Diablo III News

Diablo III Developers on Healing and Follower Gear

Blizzard Blues and developer thoughts on quality of life improvements

The Diablo III developers are looking at quality of life improvements that could be made to the game, to refine the many changes made in Patch 2.0 and in the Reaper of Souls Expansion. The latest Blizzard Blues delve into those, including thoughts from developer Wyatt Cheng on the Healing overarching stat, and a discussion about whether Followers should share their gear across all characters on an account.

Possible Changes to the Healing Stat
Developer Wyatt Cheng took to the forums to reply to an interesting post about how the Healing and Toughness stats should be viewed. The Healing stat was already changed in Patch 2.0.4, and it may be adjusted or renamed entirely in the future.
Thanks for spreading awareness! Great write-up.

Damage, Toughness and Healing are all designed to be rough guides to try and help players make gear choices, but knowledge of the underlying mechanics will always allow players to get the most out of your gear. Savvy players understand that mechanics like "+% damage to skill X" or "Cooldown Reduction %" can provide significant increases to your combat effectiveness. Equipping your character is about much more than just making an abstract number on your character sheet as large as possible.

Healing is currently an estimation of approximately how much Life the game thinks you probably heal per second. Obviously it's just an estimation because mechanics such as Life Per Kill and Life Per Resource Spent don't translate directly into a Life per second value.

We've been talking about changing Healing into a "Toughness healed per second" value. This unfortunately makes it even more of an abstract concept, but it would help take into account that your damage mitigation enhances the value of your Life recovery stats. The ultimate goal of the three summary stats is to provide a "quick gut check" of an item's effect on your character, and making this change to Healing could probably help guide people better.

No DPS Meter for Diablo III
Some of the European community managers talked about the commonly requested DPS Meter. As mentioned back in the expansion release party Q&A, Wyatt Cheng also noted there why the developers aren't interested in adding a DPS meter to Diablo III. They also discussed the meta-stats like Damage, Healing, and Toughness.
Posted by: Deconstruct

A build's worth isnt just defined by its DPS potential, but also by its defenses and utilities

Well said! We know that a DPS meter is a fairly frequent request and you can be sure that we’ve talked about it. Ultimately though, we feel that a DPS meter would put too much focus on one single aspect of the game and we currently don't have any plans to implement one.

Let me explain why we feel this way: DPS is certainly important, but Diablo is a combination of activities. Healing and Toughness are are important, too, and your movement and positioning, your ability to aim with certain abilities and using them at the right moment also play an important role in "determining" how "well" you're doing. DPS alone shouldn't be the only number that matters when you play.

Posted by: Deconstruct

You're not competing with anyone but yourself so that DPS number is completely irrelevant to your own experiences.

Actually, we believe the frequent call for such a feature is indicative of a desire for a way to measure your progress and compare with others.

One feature that we’re working on and that is planned for our first major content patch are Tiered Rifts, and our intention is to add Leader Boards which will allow you to track your progress. That way, you’ll be able to see how quickly you can clear these special rifts which in turn should allow you to assess your efficiency and compare with the community at large.

We don’t have details to share at the moment, but we’ll have more information on Tiered Rifts (and Seasons) in the future – stay tuned!
Posted by: Magnelien

what im trying to say is that those numbers mean nearly nothing... SPECIALLY damage number.

DPS, Toughness and Healing are stats that are meant to serve as quick way to assess your general character power. The numerous individual stats on your character sheet, perks granted by your legendary items, and various skill options all need to be considered however if you wish to analyse your combat efficiency thoroughly. This is the Diablo III reality and a single legendary affix can make a hero with surprisingly low values perform at a level that is unachievable for those with higher raw stats but wielding no special legendary powers.

Nevertheless those stats can still be used for a surface check for the gear and characters - especially if you keep in mind the stats marked with adjacent orange diamond (that are not calculated into either DPS, toughness or healing), and how crucial can they be in increasing your real damage output or survivability. We are definitely open to hear your feedback on how these aggregate stats could be improved so as to better indicate the power of your heroes so please keep it coming.

Should Followers Share Gear?
Grimiku discussed the idea of Followers sharing their gear across multiple characters, so they wouldn't each need to be geared up individually as they are right now. There are some complicating factors to the idea, as he mentions while gathering information about how players would view a potential such change down the road.
Posted by: Nurl

Just posting from the hardcore perspective...it would be nice, but I still think this should just be allowed on softcore, sure it sucks to die on HC and lose the gear that you had on your follower, but with that said...thats kinda the point of Hard Core.

Thanks for sharing your perspective on this, and it's definitely a good point that would need to be addressed if a system like this was ever implemented.
I think this is solid feedback, and I'd be happy to pass it along. A lot has changed with the followers since Reaper of Souls was released, and it might be a good time to take another look at them. We don't have any current plans to alter how followers are equipped, but I'd still like to hear your thoughts about it.

  • Do you currently share follower gear between your characters?
  • How often do you swap follower gear around?
  • Would you use a feature that allowed your max level characters to share follower gear?
Posted by: Artemix

Also, Grimiku, please deliver this feedback:

- when you die an are about to respawn, your follower respawned seconds before you did, instantly dying, then you revive -> no follower there.

Fix: give him the same "ghost time" that you have.

I'll put this on my list of things to talk about at our next meeting. It's something I certainly notice when I'm playing my normal mode characters, and the followers would probably like it if they took less dirt naps, too.
Posted by: KirusAlufras

No, I do not share item between class because each class has different requirement and the specific follower that best suit that build. I may switch follower for a character but the item are different between classes. Even if I have 2 class of the same, I will have different builds and require different follow setups.

As said above. I will only switch them to test to see if this setup is better or not.

No. Please don't force it on everyone if it must be added. I would like to keep each of my follower different. If they are all the same, the fun of gearing these "pets" will be removed.

It's certainly true that there are plenty of situations where a player would not want to share follower items, and that would need to be considered if a feature like this was implemented. Personally, I know that equipping my Scoundrel with a Windforce is fine on my Demon Hunter, but a pain when I'm trying to keep monsters stuck in a Piranhado.

No Reset to Enchanting Costs
If an item is Enchanted multiple times, the gold cost increases each time. This can add up when trying to reroll to get the perfect stat on an item! There have been specific changes to Enchanting costs in patches, but there isn't a system that would reduce them automatically.
Posted by: blackheart01

Basically, if I enchant an item 30 times and it's up to say 1,000,000 gold to enchant again, if I come back a week later, will it still be 1,000,000 gold to enchant again? Or does it eventually reset to something reasonable again?


To be clear, I'm just pulling those figures out of thin air. I don't actually know how many enchants it would take to get a particular item up to 1,000,000 gold.

Currently, Enchanting costs do not go down through a natural system. What I mean is, if something was patched to change the costs then that's one thing, but there's no system in place that would reduce the cost for Enchanting an item as it stands.

Keep up to date with all the latest Blizzard Blues posts in our Blue Post Tracker or the RSS feeds!

Blizzard Introduces Theorycraft Thursdays

A weekly focus on a specific class build and the items that work best with it

Diablo III Theorycraft Thursdays
So much of the class builds in the Reaper of Souls Expansion are based on a specific combination of skills and equipment. A new Diablo III community weekly 'Theorycraft Thursday' event will focus on a specific interesting build each week, along with the items that can make it work. Submissions are already open, with the highlights starting on May 1. It will be fun to see a focus on specific builds, and compare them to our Popular Builds and Skills data.

In your adventures across Westmarch and beyond, you've undoubtedly come across different items, affixes, environments, mechanics, and even anecdotes from other players that have influenced or outright changed the way you play the game (or at least tempted you to try something you never before considered). All these variables can shape and help define your hero's individual playstyle, also known as its build. 

There are so many different ways to a build a hero in Diablo III. But what build are you using right now? How did you create it? And why do you like it so much? That's exactly what we intend to explore in our new weekly segment, Theorycraft Thursday!

What's Theorycraft Thursday?

Every Thursday starting May 1, we'll highlight a new build created by you, our community. We'll showcase the skills and passives you're using, the items that may have had an effect on your choices, how this build has shaped your gameplay experience, and of course: why you love it. If selected, your build will appear on the front page (right here!) of diablo3.com, giving other players the opportunity to discuss, debate, and ask you questions about it.

The fun doesn't stop there, though. Every four weeks, we'll throw up a poll and have the community vote on their favorite featured builds from the past month. The player whose build nets the most votes will have an opportunity to join a few Blizzard employees in-game and showcase their build LIVE on our official Diablo Twitch.tv channel!

How to Participate:

Interested? Awesome! To participate, just send an e-mail to TheorycraftThursday@blizzard.com with the following information:

  • The name, if any, of your build. (If you don't have one, I am not completely responsible for the lame pun your build may wind up being associated with.)
  • The mode in which you use this build. (Normal, Hardcore, or dare I say… Seasons?) Feel free to mention what difficulty you play on too!
  • Which skills, runes, and passives you use. A link to your build using the Skill Calculator would also be appreciated.
  • A screenshot of and/or a link to your character profile. (If you only submit a link to your character profile but not a screenshot, please do not change your skills until you’ve received a confirmation e-mail that we’ve received your submission.)
  • The names of any items or Legendaries that help this build flourish. If it doesn't focus on a build-changing Legendary, that's cool too – just let us know!
  • What this build does best. Do you use this build primarily for doing Bounties? Or do you use it for playing Campaign Mode?  Whether you’re taking on Infernal Machines or doing a bit of everything, be sure to specify!
  • What makes this build AWESOME. Does it showcase big crits, or is it great at clearing large packs? Maybe it’s super mobile, or features supreme survivability?
  • Two to three screenshots of your build in action!

We're eager to see the creativity of our community, and we're even more excited about getting the chance to hang out and play alongside you. So get your submissions in and we'll see you May 1!

If you hvae a great build that you want to show off, it's a good time to think about how to present that to the world.

Hotfixes Update the 'Shard of Hate' Power

Fixes to bugs with the Legendary sword and other Blizzard Blues posts

Shard of Hate Display
The Legendary sword Shard of Hate was added in patch 2.0, and has a powerful attack that can activate from elemental skills. The sword's special ability has been too powerful so far, especially for certain specs like the Barbarian Whirlwind builds, doing far more damage than could be achieved with other weapons. The Diablo III team has found two bugs that are being taken care of with hotfixes, that made the weapon do more damage than was intended. That is detailed in one of the recent Blizzard Blues posts, so let's delve into them!

Patch 2.0.4 Hotfixes
The latest hotfixes detail the changes coming to the Shard of Hate, which are still listed as Upcoming Changes, at the moment. Other changes that already went in include a couple skill fixes.

  • Shard of Hate
    • Fixed an issue where the internal cooldown for this item's Legendary affix was being reset when dual-wielding.
    • Fixed an issue where this item's Legendary affix did not account for a skill's proc scalar, causing it to proc on every skill use.



Demon Hunter

Shard of Hate Hotfix Details
A more detailed explanation was provided for the fixes coming to the Shard of Hate legendary. This weapon has been extraordinarily powerful for certain classes and builds. Even with the rarity of the weapon, it has already climbed into the top 5 of our charts displaying the Most Popular Barbarian One-Handed Weapons, among the top 25% of Barbarians by elite kills.
As with other recent hotfixes, we’ve got one coming up shortly that we wanted to give the community a heads up about, this time regarding the legendary Shard of Hate. We’ve been closely observing our internal reports as well as player feedback on the Shard of Hate and the general consensus is that this item feels wildly out of line compared to other items. After digging in behind the scenes, we discovered a couple of bugs with this item that we believe is the ultimate culprit.

First, the internal cooldown of this item’s power was being reset each time a dual-wielding character attacked with a weapon in their other hand. This meant the effect was occurring twice as often for dual-wielding characters, and with particular skills such as Whirlwind or Tempest Rush that also carry attack speed multipliers, this effect was even more frequent.

Secondly, the proc rate of the item was ignoring the proc scalar of the skill it was used with, which in simple terms caused Shard of Hate’s affix to apply every time a skill was used. Combined with the above issue, this resulted in this Legendary vastly over performing, and even more so with particular builds.

The hotfixes we’re applying correct both of these unintended behaviors and have been added to our 2.0.4 Hotfixes thread. As with all major changes, we hope to provide insight as to why we felt these changes were necessary as well as give context to the decisions we ultimately make.

Horadric Cache and Difficulty Levels
Grimiku jumped into a discussion about the Horadric Cache rewards from Bounties, and how those rewards relate to the Dynamic Difficulty levels.
Posted by: commiedic

I run bounties on Normal just to burn through them as quick as possible, but I can burn through T1 almost just as fast. Should I be doing them on T1 for a higher percentage drop rate from the caches or should I just keep doing them on normal?

The loot from a Horadric Cache won't change based on the difficulty, but Torment 1 does offer incentives (like an increased drop rate, gold and experience) that help while you're earning a cache. If what you want is to get as many Horadric Caches as possible then a lower difficulty might be optimal, though, since all of the benefits for increasing the difficulty to Torment 1 exist outside of the cache specific loot.
Posted by: Flood

Sorry, just wanted to clarify something. You're very clear about the loot in the cache not changing based on the difficulty. I take that to mean that the loot table does not change.

However, does the "chance" that you'll get a legendary from that fixed loot table increase with each torment level?

For example. Am I just as likely to get a Ring of Royal Grandeur (a cache specific item) from a T1 cache as I am from a T6 cache?


That's a great observation, but more of an oversight on my part rather than precise, selective messaging. The chance to get a Legendary item from a Horadric Cache does not change based on the difficulty you acquired the cache. To use the example provided you'd have the same chance to get the Ring of Royal Grandeur from a cache acquired in Torment 1 as one acquired in Torment 6.

Set Items from Kadala
The gambling for items with Blood Shards can occasionally reward a powerful Legendary item. The items that can be obtained through gambling are limited, though. Some of the items that are not obtainable from Kadala, include the class-specific set items. (More generic sets with items like Blackthorne's Surcoat can be obtained through gambling.)
I dug around a little to see if I could find a bug or something, but it's looking like everything is working as intended. It's not currently possible to get a piece of Tal Rasha's (or Firebird's) set from Kadala. We're always interested in finding out if there's a bug, though, so feel free to let us know if you did find an item on Kadala that she shouldn't have. As a reminder (or in case you're wondering) Kadala should not be able to offer any items that are restricted to Horadric Caches or Torment difficulty.

Items Higher than Character Level
In multiplayer games, items drop based on the level of the party leader, as of right now. So a lower level character getting power leveled by a much higher level character, may end up with higher level gear than they can immediately use.
Posted by: Jeremy

Posted by: Polaris

The game session has a level. When you look above the minimap it says something like "Torment I (70)" The (70) indicates the level of the game. Drops are based on that number, and it is tied to the level of the Party Guide.

So you're saying if it says 70, while I'm still lvl 1, it is intended that I can get lvl 70 gears? that's mainly my question.

Yep, that's the way it's currently intended to work! A level 1 character will get level 70 gear if they've joined a game made by a 70. This might be something that we take another look at later on down the road, but it's hard to tell at this point. As a side note, there are a lot of level reduced items, so be sure to keep an eye out for them whenever you join your higher level friends game. You just might find an upgrade sooner than you think!

Keywarden Spawns
The Keywardens that drop the keys and recipe for the Hellfire Ring are supposed to only spawn on Torment difficulties, but there is a bug where they can spawn at lower difficulties as well. Be careful out there, especially on hardcore!
Key Wardens are only supposed to appear in games set to Torment difficulty, since that's when they start having a chance to drop a key. However, there is a bug that allows them to sometimes show up in games set on a lower difficulty than Torment 1, but it's not meant to work that way.

Closing Nephalem Rifts
There is a big discussion on the forums, about the etiquette of closing Nephalem Rifts. The game closes the Rift automatically shortly after any character in the party completes the event in town, and some players feel like that is a problem.
Just wanted to jump in say thanks for this discussion! I've already passed it along to our devs.

I've got a few follow-up questions, though. If you'll humor me. :)

Question #1: After killing a Rift Boss, do you prefer:
  • Clearing the Rift in its entirety before collecting your rewards?

- OR-
  • Collecting your rewards immediately, closing the Rift before clearing?

Question #2: In your opinion, what do you feel would be a happy medium between the two different playstyles (clearing Rifts vs. not clearing Rifts)?

Question #3: Why does having a Rift closed in a group before you have a chance to clear it (if you prefer that option) bother you or frustrate you? From a personal perspective, how does it negatively affect your gameplay? (Or does it even affect you?)


Keep track of the current Diablo III news with the latest Blizzard Blues posts in our Blue Post Tracker or the RSS feeds.

PlayStation 4 Diablo III Previewed at PAX East

New features for the PS4 edition includes a side-kick Apprentice Mode

Diablo III Console Developers at PAX East 2014
The console group of the Diablo III team has been hard at work on Diablo III: Ultimate Evil Edition for the PlayStation 4. This past weekend at PAX East 2014 in Boston, they showed off the PS4 version of the game, and detailed new features that aren't in any other edition of the game. These include social features with item trading via a mail system, a side-kick Apprentice Mode, and other interesting ideas.

Diablo III console senior producer Julia Humphreys and senior level designer Matthew Berger, seen above, talked about the development of Diablo III on the next-generation console. In a video with GameSpot they showed off the game in 1080p resolution at 60fps.

Here's a list of the features discussed in the video, for Diablo III on the PS4.

  • Apprentice Mode allows two characters at different levels to level up easily with each other. Using a side-kick type of system, the lower level character is temporarily boosted up to the higher level for that play session. Both characters get experience and gear according to their base level, as they level together. The lower level character gets a bit of an extra experience boost, to help them level up even faster.
  • Player Mail will be available, to let players send items to an ingame mailbox of other players on their friends list. It isn't explicitly stated, but it appears that Legendary items won't be bind-on-account to the same degree that they are now in the PC version of Diablo III.
  • When a Legendary drops for a player, there is a chance for an extra Player Gift to drop, specifically for someone on the friends list. It can be opened by any character on the friend's account, and the item will roll a Rare or Legendary appropriate to that character.
  • A fun feature is the Nemesis system, which was previously called Avenger Kills in the previous developer discussion at BlizzCon 2013. If a monster kills your character, there is a chance that it can level up, turn into a different creature, gain new abilities and jump into a portal (and out of your game). Later on that same monster can show up with ominous music in your friend's game, with a name making it clear that it was the monster that killed your character. If the monster kills your friend's character, it gets even more powerful, and can go on to someone else on their friends list! If the monster is killed, there are Player Gifts that can be sent back to the character who it originally killed.
  • Some parts of Diablo III haven't had a big impact so far, and are being boosted for this edition to give the game a more "arcadey" feel. Massacre bonuses are being boosted to give more experience and prominence in the display, and each new level reached of the Massacre bonus (10, 20, 30 monsters killed, etc.) provides a chance of dropping a Nephalem Glory globe. The Destruction bonus from destroying 5 or more pieces of furniture or barrels, now provides a little speed boost. Killing enemies with traps like chandeliers is being experimented with, to possibly provide a resource boost.
  • One of the areas that was a little tedious on the Xbox 360 and PlayStation 3 editions of Diablo III was dealing with loot in a local multiplayer game, where only one person could have their inventory open at once. To help with this further in the PS4 edition, loot in a local multiplayer game will automatically be assigned to a character who can use it. When it shows up on the ground, it's marked for Player 1, Player 2, Player 3, or Player 4. For example, if a Demon Hunter picks up an item with Strength, it will automatically go to the Barbarian in the group, since that's who it was really dropped for.
  • The PS4 edition is being tuned specifically for the console. It will include all of the Reaper of Souls Expansion features, as well as the base game content and recent patches. This includes the Crusader class, Acts 1-5, Adventure Mode, and all the other expansion content.
Diablo III: Ultimate Evil Edition is scheduled to be released sometime in 2014. Any characters from the previous PlayStation 3 edition of the game can be transferred and upgraded into the PS4 edition. Blizzard also has Diablo III in Development for the Xbox One, but they have yet to announce if or when the game will be released for that console.

Explore the Top Diablo III Items in 'Reaper of Souls'

An early look at the most popular Legendary and Set items at level 70

Diablo III is a game with epic loot, and here at Diablo Somepage we enjoy tracking exactly which loot is the most popular. We now have fully updated charts for the Best Legendary and Set Items, that list the most popular Legendary and Set items at level 70 in the Reaper of Souls Expansion. This includes brand new charts for the stalwart Crusaders, along with the 5 other classes. These charts are generated daily from data of more than 3 million Diablo III characters.

The Best Legendary and Set Items overview section has data of the most popular weapons and armor from all the classes combined. This shows the items that are used by characters in many or all of the classes. There are individual sections for each of the 6 classes; select the links below to jump right to the class you want to see!

Some thoughts to keep in mind about this early look at the top items for level 70 characters in Diablo III:
  • The expansion has been out for less than a month, and many players are still getting their characters to level 70 and starting to gear up. We expect these item numbers to change dramatically in the future, as more players farm up powerful legendaries.
  • Currently a high percentage of the items used at level 70 are Rare. Those come from drops or from players crafting up items to replace old gear after they reach level 70. These include crafts from the Sovereign Ascended and other recipes. The percentage of equipped items that are Rare will drop over time, as more of those slots are instead filled with the new Loot 2.0 Legendary and Set items.
  • The old versions of these charts split up the softcore maximum level characters into two groups, based on each character's Paragon Level. Since the Paragon 2.0 revamp changed Paragon Levels to be shared across accounts, that is no longer a useful way to divide up the softcore characters. We currently split up the softcore characters into two groups, based on the total elite kills that a level 70 softcore character has made. The main group for each class is made up characters who are at the bottom 75% for elite kills. The smaller group for each class has the top 25% of elite kills. The hardcore characters continue together as a single intrepid group.
  • The Legendary and Set items in these charts come in three different editions:
    1. The standard Legendary and Set items are the ones that drop now in Diablo III, since Patch 2.0 arrived. These make up the vast majority of the most popular items at level 70.
    2. The (Legacy) Legendary and Set items are no longer available, but dropped before patch 2.0. A handful of those older items from level 60 are still useful even at level 70, and they show up in the charts.
    3. The (Old Legacy) Legendary and Set items are very old, as they only dropped prior to Diablo III PC patch 1.0.4. These can be seen in very low percentages in some of the Demon Hunter Best Items charts, a handful of items from the Demon Hunter Set in that era, which provided a powerful 4-piece set bonus.
  • Two of the Legacy items take top honors for the most popular softcore items at level 70, among the lower 75% of elite kill characters. They are the level 60 Legacy edition of the Legendary belt The Witching Hour (Legacy), and set pants Inna's Temperance (Legacy). Those are currently the top two items across all the classes for lower 75% of the softcore level 70 characters. Those two items included high values of Increased Attack Speed, making them hard to replace for certain classes and builds at level 70.
  • There are many options for weapons at level 70, including weapons with class-specific bonuses. In the combined top 25 lists of popular items across all the classes, there is currently one weapon that makes the charts: the transplanted sword Thunderfury, Blessed Blade of the Windseeker.
  • You can look up your own Diablo III BattleTag in our database, or add it to be recorded and kept up to date, in the Add a BattleTag section. Keep in mind that the character stat sheets are partially incorrect for the time being, until all the information on Diablo III characters (including Paragon Point allocation) is available from Battle.net. Adding your account allows us to scan it, both for our charts and to provide you with the history of your characters and Diablo III progression.
  • We have updated the look and layout of these charts to make them as easy to read as possible. The individual charts now list more items than the previous versions, to reflect the many items that characters at obtaining at level 70. If you have any feedback or suggestions, feel free to leave us feedback.
See all the latest Diablo III charts and guides, and find out the Diablo III news as it happens! Follow Diablo Somepage on Twitter, Facebook, or Google+ for updates.

Update Monday, April 14, 1:10PM EDT - The original charts were missing some of the crafted Legendary and Set items. That issue has been fixed, and all the items are now listed. One other issue to be aware of: There are two different Witch Doctor helms with the same name, the Legendary Mask of Jeram and the Set item Mask of Jeram. Since both of those items have the exact same name and are currently dropping in Diablo III, we need to update our system to support that. For now, the set item is listed as a (Legacy) item, even though it is actually current; that will be updated in the future, so they both are correctly listed as current items. Our thanks to the great feedback provided in the reddit discussion, that helped with these issues.
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