    Pet Durability Boost in Upcoming Patch
    Pets in Diablo III come in many shapes and uses. Pets that can tank monsters are featured heavily for classes like Witch Doctors. Unfortunately those pets don't scale up in how much damage they can take, which is coming in sharp focus with the new Greater Rifts that increase in difficulty. Game designer John Yang took to the forums to address the issue, and the changes that are planned for a future Diablo III patch to boost the survivability of pets.
    Hey everyone. We’re in the process of doing a review of Rift Guardian abilities and extremely damaging monster abilities in regards to the amount pets take. Our philosophy on pet survivability can be summed up as follows:

    Pets should be roughly as survivable as the player. There’s a lot to this statement so let me clarify a bit:
    • Pets should scale with your survivability stats. They currently scale with most of your stats but not all of them. This is being worked on.
    • Pets should derive their Toughness from yours, and if you skip out on it, your pets’ survivability should be noticeably lower as a result. On the flip side, they should be noticeably tougher if you’ve increased your own Toughness. You shouldn’t skimp on Toughness just because you have pets.
    • We don’t want pets to be invulnerable tanks. In the live environment pets are too squishy, but even after our review is done in a future patch, if your pets are still dying a lot, we want you to be looking to increase your Toughness, which will consequently increase your pets' survivability.

    To work towards the first goal, Pets should take reduced damage based on how avoidable the monster attack normally is for a player. This is done instead of giving pets AI to run away from damaging attacks, which would cause them to lose out on DPS time. These monster attacks exist in a spectrum but roughly fall into 3 categories:
    • Full damage to pets - Basic melee/weak projectile attacks, not expected to be always avoided by a player.
    • Reduced damage to pets - Special attacks such as fireballs, which typically deal more damage than a basic attack, are pretty bright and visible, and can sometimes be avoided by the player. Good example are Perdition’s volley attack or Agnidox’s fireballs.
    • Drastically reduced damage to pets - Persistent AoEs for which the player is intended to move out of quickly or highly-telegraphed attacks for which the player is intended to avoid altogether. Examples are Thunderstorm monster affix, Mallet Lord’s arm attack, or Morlu meteors.

    We’re not at our goal yet but are actively working towards it. Though the vast majority of monsters abilities in the game already follow these guidelines, we’ve identified a number of monsters abilities (e.g. Mallet Lord’s arm attack and some others mentioned in this thread and elsewhere) which don’t, and we will be addressing them in a future patch.


    Loot Bug in Uber Diablo Fight with Maghda
    A reddit report by user Tyrlith was confirmed as a current bug, that players should be aware of in the Uber Diablo fight. If Maghda is summoned during the fight and is killed last, normally she should drop the loot for the fight. However if she is killed by a Crusader using a Lord Commander pet spec with Phalanx, and the pets get the killing blow, she will not drop anything. Nevalistis confirmed that it is a bug that the Diablo III quality assurance team is investigating. For now, Crusaders should be careful which spec they decide to use when farming organs in that Infernal Machine fight. For more details check out the report.


    Torment Difficulty for Greater Rifts
    Grimiku put out a good reminder for players just starting to jump into Greater Rifts - that is available on Torment I difficulty or above. While normal Nephalem Rifts can be completed at any difficulty level, the trial key needed to start a Greater Rift won't drop in lower difficulties.
    Posted by: Oatz

    Does difficulty matter?

    I am on a season character so I was doing master level rifts and now on torment 1 rifts.

    Thanks.


    You'll need to be in Torment difficulty in order to have a chance to find a Greater Rift Trial Key. Each level of difficulty beyond Torment I will give you a greater chance of finding a key, too.

    Read on for the first edition of the new The Waypoint community post roundup.

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