Diablo III News

Invoker Set Redesign Coming in Patch 2.4

Another PTR patch 2.3 build is on the way, and patch 2.4 design begins

Thorns of the Invoker - Diablo III
The development continues at a fast pace for Diablo III Patch 2.3 on the Public Test Realm. Another PTR build is on the way, with more changes to Crowd Control, and a lag-reducing refinement to the power on the Legendary Carnevil. The developers are already working on features for Patch 2.4, the next major patch down the road. It will bring a full overhaul of the Thorns of the Invoker set, which has never worked well in the game. Here is what we know so far about these upcoming changes.

On the patch 2.3 PTR, the community buff has been turned on and off regularly, depending on the testing needs. Major bugs found in testing brought about PTR hotfixes, and a related leaderboard wipe. There are still other bugs on the PTR to be squashed as the work continues. That is all part of the testing process, with a patch like 2.3 that brings substantial changes and additions to the game. The latest PTR work involved 4 hours of downtime, which will lead to another PTR patch.

Invoker Set Revamp in Patch 2.4
In patch 2.3 the Thorns of the Invoker set is being changed to only drop for Crusaders. That is in preparation for a major overhaul to the set that is planned for patch 2.4. The current minimal Thorns damage bonuses will be updated to a more useful set power. Developer Wyatt Cheng took to reddit to discuss the early thoughts that the development team has about revamping the set. The Invoker set will likely be expanded to a full 6-piece set, with new set bonuses to create another solid high-end gearing option for Crusaders.

We work on multiple patches in parallel and work is already underway to give Invoker's a redesign for patch 2.4. I would love to hear more about what players have in mind. Here is what we have so far.

(Please note - this is all VERY early in design it is all subject to change. Most people would be shocked to see how many times an idea changes during the development process.)

  1. Something related to Thorns would be part of the Invoker's set for sure.
  2. Thorns doesn't currently crit or benefit from crit damage, and it might be cool to keep it this way, so we are investigating other ring/amulet stats that could synergize well with thorns. Investigating whether we can make a super powerful high-grift clearing Invoker's build that favored alternate stats on jewelry.
  3. It will be for Crusaders so a redesign can directly reference Crusader skills. Some less-often used Crusader skills are Smite, Justice, Blessed Shield, Fist of the Heavens, Consecration, Laws of Justice, Laws of Hope and Bombardment.
  4. If this is going to be a high Grift capable then it needs an very active playstyle. What does 15 seconds of high end Invoker's game play look like?

Anyways - as mentioned above, this is all in early stages so nothing's nailed down yet - which makes it the best time to invite ideas!

I'm hesitant to dedicate an entirely new 6-piece set for what we internally call "overgeared farming". In a perfect world we want to move towards a place where every class has multiple high end options and I'd want to make sure that Invoker's is made high end viable the same way Helltooth is being targeted at high end viability in the coming 2.3 patch.

That said I think some of the ideas with respect to herding up monsters for greater benefit and having a stacking aspect to Thorns are both interesting.

I agree Crusaders could use overgeared farming options . Rather than devote an entire 6-piece set maybe we can maybe take a similar approach we've used in other cases such as a single legendary with a solid movement effect (Aether Walker) or 2-piece sets (Danetta's, upcoming re-worked Manajuma's) that enable high speed when you overgear the content.

Crowd Control Changes
Crowd Control on monsters is being reduced in patch 2.3, to keep players from "locking down" creatures. The first big pass of that is already on the PTR, and it will be refined further in the next PTR patch. Mr. Cheng provided details about those changes in another reddit discussion.

It is not intended for Charm to be excluded in CC resistance. I'm not in the office today but we'll look at it this coming week. Thank you so much for bringing this to our attention!

As long as we're on the topic of CC resistance I want to share some changes coming in the next PTR patch. We've received lots of feedback that the 20% minimum penalizes short CC's too much, as well as feedback that the interaction with knockbacks and the new CC rules need additional iteration.

  1. We are reverting the 20% minimum CC resistance change and going back to what is currently on 2.2 live. Combined with the increased CC cap and the knockback change (#2 below) we feel this is likely enough. This means if you stun a monster for 1.5 seconds you will add 15% CC resistance as on 2.2 live rather than the 20% on PTR. Similarly if you CC a monster for 0.8 seconds you will add 8% CC resistance (again, same as 2.2 live, as opposed to 20% on current PTR).

  2. Knockbacks will add CC resist based on exactly how much time the monster spends being knocked back. For example, if a monster goes through a knockback/land/recovery animation cycle that lasts 0.7 seconds, then it will be treated as if it had been CC'ed for 0.7 seconds, which adds 7% CC resistance. This is a large reduction from what is currently on PTR in which most knockback effects would end up adding 20% CC resistance.

As a footnote, some people have suggested we separate "hard CCs" from "soft CCs" and that knockbacks and slows should not be in the same diminishing returns as stuns and charms. In a sense, we already do this. Slows are treated separately - they have no effect on the DR experienced by stuns. Regarding knockbacks we classify it as a hard CC because it is every bit as effective as a stun when it comes to disabling the monster's ability to act. Of course it has a number of differences from stuns but for the purposes of DR it's important that it share a CC category or you could combine repeated knockbacks (such as from Halcyon's Ascent) with carefully placed stuns in order to CC an enemy indefinitely.

No Diablo III Team at gamescom
Gamescom 2015 is coming up in Cologne, Germany this week. Blizzard will be making a big presence at the gaming convention, including the unveiling of the next World of Warcraft expansion. Diablo community manager Grimiku noted that the D3 team will not be part of the Blizzard group, this year. New World of Warcraft expansions have traditionally been announced at BlizzCon, but this year that's getting moved up. Perhaps that will free up more time at BlizzCon for some major Diablo III news; we will see in November!

Carnevil Power Change
The Witch Doctor Voodoo Mask Carnevil is a potent Legendary, that currently makes the Witch Doctor's fetishes all shoot a Poison Dart at once. That creates a lot of spam in the game, so the Legendary power will be redesigned a bit. Developer John Yang explained how there will be fewer darts being shot by fetishes, but the overall power should remain the same.
We've made a design change to Carnevil with the goal of reducing lag caused by the build without changing the overall power level. To clarify, the lag is primarily caused by the high number of Poison Darts being fired (20+ piercing projectiles) at a high attack speed (2+ times per second) with the build. The change is as follows:

Instead of "Every one of your up to 23 Fetishes shoot a Poison Dart every time you do", Carnevil is now "The 5 Fetishes closest to you will shoot a powerful Poison Dart when you do."

"Powerful" in this case means those 5 Poison Darts deal 3.8x the damage that a single Fetish Poison Dart used to do. In other words, those 5 Fetishes will deal 19 previous Poison Darts' worth of damage, with the expectation that the remaining 4 piercing Poison Darts' worth of damage will be made up for by the other ~18 Fetishes who are now using basic attacks.

Our internal testing showed performance improvements while maintaining the general feel and playstyle, and we hope you all will feel the same when you see the changes next PTR patch.

UI Improvements for Lengthy Items
Wyatt Cheng mentioned a nice improvement in the user interface in the game, coming in patch 2.3. Items with very long tooltips can be fully viewed, by scrolling down to see the rest of the tooltip. (That will fix the display in game; here on the web, we still have item tooltips that may run off the screen, given the display provided by battle.net.)

Season Journey Pet Easily Available
The new Season Journey feature in patch 2.3 is a guide of sorts, to help players reach fun goals while leveling up a character in a Season. Finishing chapter 4 of that journey provides a cosmetic pet. Community manager Tyvalir explained why that reward is easily obtainable, while other cosmetic bonuses come later, after the more difficult chapters.
Posted by: MissCheetah

The first 4 chapters are designed to be accessible to everyone, with a bit of work, so everyone can get the basics. The fancy cosmetic portraits on the other hand are going to be a lot more work.

Pretty much this.

We want the cosmetic pet obtained through the Season Journey to be within reach of most players, so we placed it at the end of the Chapters part of this new feature.

If you love to test your mettle, that's where Tiers and their exclusive portrait frames come in. These provide a degree of prestige not found elsewhere, meaning other players who see your character portrait will immediately know what you've achieved.

(Also, just as a side note, we'll be detailing more of the philosophy behind the Season Journey in an upcoming blog post, so keep an eye out for it!)

The major development work on patch 2.3 is coming to a close, with minor tweaks ahead before the patch hits the live servers later in August. As with other recent Diablo III patches, it will arrive at the same date for the Xbox One and PlayStation 4 Ultimate Evil Edition, as the PC release. Before then, the final testing needs to be completed on the PTR, to get the patch as bug-free and balanced as possible by release.

Kanai's Cube Preview for Patch 2.3

A touching look at the inspiration for the new feature's name

The addition of Kanai's Cube in patch 2.3.0 brings a new level of gameplay to Diablo III. The latest official preview looks at that upcoming artisan, and some of the many features that it provides. It also explains the background behind the name; the new feature is named after Kevin Kanai Griffith, a member of the Diablo III team who died from cancer last year. Kanai's Cube is placed in the game in a tribute to him, as the video explains.

The Horadric Cube is one of the Diablo series’ most iconic items. Introduced in Diablo II, this quest item was an important part of the story and offered a slew of handy transmutation functions, from combining gems to upgrading items. But where did the Cube’s power originate? The Horadrim were vague when it came to the history of this powerful item. Today, we reveal its lineage as the upcoming 2.3.0 feature—Kanai’s Cube.

Lost and Forgotten

The precursor to the well-known Horadric Cube, Kanai’s Cube is a powerful artifact containing immeasurable transmutation power. Originally simply known as “the Cube,” the Horadrim created it as a tool to aid them in the Hunt for the Three.  However, its creation was marred by dark methods and disastrous results, resulting in the order quickly determining that it was too dangerous for anyone to continue using. Creating the weaker Horadric Cube in its stead, they entrusted the first Cube to a secret organization of barbarians on Mount Arreat, who kept it safe from everyone, including the rest of their tribe.

Throughout the years, these barbarians served as guardians over the Cube, keeping it safe from prying eyes and those who would use its powers for evil. The last of these guardians, the great Chief Elder Kanai, perished when the demon lord Baal destroyed Sescheron during the events of Diablo II: Lord of Destruction. The barbarians have always believed their warriors must be put to rest on the slopes of Mount Arreat but, after the destruction of the Worldstone and the mountain that housed it, Kanai’s spirit was unable to rest. Now doomed to stand eternal vigil over his home and greatest treasure, he awaits a powerful and honorable individual to whom he might pass on his task.

One insidious individual has once again found his way amongst the living (sort of) and would love to get his ethereal hands on the artifact his order so foolishly discarded. Of course, he knows only one such individual who might impress the mighty Kanai . . .

Power Untold

So what exactly is Kanai’s Cube going to do for your nephalem hero? The short answer is all the things. This is a huge new feature that will fundamentally change the way you look at an item when it drops. Think of it as the handyman’s (handynephalem’s?) tool for item customization. Not only does it add another layer of character power at your fingertips, but also introduces a structured collection element to the huge item game at the core of Diablo III.

One of the first, most frequent powers you’ll utilize is the ability to extract a Legendary power from an item. This will add the power to your collection list, a comprehensive history detailing the vast amount of powers you’ve amassed. This also allows your hero to equip a Legendary power without having the item equipped, clearing up your stash of all those items you’ve been keeping “just in case.” You’ll be able to equip one power each from three categories:

  • Weapons
    • Includes all main hand and off-hand items, including Shields, Mojos, Quivers, and the like
  • Armor
    • Virtually everything else; Hands, Legs, Feet, Chest, Belt, Wrists, Shoulders, and Head
  • Jewelry
    • Rings and Amulets

Characters may only equip powers from items that their class can normally equip. Powers are also extracted at their most potent value, making it a tough decision between equipping a well-rolled item or melting it down to utilize a maximized power. Powers can be extracted from any level Legendary. Finally, don’t worry if you get tired of a particular ability—you’ll be able to swap freely between the powers you’ve collected at any time by visiting Kanai’s Cube.

Let’s say you’ve hunted down that amazing Legendary that totally makes your build, but it’s rolled less than desirable. If only it had that missing stat, it would have been saved from Haedrig’s anvil. Maybe you regret an enchant you made or you wish that rare Furnace you found was Ancient. With a little effort and a lot of luck, you can rectify these situations. Kanai’s Cube will be able to reforge a Legendary, completely randomizing every roll on the item as though it had dropped brand-new and removing any existing enchants. This includes the chance to roll as Ancient, but be forewarned; if you choose to reforge an Ancient item, there’s no guarantee it will stay Ancient.

There are also several other quality of life functions Kanai’s Cube can perform, such as removing the level requirement from an item, converting gems and crafting materials from one type to another, and converting a set item to a different piece of that set.  We’ll leave you to ponder the best ways to utilize these new features!

Not Just a Legend, But a Tribute

There is more to Kanai’s Cube than lore and functionality. While we always knew that we wanted to implement a form of the Horadric Cube into Diablo III, we never anticipated the events that would lead to it becoming Kanai’s Cube.

Kevin Kanai Griffith was a beloved member of the Blizzard family and a longtime Diablo fan. He joined Blizzard as an artist on the World of Warcraft team in 2005 and his work can be seen in the Burning Crusade, Wrath of the Lich King, and Mists of Pandaria expansions, as well as the World of Warcraft trading card game. As the Diablo III team came together, Kevin joined and made his mark on the original game, crafting a plethora of diverse and moody environments that you’re certain to recognize.

Kevin continued producing gorgeous environments and Diablo holiday art throughout the launch and beyond the release of Reaper of Souls. You might also remember him from footage of his Diableard being shaved live on stage at the 2011 launch of Diablo III, his Artist’s Stage Demo at BlizzCon 2013, or our second anniversary livestream. He was always an active member of the community both inside the company and out, whether it was by organizing weekly sketch groups, or encouraging his friends to team up and play games together. Kevin was an amazing mentor to everyone around him and a wonder to work with: you couldn’t help but get passionate and pumped about your job when he was in the room. 

Tragedy struck in February of 2012 when Kevin was diagnosed with a very rare form of cancer known as Alveolar Soft Part Sarcoma (ASPS). Kevin kept his spirits high throughout the grueling treatment process and continued to work on Diablo III as much as he was able, pioneering environmental features such as the weather and night/day cycles experienced in Adventure Mode. Though he fought valiantly, we lost our coworker and dear friend on October 17, 2014. His spirit and legacy will always live on in the many games he’s touched with his stunning art, as well as the hearts of every individual who had the honor of knowing him.

We miss you, Kevin. This Cube is for you.

Kanai’s Cube Calls…

Kanai’s Cube is a huge feature of Patch 2.3.0, set to change the foundation of Diablo III as we know it. We’re excited to share the intimate background behind this powerful system and in-game dedication to a man who was truly a king amongst mortals.

Which part of Kanai’s Cube has you the most stoked? What kind of Legendary powers are you looking forward to combining the most? Let us know in the comments or, if you haven’t already, hop onto our PTR today and give it a try! We can’t wait to hear your feedback.

PTR Patch 2.3.0 Now Restricts Public Torment 7+ Games

Skill and item additions boost Barbarians and Witch Doctors

Diablo III Patch 2.3.0
A major update to Diablo III patch 2.3.0 on the Public Test Realm has arrived. The build brings Paragon Level restrictions for players of public games in Torment 7-10, the additional difficulties being added as part of the new patch. Skill updates for Barbarians and Witch Doctors, along with Legendary and Set item tweaks, bring more options for the classes. Let's take a look at the new PTR patch notes.

The biggest unannounced change is that the new Torment difficulties will be gated by Paragon Level in public games. All the new Torment difficulties now require character level 70. Players joining public games in those tough new Torment difficulties must meet a minimum Paragon Level, to help reduce the "leeching" by poorly geared heroes in the highest difficulties. This is an interesting restriction in Diablo III, which previously had not provided any segregation of players in public games. Players joining friends in high Torment private games will not be restricted by Paragon Level.

Here are some of the big changes in the new PTR patch 2.3.0 build, from the updated PTR patch notes.

PTR PATCH 2.3.0 - v2.3.0.32769


  • Kanai's Cube can now only convert items of sets with a minimum of 3 pieces
  • Torment VII-X can now only be accessed by level 70 characters
  • Torment VII-X public games can now only be accessed by players that meet a Paragon level requirement
    • Torment VII requires a Paragon level over 100
    • Torment VIII requires a Paragon level over 150
    • Torment IX requires a Paragon level over 200
    • Torment X requires a Paragon level over 250
  • Torment VII-X have new Gold Find bonus values
  • Adventure Mode
    • Bug Fixes
      • Fixed an issue that prevented all players in a game from receiving a bonus cache
  • Items
    • The Helltooth Harness (6) Set damage bonus now applies to the skills cast by Grin Reaper mimics
    • Bug Fixes
      • Fixed an issue that prevented the DoT damage from Wall of Death - Fire Wall and Ring of Poison from refreshing the duration of the Helltooth (4) and (6) Set Bonuses
      • Fixed an issue that prevented the Spirit of Arachyr (4) Set damage bonus from lasting for the entire duration of the toad summoned by Hex - Toad of Hugeness
      • Fixed an issue that caused item repairs to be greatly inflated
      • Fixed an issue that prevented items created by Kanai's Cube from being account bound
      • Fixed an issue that allowed players to upgrade Rare items lower than level 70 to Legendary items
      • Fixed an issue that caused crafted items to have no level requirement
      • Fixed an issue that prevented Kanai's Cube recipes from working with follower items
  • Monsters
    • Further adjustments have been made to the amount of progress monsters grant in Nephalem and Greater Rifts
    • Rift Guardian health has been slightly increased
    • Stonesinger
      • Now has a specific animation for his knockback attack
      • Reduced the distance of his knockback
      • Fissures now spawn faster has he loses health
      • Reduced fissure duration
      • Fissures now constantly fire mortars


  • Crusader
    • Active Skills
      • Falling Sword
        • You will now arrive at your targeted location sooner after casting Falling Sword
        • You can now cast again sooner after casting Falling Sword
  • Witch Doctor
    • Active Skills
      • Acid Cloud
      • Big Bad Voodoo
      • Firebats
        • Damage increased from 425% to 475% weapon damage
        • Initial Mana cost has been removed
        • Channeling Mana cost has been increased from 70 to 125 Mana
        • Skill Rune - Firebats - Cloud of Bats
          • Damage radius increased from 8 to 12 yards
          • Reduced the channeling duration required to reach maximum damage
        • Skill Rune - Firebats - Hungry Bats
          • Damage increased from 635% to 750% weapon damage per bat
        • Skill Rune - Firebats - Plague Bats
          • Final damage increased from 638% to 660% 720% weapon damage
          • Reduced the channeling duration required to reach maximum damage
      • Grasp of the Dead
      • Wall of Zombies
        • Has been removed
        • Replaced with:
          • Wall of Death
            • Raise a wall of Zombies 28 yards wide from the ground that blocks enemies and attacks them for 800% weapon damage as Physical over 6 seconds
            • The damage area has been increased to more closely match the visual
            • You can now cast again sooner after casting Wall of Death
        • Zombie Charger
      • Passive Skills
        • Confidence Ritual
          • New Passive Skill
            • You deal 25% additional damage to enemies within 20 yards
        • Fierce Loyalty
          • Half of the 30% Movement Speed bonus is now granted while you have a Zombie Dog, Gargantuan, or Fetish following you, even if they are in combat
        • Spiritual Attunement
          • Mana regeneration increased from 1% to 3% 2% per second
        • Vision Quest
          • Mana regeneration bonus increased from 30% to 40%
    • Wizard
      • Passive Skills
        • Unstable Anomaly
          • Has been redesigned
            • When you receive fatal damage, you instead gain a shield equal to 300% 400% of your maximum Life for 5 seconds and release a shockwave that knocks enemies back and Stuns them for 3 seconds.
    • Bug Fixes
      • Fixed an issue causing many pets to regenerate less Life per Second than intended

Read on for the rest of the PTR patch notes, starting with the new and updated items.

Ruins of Sescheron Preview for Patch 2.3

A look at the remains of the ancient Barbarian city, that holds Kanai's Cube

Diablo III Patch 2.3.0 Preview - Ruins of Sescheron
A new area is coming in Diablo III patch 2.3.0: the Ruins of Sescheron. The latest official patch preview delves into the history and lore of this ancient area, with pictures and a video about the perilous zone. This is the where players will be going to complete the quest for Kanai's Cube, the powerful new feature arriving in the upcoming patch.

The wind blows frozen wisps off snowdrifts, where they're caught in the decorated grooves of a cold, iron bridge leading to the broken gates of Sescheron. Where once the sights and sounds of a bustling city could be found, now there are only the distant howls of madmen, glimpses of hungry beasts prowling in shadows, and air thick with the palpable weight of shattered hope.

Behold, the Ruins of Sescheron:

The Glory of Past Sescheron

Sescheron was once a living symbol of united Barbarian tribes. Its gates guarded the lone path to Sanctuary's most precious treasure, the Worldstone, and the Children of Bul-Kathos were tasked with defending those gates. They had done so unerringly for countless generations. It was believed that the city would never fall, and the people of the Northern Steppes would always stand vigilant. In its final days, Sescheron was ruled by Chief Elder Kanai, who was not only loved by the people, but being considered to sit upon the Immortal Throne. Such a high honor had only been bestowed upon two others in the past, including Bul-Kathos himself.

The Day All Hope Was Lost

To this day, all who dare enter the ruins are met with a gruesome reminder—some deeds are so evil that their stains never wash away. . . .         

When Baal, the Lord of Destruction, marched an army of the Burning Hells upon Sescheron, he was met by a lone emissary who denied him passage. Infuriated, Baal took matters into his own hands, and summoned demonic forces to tear the emissary apart. The first blow of the battle had been struck, but more blood would spill before it was over.

Chief Elder Kanai and his people stood their ground against the impossible flood of Baal’s army with every fiber of their being. In the end, however, evil prevailed and the warriors of Sescheron fell. All that was left of the city after Baal’s passage was shattered ruins, the hopeless madness of a failed people, and the cold, empty shadows of a once mighty civilization.

Seek the Ruins and Recover the Cube

The Ruins of Sescheron can be found by opening the Act III Adventure Mode map, and selecting the newly added waypoint in the upper-right corner. Be sure to talk to Zoltun Kulle before you begin your quest to find Kanai's Cube. A word of advice: Take great care when exploring these dangerous ruins, brave nephalem, for the only thing darker than the suffocating sorrow surrounding these ruins is the shroud of death that hangs over it.

PTR Progress Wipe and Patch This Week

The first major update to patch 2.3.0 PTR is on the way, with a PTR wipe

Diablo III Public Test Realm
The first update for the Diablo III patch 2.3.0 PTR is coming this week, and all progress on the test realm will be wiped along with it. Players on the PTR will need to once again copy their heroes from the live servers to the PTR, and create new Season 4 characters. The new PTR patch will include class skill changes, Set and Legendary item updates, and fix a bug where crafted equipment did not have a level requirement.

This last week was rough on the Diablo III patch 2.3.0 Public Test Realm, with a major bug that caused games to terminate, and errors that prevented players from connecting. Even with the Community Buff active once again on the PTR, it was difficult to get a lot of testing done. Those bugs were taken care of by the middle of the week, and players could get back to testing.

PTR Patch and Wipe
Currently on the patch 2.3 PTR, level 70 crafted items do not have any level requirements. This made it easy for new characters to level up with amazingly powerful gear, which does not reflect the standard progression in Diablo III. In order to properly test Season 4 and the many changes made to Adventure Mode, all progress on the PTR will be wiped. This will allow for brand new Season 4 test heroes to be leveled up with the regular gear that they should have. Nevalistis provided the details last Friday.
Last Updated: 7/21 at 4:02 p.m. PDT

The PTR wipe was completed earlier today at approximately 12:28 p.m. PDT, and PTR Season 4 is in full swing. Updated patch notes can be read here.

Happy testing!


Greetings, nephalem!

Our first PTR patch is coming up next week. In anticipation of this update, we want to give you a heads up that we will also be wiping all progress on the PTR when the patch is issued. Players will be able to copy live characters once again if they wish to test non-Seasonal characters.

This is because we want to make sure the overall 2.3.0 changes to Adventure Mode are thoroughly tested. However, a bug in the first PTR patch allowed level 70 crafted items to be equipped by low-level characters. This was unintended and skewed progression at the start of PTR Season 4, making a wipe necessary to ensure that it is no longer factoring into the leveling process.

We will be closing and creating a new Focused Feedback thread for Adventure Mode when the patch is deployed to collect feedback untainted by this bug. While we understand that a loss of progression can be frustrating to some, it’s important to remember this is the nature of the PTR. Its intent is to facilitate testing, and we love seeing all your dedicated and thoughtful feedback.

Thank you for all your enthusiastic feedback and testing. We look forward to sharing our upcoming changes with you!

Additions in the Patch
The new build coming to the PTR will include the previously discussed class changes, most notably some updates for Barbarian and Witch Doctor items and skills. It will also tweak the Reflects Damage monster ability, that is getting overhauled in patch 2.3.
The upcoming PTR patch will flesh out the features and new additions in patch 2.3.0. Barring any bugs that require yet another another PTR wipe, that will allow the developers to gain solid feedback on how well the patch changes work, and take those into account for the further polishing of patch 2.3.0.
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