Diablo III News

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.

Diablo III and Reaper of Souls on Sale 50% Off

The digital editions of the game are on sale in the US and EU Blizzard store

Diablo III and Reaper of Souls Sale
Blizzard is running a big sale this week on Diablo III, with both the base game and the Reaper of Souls expansion 50% off the normal price. These are for the digital editions of the game, that can be downloaded straight from Blizzard, including a discounted Digital Deluxe Edition. The sale runs through Sunday. Now is a great time to get your friends playing, before patch 2.3 arrives and Season 4 begins!

The discounted costs are the same in the US Blizzard store and the EU Blizzard store - the only difference is the currency of US dollars or Euro. The three discounted options are:
  • The base Diablo III game for 19.99.
  • The standard edition of Reaper of Souls for 19.99.
  • The Digital Deluxe Edition of Reaper of Souls for 39.99, down from the regular price of 59.99.
Diablo III on Sale at US Blizzard Shop
The sale ends this Sunday, July 19 at 11:59 PM Pacific time, so order soon!

Witch Doctor and Barbarian Boosts on Patch 2.3 PTR

The next test build brings updates to Reflect Damages, and new items

Firebats in Patch 2.2.1 Diablo III
Season 4 is being tested on the Diablo III patch 2.3.0 PTR, while the developers ready the next build. That next PTR patch will bring big changes for Witch Doctors, including new Set bonuses and Legendary items, along with improvements to the Firebats skill. New Barbarian bracers will also be updated in the next patch, along with further refinement to the Reflects Damage monster ability.

Season 4 Active on PTR
The testing for Season 4 started up on the Public Test Realm, including new Season 4 items, as detailed in the patch notes. The brand new Season Journey feature is also active, to be tested. The developers are gathering feedback from all of that, before the next PTR patch arrives.
Posted by: JayDog

There have been no changes to the PTR build since July 7th... so there is nothing more for them to tell you until they release the next build.

This is correct. The base 2.3.0 PTR Patch included what was necessary to launch Season 4, so a patch wasn't necessary to begin the Season.

We'd like to see how the start of Season 4 plays out with current balance iterations, at least for a little bit, before introducing the first PTR patch (especially with the addition of Season 4's Legendaries). As noted, the July 7th patch was mostly aimed at resolving connection issues for Mac users and larger balance changes will be coming in the next PTR patch.

Community Buff on the PTR
The +2000% Legendary drop rate buff was disabled on the PTR, once Season 4 began. The buff may be added and removed further during the testing process, as needed. Nevalistis explained the usage of the buff on the PTR.
The Community Buff will be coming on and off throughout the course of PTR, depending on testing needs.

There will be times, like the start of a Season, where that kind of buff actually works counterintuitive to what we want to test (when we want to see more natural character progression and observe its pacing). After we can get a good bundle of data, we may re-enable it to encourage more focused testing on different areas, such as on sets, Seasonal items, or Kanai's Cube.

Posted by: Barkida

The real question is: Why does the buff exist anyway
With it:
- Unrealistic feel for drop rates and thus - no test feedback
- Greater % of players simply on to play - no useful feedback and more pressure on servers
With out it:
- More actual testers
- Gear could easily be provided for testing via either a special vendor - or alternatively add Blood Shards to an existing vendor to give us an unlimited supply - which would negate the only reason I can see for such a buff

We utilize the Legendary drop when we need players to test things that require a lot of Legendaries, like trying out new item powers or, in the case of this PTR, using Kanai's Cube.There is so much to experiment and play around with where the Cube is concerned, so naturally we wanted testers to have a slew of items for this purpose. When we need more a more natural drop rate experience (like we currently do), we disable it.

Having a ton of players on the PTR is actually pretty useful. While it may prevent some players from participating, what it facilitates is the ability for us to get a lot of data, observe player behavior, and track trends. Not all feedback comes in the form of a forum post, Reddit thread, or errant tweet, or is necessarily visible to the public eye. Sometimes we just need people playing. :)

The Legendary buff fulfills a lot of our testing needs by ramping up the rate of acquisition of items in the way you most naturally acquire them - by seeing them drop. If that ever stops being true, you can rest assured that we'll re-evaluate it.

New Barbarian Bracers
Among the many new items in patch 2.3 are two Barbarian bracers, which currently have these Legendary powers:
  • Bracers of the First Men - When Hammer of the Ancients hits an enemy, gain 75-100% increased attack speed for 3 seconds
  • Bracers of Destruction - Seismic Slam deals 300-400% increased damage to the first two enemies it hits
Currently on the PTR, Bracers of the First Men are also boosting the power of Whirlwind, which was not intended. That will be fixed in the next PTR patch, along with other item changes. Developer John Yang detailed the changes coming to the bracers, and the fact that the damage bonus on them is multiplicative.
Bracers of the First Men
Bracers of the First Men were intended to work with a Hammer of the Ancients-centric build. As most of you can guess, this bracer was not intended to be a buff to Whirlwind builds. With that said, this item has been redesigned to work exclusively with Hammer of the Ancients, and will provide a 150-200% damage bonus and a 50% attack speed bonus to Hammer of the Ancients in the next PTR patch. Additional tuning is always possible - those are the current numbers after internal testing.

Bracers of Destruction
We think the general design of this item is fine but the damage bonus needs to affect a few more enemies to be effective in more situations. In the next patch the damage bonus will apply to the first 5 enemies hit by Seismic Slam instead of the first 2.

Additionally, the bug where the Immortal King's 6pc bonus currently does not work on the PTR will be fixed with the next PTR patch.

As I've said before, we do want Hammer of the Ancients and Seismic Slam builds to be high-end builds and your continued testing, theorycrafting, and feedback is helping. Thanks all in this thread, other threads in this forum, and in class forums.

Witch Doctor Item and Skill Changes
The next PTR patch will also bring many updates for Witch Doctors. This includes tweaking the new Set bonuses for the Spirit of Arachyr and Helltooth Harness sets, new Legendary weapons. The Firebats skill is also being changed in the base skill, and a couple of the runes. Channeled skills like that have been problematic in the fast-paced action of Diablo III, and the developers are working to make them more useful.
Hi all,

I wanted to share updates on two of the sets that since 2.3 PTR launched have had significant changes - Helltooth and Spirit of Arachyr - with the goal re-aligning the discussions and theorycrafting to what the sets/playstyles might look like next PTR patch.

The initial starting cost of 150 Mana has been removed and the channel cost has been increased from 75 to 125 Mana. Summed up, this means when you channel Firebats for less than 3 attack cycles (roughly 2-3 seconds depending on attack speed) Firebats will cost less total Mana than previously. Additionally, the time needed to fully charge up Plague Bats and Cloud of Bats has been reduced by 40%.

These changes are intended to make a channeled skill like Firebats more friendly to use in fast-paced gameplay environments where movement is important. Some of the runes will still reinforce standing still to channel the skill but will do so by granting increased damage rather than consuming all of your Mana if you have to move due to danger or other reasons.

Spirit of Arachyr
6pc bonus
  • Creature skills now include Locust Swarm.
  • Damage bonus has been increased from 500% to 800%.

  • These adjustments along with the Firebats changes above should sum to meaningful improvements to the build.

    Helltooth Harness
    2pc bonus
  • Grasp of the Dead now also applies Necrosis.
  • Necrosis now increases damage taken from all sources by 15% but the damage over time has been reduced to 1000% per second. This shifts some of the damage off relying on Wall of Death hitting as well as provides some group benefit.
  • 6pc bonus
  • The damage bonus has been moved from requiring Necrosis on the enemy to be a self-buff on you. The bonus currently reads "After casting Wall of Death, you gain 300% increased damage to your primary skills, Acid Cloud, Firebats, Zombie Charger, Grasp of the Dead, Piranhas, and Wall of Death for 10 seconds. This effect stacks up to 3 times." Casting Wall of Death refreshes the duration of all existing stacks of this buff on you.

  • We want there to be some payoff for hitting with a challenging-to-use skill like Wall of Death but the difference between Necrosis being on the enemy or not was too large. Moving the 6pc bonus to a player buff also lets the set be more mobile.

    Additionally, we are adding two weapons that synergize with this set:
    1H Spear
    Reduces the Mana cost of Zombie Charger by 30-40%.
    Rolls with +25-30% Zombie Charger damage.

    2H Staff
    Acid Cloud gains the effect of the Lob Blob Bomb rune.
    Rolls with +30-40% Acid Cloud damage.

    These are not the only changes coming to sets but are what we wanted to share today. Thanks for all the focused feedback so far - keep it up.

    Grouping versus Solo Gameplay
    The balance between playing solo and grouping up in Diablo III has shifted over the life of the game; when the game was first released, there was a substantial penalty for playing in groups. Right now, grouping gives large bonuses compared to playing solo, for getting experience and other areas of the game like the Infernal Machine. There are changes coming in patch 2.3 to reduce some of the disparity in solo versus group play, but the developers want to be careful not to overshoot the mark.

    Reflects Damage Monster Skill
    There are many changes in patch 2.3 to monster skills and experience; see the monster feedback thread for a recap of those. The monster skill Reflects Damage is being changed to only be active on one monster in a group, at a time. It is being tweaked further in the next PTR patch, to have an internal cooldown, and to reflect the same damage type that is dealt to the monster.
    Loads of great feedback in here, I'm reading through all of it. Keep it up! :)

    On to topic of Reflects Damage, we've got some changes coming in the next PTR patch for it. We’re still finalizing the changes, but there are two you’ll want to watch for. First, we’ve changed the type of damage reflected to match the same type of damage dealt. This introduces a level of gearing strategy, especially for builds that utilize a single element. In addition, we’ve added an internal cooldown to the affix to prevent it from triggering multiple times from certain skills (like the Witch Doctor’s Poison Dart). This should severely reduce (if not remove entirely) that "instagib" effect from too many abilities going off at the same time, especially those that you can’t necessarily control.

    The intention behind the original change was to introduce a level of avoidance to the affix; with only one target having it up, you can pick and choose which targets to hit, similar to how Shielding currently works. The largest problem seems to be arising from DoTs or other ongoing area effects that render that intention moot. That’s what we’re working to address.

    Unenchanting Items
    One of the recipes in the new Kanai's Cube artisan Reforges a Legendary or Set item, which essentially rerolls it. That creates an entirely new version of the same item, which has the same 10% chance to be an Ancient edition. That also removes any enchants that the original item may have had.

    Level Requirement for Crafted Items
    Right now on the PTR, crafted items have no level requirement. That is a bug, that will be fixed either through a hotfix or in an upcoming PTR patch.
    Posted by: Junsa

    Would like to get a word on this because it seems counter-productive to realistic s4 testing if this is not working as intended.

    Crafted items should have a required character level. This is definitely a bug. We've already gotten this working properly on our internal build; unfortunately, the fix just barely missed this past Tuesday's patch.

    We're exploring some options to get this fix out as quickly as possible, but it may end up requiring a patch. We'll be sure to keep you all updated.

    Thanks for your reports and dedicated testing!
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