Diablo III News

Diablo III Season 3 Preview

A look at the Legendary items, Achievements and Conquests, and cosmetic bonuses in the upcoming Season

Diablo III Season 3
Season 3 is approaching quickly. It starts on Friday, April 10, just days after the arrival of Patch 2.2. The new Season will bring the usual myriad of Legendary items, along with Achievements and Conquests to be obtained. There is are special new cosmetic bonuses in Season 3 that haven't been seen before. The official preview of the Season gives an overview of what we can expect, beginning next week!

As Season 2 comes to an end and we prepare to launch Patch 2.2.0, we’re seeing lots of anticipation among players for Season 3. In addition to the 10 new or revamped sets that will be available in the patch, Seasonal players will have all-new Season-exclusive rewards to enjoy. 

As with past Seasons, nephalem who test their mettle in Season 3 will have first crack at getting shiny new or revamped Legendary items, gain access to the final parts of the Conqueror’s transmogrification set, and have new Conquests to complete. Without further ado, let’s get rolling!

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Table of Contents:

New Legendary Items

One of the most exciting draws of Season 3 will be the new Legendary items that will remain Season exclusives until the end of the Season. You can see a few of these pictured below, like the Legendary Gems Iceblink and Mutilation Guard, as well as the revamped Obsidian Ring of the Zodiac, and a new recovery-themed Legendary potion coming to the game: Bottomless Potion of Amplification.

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In addition, here are the other new or reworked items that will be available first to those playing in Season 3, along with their respective Legendary affixes:

  • Dead Man's Legacy
    • Multishot hits enemies who are below 50-60% health twice
  • Dread Iron
    • Ground Stomp causes an Avalanche
  • Nagelring
    • Summons a Fallen Lunatic to your side every 12 seconds
  • Obsidian Ring of the Zodiac
    • Your first hit with each cast of a resource-spending attack reduces the remaining cooldown of one of your skills by 1 second
  • Blessed of Haull
    • Justice spawns a Blessed Hammer when it hits an enemy
  • Ranslor's Folly
    • Energy Twister periodically pulls in enemies within 30 yards
  • Little Man's Finger
    • Gargantuan instead summons three smaller Gargantuans, each more powerful than the original
  • Spirit Guards
    • Your Spirit generators reduce your damage taken by 30-40% for 3 seconds

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New Conquests and Achievements

Conquests are also returning for Season 3. While favorites like Sprinter / Speed Racer and Avarice / Avaritia will be returning, we’ve also added a few new ones. For instance, On a Good Day requires you to level six Legendary Gems to level 40, while completing Curses! requires you to kill 300 or more monsters in a Cursed Chest event at level 70 on Torment VI. As with Conquests in past Seasons, you’ll be able to see how well you completed these epic feats compared with other players on the Leaderboards.

And that’s not all! We’ve also completely re-worked previous Seasonal Achievements to focus more on the challenging accomplishments you can achieve during a Season. There are 100 new Seasonal Achievements altogether in normal and Hardcore, giving you plenty of new challenges to take on this Season.

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As always, our philosophy when creating Achievements is that they should require time and effort to obtain. The Conquests and Season-exclusive Achievements available in Season 3 reflect this idea. While some may be achieved through normal play, you’ll find that some require creativity and dedication if you want to complete them!

New Cosmetic Rewards

If you diligently rack up new Achievements in Season 3, you’ll soon be rewarded with a Season-exclusive Pennant (unlocked after earning 100 Seasonal Achievement points) and a new Season-exclusive portrait frame (unlocked after earning 400 Seasonal Achievement points). These rewards are in addition to the final pieces of the Conqueror’s  transmogrification set appearance which are only available to Seasonal players who level at least one Seasonal hero to level 70 in Season 3.

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Frequently Asked Questions

Q: When does Season 3 start?
A: Season 3 begins April 10 at 6 p.m. PDT in North America, 6 p.m. CEST in Europe and 6 p.m. KST in Asia.

Q: How long will Season 3 last?
A:  While we don’t have a specific time frame to share for Season 3, we are continuing to collect feedback from players on Season length, which we’ll be taking into consideration going forward.

Q: When are the Leaderboards being wiped for Season 2?
A: Leaderboards will be cleared once the Season comes to a close. While the leaderboards will be cleared, they will be preserved both in-game and here on our website if you wish to review your Season 2 accomplishments.

Q: When are the non-Seasonal Leaderboards being wiped?
A: Non-Seasonal Leaderboards are tied to what we call “Eras.” We currently anticipate the next wipe to coincide with the transition to Season 3, although this may not be the case for future Seasons.

Q: Will Seasons be coming to console?
A: Some features on console are best designed for that platform, and the same is true for the PC version of the game. A large part of the fun of Seasons is the entire community rerolling heroes together at the same time. The offline and disconnected nature of console does not support this style of play. As a result, we do not currently have plans to implement Seasons on console.

Get Ready To Hit The Ground Running!

We hope you enjoyed this preview of what to expect for Season 3, and we’re looking forward to seeing you bolt out of the gate with the rest of us once the Season begins.

While we're on the subject, nephalem, what class will you be leveling when the Season begins, and which of the new or revamped sets coming in Patch 2.2.0 will you use? Are you eager to tackle the new Conquests and Season-only Achievements, or are you simply looking forward to joining your friends and exploring the game from a fresh perspective once more? We’re eager to hear your thoughts below!

Patch 2.2.0 Nears End of Testing

A small patch fixes bugs on the Public Test Realm for Diablo III patch 2.2.0

Diablo III Public Test Realm
We are only one week from the end of Diablo III Season 2. After that Patch 2.2 will arrive, and then Season 3! The new patch is nearing the end of the testing time on the Public Test Realm. A small build of bug fixes and hotfixes landed on the PTR on Friday, to help the final testing process. In just over a week the patch will be live, for everyone to enjoy!

Minor Patch 2.2.0 PTR Patch
A small build landed on the PTR on Friday that fixed some bugs, to make it a better testing environment for the last week before the PTR is wrapped up. This is likely the last testing build for patch 2.2. As noted by Diablo III developer Wyatt Cheng, patch 2.2.0 is scheduled to go live on Tuesday, April 7.
Edit: This patch was successfully applied on March 27.

We will be applying a small patch later today to fix several bugs on the 2.2.0 PTR. In addition, we will be resetting all Seasonal and Non-Seasonal leaderboards to allow them to better reflect previous changes and the upcoming bug fixes.

There should be minimal downtime to apply this patch. Please keep an eye on our PTR Hotfix list for more information once this patch goes live and the hotfixes have been applied.

Thank you for your patience and your ongoing PTR participation!

Patch 2.2.0 PTR Hotfixes
Along with the new PTR patch, a range of fixes were implemented by hotfix. These take care of some issues that cropped up in the testing of the revamped Set and Legendary items for the patch, along with skill and rune bugs.
The below hotfixes are now live:


  • Mutilation Guard - Legendary Gem
    • The unique powers of Mutilation Gem should now function properly (3/27)
  • Quetzalcoatl
    • Fixed an issue where the unique power from Quetzalcoatl would not increase the damage dealt from the Jade Harvester 2-piece bonus (3/27)

Demon Hunter
  • Strafe
    • Rune - Icy Trail
      • Fixed an issue where Strafe - Icy Trail would significantly reduce the cooldown of Rain of Vengeance when coupled with Natalya's Vengeance 2-piece bonus (3/27)
  • Smokescreen
    • Rune - Healing Vapors
      • Smokescreen - Healing Vapors now correctly goes on cooldown after the buff ends (3/27)

Witch Doctor
  • Fetish Sycophants
    • Fixed an issue where Fetish Sycophants were not dealing increased damage from your highest Elemental Damage type (3/27)

  • Hydra
    • Fixed an issue where Hydra would not benefit from the Tal Rasha's 6-piece bonus (3/27)
  • Meteor
    • Fixed an issue where Meteor would not trigger Bastions of Will (3/27)
    • Fixed an issue where Meteor would not proc Obsidian Ring of the Zodiac's cooldown effect (3/27)

Tal Rasha's Bug with Hydra
One last major bug currently on the PTR involves the Wizard Hydra skill, which is too powerful right now when used in conjunction with the redesigned Tal Rasha's Elements set. That bug will be fixed before the patch is released. The updated set will likely end up a popular alternative to the Firebird's Finery set, among the Best Wizard Legendary and Set Items in patch 2.2.

Gearing for the Revamped Demon Hunter Sets
Mr. Yang commented on the gearing prospects for Demon Hunters who are looking to use the revamped Natalya's or Unhallowed Essence Sets. The new set bonuses for the Unhallowed Essence set work off of the Demon Hunter Discipline resource, and any old items with +Discipline will need to have solid alternatives with currently dropping Legendary items.
The reworked Natalya's Vengeance set is built around the Rain of Vengeance skill, and the new Legendary belt Crashing Rain has the special power of: Rain of Vengeance also summons a crashing beast that deals 3000-4000% weapon damage. The belt is an extra non-Set item that Demon Hunters can obtain to really boost the power of the set.

Once patch 2.2 arrives, we'll see how well those revamped Demon Hunter sets fare. Now is the time to wrap up any Diablo III goals you want to accomplish in patch 2.1.2 or Season 2, because both are in their final week!

Diablo III and Reaper of Souls on Sale 50% Off

Save on the base game, the expansion, or an upgrade to the expansion

Diablo III and Reaper of Souls Sale
March 25 marks the 1 year anniversary of the release of Diablo III: Reaper of Souls. Along with the ongoing celebration buff, a sale is running through March 30 for 50% off the base Diablo III game or the expansion. The digital download sale is going on at the Blizzard stores in the US and Europe. The base game or the standard expansion can be had for $20 each, or $40 for the Digital Deluxe Edition of the expansion.

If you already have the standard version of Reaper of Souls, you can also upgrade right now to the Digital Deluxe Edition for $20. That version provides an extra 3 character slots along with many cosmetic bonuses. For players who are filling up their character slots with Seasonal heroes, it's one way to get some more space. The sale ends on March 30 at 11:59PM PDT.

Diablo III game director Josh Mosqueira noted the anniversary on Twitter. He also provided an interesting recent interview discussing the progression of Diablo III, since the release of the base game and through the expansion. It covers much of the same ideas discussed in the GDC talk about learning from mistakes to make Diablo III the game it is today. This interview closed by noting the continued development going into Diablo III, building beyond the expansion and into the future.
Q: Do you see the game continuing to evolve? Is there still a large team working on it?

Josh Mosqueira: We have pretty much the team that wrapped up Reaper Of Souls. We're at the point where I think we've gotten most of what we wanted into Reaper Of Souls and now we're really just entering this... we're trying to build a legacy now. I think we're seeing as a team that this is our chance, this is our love letter to Diablo.

We play the game non-stop, we're super passionate about it, and now we get to start adding all the things that we really get geeked out about, that our players also get excited about. We have such a strong, solid foundation. I think Adventure Mode, looking back, we didn't realize it but it's such a powerful engine for us to be able to add new content, vary the experience and it really unshackled our ability to really let the players sort of explore and have fun.

March 'Tavern Talk' About Skills, Gear, and Seasons

A lively developer discussion regarding Patch 2.2.0, Season 3, and beyond

Diablo III Twitch Livestream - Tavern Talk March 2015
It's time to hear from the developers! With Season 2 nearly done, and Patch 2.2 and Season 3 on the horizon, there were a lot of Diablo III topics to discuss in the latest Tavern Talk Twitch chat. The livestream was moderated by Brandy "Nevalistis" Camel, who talked with Diablo III developers Wyatt Cheng, Travis Day, and John Yang. Areas of discussion included the new and updated Sets in patch 2.2, and tidbits about what the developers are already working on for patch 2.3 and Season 4.

Update March 25: The full YouTube VOD is now available, with the popular topics linked directly:

Here is a recap of the major areas delved into during the wide-ranging discussion, grouped by topic.

Future Patches
  • Weapon Updates in Patch 2.3 - John Yang did a lot of work on the revamped and updated Legendary items in 2.2. For patch 2.3 he will be updating more Legendary items. A special focus is on weapons, and some will get higher damage numbers while others will gain entirely new Legendary powers. Eventually all of the weapons will be reviewed and updated that way; if they aren't finished in patch 2.3 then that will continue into future patches.
  • Helltooth Set - The Helltooth set was the first thing John Yang started working on after he was done with 2.2.0; he compiled a list of ideas for that set and sent them around the office to figure out how to best revamp it.
  • Season Length - The length of Seasons is really dictated by the development schedule. Patch 2.2 includes a new set for the Barbarian, Demon Hunter, and Wizard. The next patch will have a new set each for the Witch Doctor, Crusader, and Monk. Season 4 will start when those sets and the rest of the content are ready to go in. Wyatt hopes Season 3 is longer than Season 2, and shorter than Season 1 - around 3-4 months seems good.
  • Permanent Crowd Control - Permanent crowd control should not be happening. It's on their radar, as perma-CC is currently possible and probably will be even more of a thing in 2.2 with the revamped Obsidian Ring of the Zodiac. It is on the list of things to address next, after patch 2.2.0.

Equipment and Gems
  • Could gambling be made easier to get a specific weapon? - Not currently, but maybe someday. They have talked about some sort of "super-Kadala" mechanism, where you could take a base Blue or Rare and make into a Legendary version of that item through some mechanism that's really expensive with a lot of materials. So you could focus on a specific weapon type, for example, to eventually get a Legendary weapon of that type.
  • Immortal King's Call set bonus in patch 2.2 - The new set bonus for Immortal King's is very solid. The philosophy of the Barbarian sets: prior to patch 2.2.0 the Raekor set had been the #1 set used, Leapquake was a solid build, and IK was an ok build. In patch 2.2 Wrath of the Wastes is the new star set, the new hotness. One set shouldn't always be the best. With the new IK set bonuses, you can can have Wrath of the Berserker up all the time. IK is now a very open-ended set, that can be combined with a huge number of skills; they expect the power of it to increase over time. It could get better with every patch that comes out, because of new Legendary items that will work with it
  • Could they make Aether Walker affix baseline for Teleport? - If you want that affect, you get that item. Doing that would increase the disparity in movement a lot between the classes.
  • Why are there helms in the Witch Doctor sets when everyone uses masks like Mask of Jeram, Quetzalcoatl, or Carnevil? - The problem is that there isn't enough competition for really compelling gear everywhere else. They want to make enough interesting options in other slots (such as the many rings being added in patch 2.2) that players consider using something else, instead of automatically defaulting to those Legendary masks and a Ring of Royal Grandeur every time.
  • Focus and Restraint - Focus and Restraint are some of the revamped rings in patch 2.2.0, to provide alternates to Unity, SoJ and RoRG. That ring set does more damage when you combine a generator and a spender. The rings are not for everyone, but they should be excellent for certain builds.
  • Converting Gems - No, they won't be adding gem conversion. It comes up a lot. Broken Crown helps getting certain gems. They are always looking at more ways to consume excess materials and resources.
  • Ancient Weapon Damage - Having Ancient weapons lets people upgrade weapons multiple times. So perhaps players will go from a standard Legendary weapon like The Furnace, to an Ancient non-BiS weapon, and then ultimately to the Ancient version of The Furnace. They want to see more interesting weapons in general; all Legendary weapons should have interesting effects. So that if you got an Ancient version of one you would immediately put it on, but perhaps change your playstyle to take advantage of that new Legendary power.
  • Could the Topaz gem be changed in helmet to Resource Cost Reduction? - The good solution is to just add Sapphire or some other gem someday. Changing what a current gem does is going to make someone mad. If they add a new gem, RCR is an excellent idea for it.
  • Set Power - Ideally there would be multiple sets for each class to choose from, that are close enough in power to compete within 3 Greater Rifts of each other at the high end. The sets will always have some variance. Narrow sets that are less likely to leverage future items tend to be slightly more powerful when they are added, compared to more general sets (like the revamped Immortal King's set) that can grow in power over time with supplementary items.
  • Add more craftable Legendary or Set items? - No plans currently; they'd rather put time into revamping old Legendary and Set items, like the Invoker set.
  • Rarity Equals Power - Rather than make the rarest weapons more common, they want to add really good Legendary properties on other weapons.
  • Can they make a Legendary Gem tab where they're shared, like Heirloom items in WoW? - The technology wasn't there when Legendary gems were implemented. Maybe in the future it could happen, if it's not unduly difficult.
  • On-Kill effects; doesn't the change to In-Geom show their uselessness again? - The new item In-Geom is a "win more" item; you can maintain 100% uptime with it when you overpower content.

Class Skills and Balance
  • Mobility for Witch Doctors and Demon Hunters is not equal with other classes; will you change it? - Demon Hunter is a higher mobility class, Witch Doctor is on the lower end. Not every class needs to be equal in every way. They wanted to make Spirit Walk go faster, but the skill is already used so much, so they want to look at other ways for that. Maybe Soul Harvest increasing movement would be good.
  • Trials are a pain; maybe give multiple Trial keys at once? They can go farther than that. They don't have anything to announce, but the Trials are seen as a sore point that they want to change in the future. They don't want to just give a drop-down where the player picks a Greater Rift difficulty to enter; they saw with the old Monster Power system, that players often get into difficulties that are really too hard for them to have fun playing.
  • Wizard Resource - why can't they spam spenders like other classes? - Ideally, every class's resource should matter. Even with switching between skills, Wizards should still be competitive and comparable, and should have an enjoyable play experience. The new Tal Rasha's set is trying to push Meteor as a really expensive spell that does a ton of damage, along with the new BlizzCon ring. They are interested in seeing how that plays out. There are items which let you spam specific spenders; they'll be making more of them for other skills. They want to make every spender usable, if not necessarily spammable.
  • Spirit Walk needs help - Spirit Walk was nerfed in the immunity changes for patch 2.2.0. If Jade Doctors log in and are a little bit weaker in survivability after patch 2.2.0, they'll work on and fix that. Immunity shouldn't be all of a character's survivability; other options like the defensive Legendary gems help with that.
  • Monks Played - Monks went from being one of the lesser played classes, to played the most by far in Season 2.
  • Wizard as a buff class - The new Wizard set is focused on Slow Time, and can be very helpful in supporting the group.
  • Unstable Anomaly for Wizards; unlike all the other cheat death passives, it doesn't have an immunity or heal - That's good feedback, they might change it in the future. They never wanted to have the cheat death passives all be the same, but maybe it's not worth keeping them different if the player experience is worse and they feel mandatory for high Greater Rifts or hardcore mode.
  • Sweep Attack - Holy Shock is not Holy element - They'll take a look at it.

Seasons, Leaderboards and Rifts
  • Replacing Trials - The developers are trying to emphasize personal progression, and personal advancement. One good example is the new change in patch 2.2 where players can increase their Blood Shard cap. When the developers think about replacing Trials, they think about that sort of thing.
  • Pylons in Greater Rifts - They're in a better place than they used to be, although the Speed pylon could still use some adjustments. From a strictly hyper-competitive environment Pylons wouldn't be there. Ultimately, in Diablo III PVE will always have precedence over any sort of PVP. Players don't only try a Greater Rift one or two times; devs want a highly replayable game where you run a lot of Rifts, and those differences even out. The difference is so small it's not a huge problem.
  • Why was Sever changed mid-Season? - Sever was nerfed with a hotfix mid-season because it was doing massive damage unconnected to the base power of the gear used. The developers don't tune around the leaderboards. In the future when something comes up, it'll be looked at on a case by case basis, hopefully they won't have to change mid-Season again like that. The resistance to change something mid-Season went up on the developer team after that issue; they now would likely not change that in the middle of the Season, but just accelerate the next patch to fix the issue after the Season is over.
  • Increase drop rates in Seasons? - How much do you incentivize Seasons? They are still experimenting in that. Over half of the players took part in Season 2. A new set is generally not Season-only, but very powerful Legendary items are often made Season-only. There are more cosmetic rewards in Season 3 to encourage playing there. The Season 3 pennant is kind of an anniversary pennant, for one year of Reaper of Souls and three years of Diablo III.
  • Leaderboard Rankings at the End of Season? - It would put a much stronger magnifying glass on the top of the Leaderboards, which they don't want to encourage.

  • Microtransactions - The previously discussed microtransactions are for new regions only: none are planned for the US, EU, Korea, or Taiwan. In those new regions, they will sell wings, pennants, pets, character slots, stash space, and three boosts. Diablo players in general have have asked for cosmetic options, like leaving firey footprints. They have no plans to sell boosts in any of the existing regions; Blizzard as a company does not want a pay to win situation. The stance against pay to win is for all regions. Even in the new region where the microtransactions will go in place, they're tuning the new Platinum currency so a player can earn enough of it to keep the experience and other boosts on all the time, by playing around 1 hour a day. Players who only play like 30 minutes a week and want all the boosts will need to pay for them, but in those regions the game is mainly free to play.
  • Cursed Realms - It was datamined, it's nothing that they're talking about. There are a lot of things dataminded that aren't actually put into the game.
  • Area Damage - On the backlog is to make Area Damage better; it might have to move from where it is in Paragon Points at that time.

+100% Gold Find and Experience Bonus for a Week

A community buff celebrates one year of 'Reaper of Souls'

Diablo III - Reaper of Souls
This week will bring the 1 year anniversary since the Reaper of Souls expansion was released on March 25, 2014. To celebrate, a community buff is running for the next week that provides a +100% Gold Find and Experience bonus. The multiplicative bonus makes for a great boon when leveling up heroes before the end of Season 2, or accruing Paragon Levels. Have fun with the buff!

No one can stop Death… from having his cake and eating it, too!

To celebrate one year of Reaper of Souls (and the community who continues to support us), all heroes who log in to Diablo III this week on any platform will receive a +100% bonus to Gold Find and EXP! As with previous buffs, the bonuses provided will stack multiplicatively with existing in-game bonuses, including those provided by items, Shrines, Pools of Reflection, and Paragon points.

This bonus Gold Find and Experience period begins in the Americas region on Monday, March 23 at 12:00 a.m. PDT and ends on Monday, March 30 at 11:59 p.m. PDT.

We've been dying to share this buff with you, and we hope you're as excited as we are for the coming year. Thanks for defending Sanctuary, nephalem, and remember: death was just the beginning!

*Please note that this buff will only be available on console for Ultimate Evil Edition.

**For PC, the buff will start and end at the noted times in each gameplay region according to its local time zone (PDT for the Americas, CET for Europe, and KST for Asia). For console, the buff will start and end in all regions at the same time, listed above. For time zone assistance, click here

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