Future Patches

A guide to the upcoming Diablo III patches, for the PC / Mac and Console editions
  • Future Diablo III Patches: This guide contains information on upcoming patches and content for Diablo III. As with any patch development, the specifics may change at any time, and nothing here is set in stone.
  • Last Updated April 24, 2014: Updated for the next patch, the minor patch 2.0.5; also added more info about the major patch 2.1.0.

Current PC Patch: Patch 2.0.4
  • The current patch for the PC / Mac Diablo III is Patch 2.0, and specifically the minor update Patch 2.0.4.
  • Patch 2.0.4 is the most recent of minor patch updates to the major Patch 2.0. Patch 2.0 was also called the Loot 2.0 Patch, and brought massive revamps to nearly the entire game. It was the patch that led up to the Reaper of Souls Expansion.


Upcoming PC Patches:
Patch 2.0.5 and Patch 2.1
  • There are two different patches in development for the PC / Mac edition of Diablo III: a minor bug fix and balance patch, and a major content patch.
  • There are many issues and changes that are also being worked on. Some issues will be fixed in those patches, while others might not be ready until later patches.


Next Minor PC Patch: Patch 2.0.5
  • The next Diablo III PC / Mac patch will be a minor bug fix patch, and will most likely be titled Patch 2.0.5.
  • Here are details on the changes and fixes that are expected for that patch.
  • There may be additional minor patches in the near future (like a patch 2.0.6), if they are needed to deal with more bugs and balance concerns, before the major patch 2.1 arrives in a couple of months.
  • It is unknown how quickly patch 2.0.5 will arrive. If the developers are planning on including a large number of skill balance changes in the patch, it will likely not show up until later in May. If the patch is mainly bug fixes and not skill balancing, it could arrive on any Tuesday.


Damage Buff for Legendary Mojos and Sources
Patch 2.0.4 brought some changes for the Legendary Wizard Sources and Witch Doctor Mojo holdable items. Those items will be updated further, with a boost in their base damage likely to arrive in the next patch.
Hey everyone!

First off, apologies for the delay on this follow-up and thank you very much for your patience. We've looked into your reports with QA and the dev thoroughly and here's what happened:

The issue is actually two-fold:
  • Issue #1: Pre-patch 2.0.4, crafted Legendary Sources and Mojos had, on average, approximately 6% more damage than dropped Legendary Sources and Mojos.
  • Issue #2: Legendary Sources and Mojos (both crafted and dropped) are not currently being appropriately up-ranked to have more powerful base damage than Rare Sources and Mojos.


The first issue was resolved in patch 2.0.4. For reference, in patch 2.0.4, we implemented a bug fix to address an issue with crafted Legendary Crusader shields rolling with the wrong Block value. It turns out that the same bug that was causing crafted Legendary Crusader Shields to roll with Block values that were too low was also causing crafted Legendary Sources and Mojos to roll with Damage values that were too high. As a result, we when we fixed the issue with crafted Crusader shields we also fixed the issue with crafted Mojos and Sources. This fix had the secondary effect of reducing the maximum +Damage value on many existing crafted Sources and Mojos, bringing them in line with dropped Sources and Mojos.

While crafted Legendary Sources and Mojos are now using the correct values (both newly rolled and existing), this particular fix came a little sooner than we anticipated which means we didn't get to post about it advance. We sincerely apologize for not providing messaging ahead of time on this topic as well as for any inconvenience or negative effect that lack of messaging may have had on your gameplay experience. This applies especially to anyone who had an existing item affected by the fix itself.

In the near future, we'd like to address the second issue, which is that Legendary Sources and Mojos (both dropped and crafted) are not being appropriately up-ranked to have more powerful base Damage than Rare ones. Since any change made to address this issue would affect client-side data, it's not something we can hotfix; BUT, we are looking to implement a fix in an upcoming patch. We're still working out the specific details (including an ETA), but suffice to say that crafted/dropped Legendary Sources and Mojos should be more powerful than they were even prior to patch 2.0.4 once issue #2 is resolved.


Elemental Damage on Weapons
There is a long-standing bug with weapon damage. Specifically, on weapons the affix +X% Damage does not affect the affix +(A-B)[Element] Damage when [Element] is anything other than "black" or "no-element" damage. See the thread for further discussion of the issue. A fix has been implemented and is scheduled to go in with patch 2.0.5. The fix will likely retroactively change weapons that already exist in game, so it is worth keeping around any weapons that will become more powerful with this change.
Hi Guys,

I just wanted to pop in here and let you know that we have a potential fix in place for this internally and it is currently looking like this fix will retroactively apply to existing weapons. While we will not be able to deploy this as a hotfix, we currently expect this fix to make it to live servers with our next game patch. I obviously can't make promises as to when that patch will arrive, but it is something we are actively working on, and we hope to be able to get that deployed as soon as possible.

Thanks again for all of your reports. I know it took me a bit of time to get back to you, but your patience is greatly appreciated!


Fix for Rare Items From Gambling
As characters complete Bounties in Adventure Mode, they receive Blood Shards that can be used to "gamble", by purchasing unknown items from Kadala. Currently the Rare items that are obtained through gambling can sometimes be equipment that the character is unable to equip. For example, a Wizard could gamble for a 1-Hand weapon, and receive a Fist weapon that only Monks can use. This will be fixed in the next patch, so that those items will be class-appropriate. (This is already the case for Legendary items obtained through gambling, so it won't make a difference for obtaining those more powerful items.)
Kadala's decided that while she has no plan to stop pointing out your occasional paper weight purchases, she will pay more attention to the kinds of things her buyers would at least know how to use. In our next patch, Kadala will only give you items that you are able to equip, with a focus on class specific weapon type.

This will not change how she generates Legendary items, as those have always been class targeted. This is only a change to the rare items Kadala produces.


Changing the Healing Stat
Wyatt Cheng took to the forums to discuss the balance of the Damage, Toughness, and Healing summary stats. Those new meta-stats that arrived in patch 2.0 are still being refined, both in what they reflect and how players view them. The Healing summary stat may be changed further, in an upcoming patch.
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.


Crusader Deaths from Iron Skin and Laws of Justice
There is currently a bug that involves using the Crusader skills Iron Skin - Reflective Skin and Laws of Justice - Protect the Innocent together; using both skills at the same time can instantly kill a Crusader character. If this bug cannot be fixed via a hotfix, it will no doubt be taken care of in the next patch, as with previous such bugs.
A quick heads-up, Crusaders: We’ve identified a bug with Iron Skin – Reflective Skin and Laws of Justice – Protect the Innocent that can occur when these two skills are simultaneously active and may be fatal to your characters.

While we’re investigating this further, we strongly recommend you do not use these two skills together while playing in Hardcore mode.


Crashes and Graphical Glitches
There is an ongoing issue with the Diablo III client on both Windows and OS X, where the client can eventually run out of memory and crash, or cause severe graphical glitches. There were changes in patch 2.0.4 to try to fix this in the Diablo III client. Those fixes did not fully resolve the issue, and there will be more changes in patch 2.0.5, as detailed in these two technical support threads. The changes will further reduce the amount of memory that the Diablo III client needs, while trying to make sure the game does not stutter because of the reduced memory used.
We are really sorry for all the problems that this bug has caused.
We are still working hard to resolve this issue. A new attempt to fix this will be included in the next patch. This fix will also affect WoW and SC2.

For the next patch, we have reduced our memory usage even more than in 2.0.4
For 2.0.4, the work that was done reduced our number of crashes related to the memory issue by 70%.
With the next patch, we hope to reduce it enough to be insignificant.

If the next patch still doesn't make the problem disappear more work will be done.

We do not give ETAs since the release dates change a lot.
Posted by: MysticalOS

S4d1k

Will the reduced memory usage have an affect on performance? Such as maybe you reduced asset caching and a result would be less crashing but more frequent stutter do to increased cycling of assets?


This is a major concern and a lot of testing was done to ensure we do not stutter more.
If you guys experience a lot of stutter after the next patch, we have a backup plan.

There's no 64 bits version on Mac because there's no 64 bits version on Windows.
We just don't have the man power to support it on Mac only.


Future PC Patch Changes and Additions
  • There are many issues in Diablo III that are being looked into. The changes and issues detailed here will likely be dealt with in an upcoming patch.
  • Some of these changes will probably arrive in patch 2.0.5, but others may arrive in later patches.

Skills Tuning Pass
There is an upcoming tuning pass to skills across the board, for all the classes. The developers are reviewing the data of how players are using skills since the Patch 2.0 overhaul, and will be adjusting some of them in a future patch. Presumably these changes will boost the power of skills that rank poorly in our charts of Most Popular Skills and Builds.
We haven't yet completed a full tuning pass after the launch of Reaper of Souls. While we started with a few changes to some generators and single-target skills with the 2.0.4 patch, that doesn't mean we're done with evaluating all the classes and their skills. While I don't have exact details to share at this moment, tuning and balancing is something always being discussed amongst our developers.

The tuning pass refers to the reevaluation we always do after a game is launched (or a big patch has been released). We do a tuning pass before we ship and then after; this post-ship pass is to account for the wider net of data we get once the game has been played by a larger audience of players.


Changing the Skill Elements
Along with the general tuning pass to skills, there will be specific changes made to the elemental damage types available in skills. The skill runes are not very evenly distributed right now between the elements like Fire, Lightning, Cold, etc. Some classes find it hard to make builds based around a specific elemental damage type. That will also be reviewed, and some skills (and runes) will be updated to provide a different elemental damage type, for Barbarians and the rest of the classes.
When we did a pass on elemental damage types across skills during the Closed Beta for Reaper of Souls, the Barbarian class was one that received the most revision. While we arrived at a place much closer to where we were aiming, we think there's room for some additional adjustments. I don't have details on exact changes to share at this time, but it's likely you'll see some skills, and not just for the Barbarian, shift around their elemental type in a future patch.


Shaking up Sacrifice
The Witch Doctor active skill Sacrifice is one of the least used skills among level 70 Witch Doctors, as seen in the popularity charts of Witch Doctor Active Skills. In a response to a reddit thread about the low damage and usability of the skill, Wyatt Cheng explained the situation. The developers are looking to make some major adjustments to the mechanics of the skill, which will arrive in a future patch.
There are a number of mechanical design issues with Sacrifice in the current form. Sure, we could buff the numbers on any skill to make it "worth using", but in the case of Sacrifice we're taking a close look at improving the underlying mechanics first. Leaving the numbers in their current unattractive state means we don't have to worry as much about changing the play style of active players should we feel a significant redesign is necessary to get the skill where we want it to be.


Revamping Iron Maiden
The Crusader passive skill Iron Maiden will be reworked in a future patch. When patch 2.0.4 was released, the passive incorrectly scaled based on monster difficulty. That was reverted via a hotfix, and the entire skill will eventually be overhauled.


Reducing Tyrael's Chatter
Tyrael is quite talkative when he's hanging out in town, waiting to give Bounty rewards. His chatter will be less incessant, and with more variety, after a future patch.
Tyrael's become a wee bit overzealous with sharing his struggles as a mortal as of late. We do have some changes planned for an upcoming patch where you should hear his banter less frequently and with greater variety.

In the mean time, I understand it might be difficult to sympathize with his unfamiliar plight, but maybe cut the guy a little slack. ;) I can only imagine how disconcerting it might be to suddenly have to deal with all your strange, mortal needs.


Lag from Inventory and Toasts
A number of players have client lag momentarily from events like opening the inventory window, or when a clan "toast" announcement pops up. Some of these issues can be mitigated temporarily, by taking steps such as turning off the clan announcements in the options menu. Changes will be included in a future patch, to try to reduce this client lag.
Glassdeezy ,

Posted by: Glassdeezy

So you are telling me that the horrendous lag spikes that I am getting (when opening inventory, when a friend logs on, when previewing loot on ground with ALT, when engaging any amount of mobs, when scrolling over abilities or health, or when I am running around like at normal speed but all the mobs are frozen) comes from blizz and I have nothing to worry about with my connection?


It looks like this is indeed on our end. It's most likely going to need to be resolved in a patch though. It doesn't appear to be something they're able to hotfix which could be done anytime. Patches always take considerably longer to implement. I'm afraid we don't have any sort of ETA at this time as to when a patch that addresses this issue can be pushed.

_________________________________________________________
I'm available in the forums Monday - Friday, 11 am - 8 pm Pacific Time
Please provide feedback! - https://www.surveymonkey.com/s/Omrakos


Keywardens in non-Torment Games
The Keywardens are unique monsters that drop keys for the Infernal Machine event, that is used to obtain Hellfire Rings. Those Keywardens are only supposed to appear in Torment difficulty games, but they can occasionally show up in lower difficulty games. That will presumably be fixed in a future patch.
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.


Health Fluctuations
There is a bug where a character's health can shift dramatically based on interface interactions. This will be fixed in a future patch.
I brought this up to a few people, and they did find a bug after investigating further. There is an issue that can cause abnormal fluctuations in your characters health when performing certain actions, and inventory management is one of them. We're working on a fix for this bug, but we're not sure when that fix will be implemented at this point. We'll be sure to let you know as soon as it is, though.


Transmogrification Missing Displays
Another issue being worked on is that some Transmogrification appearances aren't available, from certain items.
Posted by: Gravier

Yesterday i was lucky enough to stumble upon two pieces of the Marauder set, and they look absolutely stunning. But i didn't get the transmog for both of them, is this a bug?


It's not technically a bug, but there are some items (like class-specific set items) that don't exist as Transmogrify options. Some of those items can't be Transmogrified back into their original state once they've been altered, either. We're aware that this is causing issues for some players, and we'll be looking at solutions. We'll give everyone an update when we're able to, and thanks for letting us know!


Other Bugs
There are minor bugs that are known about and being looked into. Any of these issues may be fixed in the next patch, or could need more time.


Patch 2.0.4 Known Issues List
These known issues in Patch 2.0.4 that will be fixed at some point. Some of them are already listed above as being scheduled to be taken care of in patch 2.0.5.
Hello everyone, and welcome to Patch 2.0.4! Below you will find the Known Issues list for our 2.0.4 patch. Please do not report bugs that you see on this list, as we already know about them, and help out other players reporting bugs by referring them to this list.

As a reminder, this list will not list every bug that is active in the 2.0.4 patch. What it is listed here are a select few issues -- chosen due to visibility and impact -- that are active and confirmed as bugs by Quality Assurance with verifiable steps and (in most cases) an expected fix. Just because a bug is not on this list does not mean we don't know about it! In addition, potential exploits and the like will never be listed here.

Please note that documented bugs may not always be fixed in the order in which they were reported. In some cases, we may not have a timeline for a when a bug will be fixed and some bugs may not be able to be fixed at all. If we are able to verify that a documented bug cannot be fixed, it will be removed from this list.

Thank you for your continued reports, and enjoy Diablo III!!!

Achievements
  • It is currently extremely difficult to destroy the Demon Gates before Demon Troopers spawn during the Azmodan encounter, making it very difficult to obtain the “No Reinforcements” achievement.


Combat
  • Crusader: The tooltip for the Shattering Throw rune variant of Blessed Shield incorrectly indicates that the split shields deal 50% weapon damage. The actual damage amount dealt is 333%.

  • Crusader: The damage over time effect caused by the Blazing Sweep rune variant of Sweep Attack is not properly scaling with the player's strength.


Items
  • The %Damage affix on weapons is currently only applying a benefit to weapons with the physical damage type and has no effect on weapons that deal elemental damage.

  • The elemental damage caused by the Hydra skill does not trigger the “Tal Rasha’s Elements” four piece set bonus.

  • It is possible for Legendary follower items to roll with the incorrect primary attributes.

  • Torment-only class-specific sets currently cannot have their looks reverted to their original appearance after being transmogrified to look like a different item.


Monsters
  • The Knockback monster affix is not properly knocking players back.


User Interface
  • A small frame rate drop can occur when opening the inventory after picking up an item in a multiplayer game.


Windows
  • Running the game in fullscreen mode with Windows enhanced DPI settings enabled will prevent the Diablo III mouse cursor from appearing in-game.
Regarding Chiltara and the Gibbering Gemstone

I wanted to post something here and mention this to clear up any confusion about it. Basically, due to changes implemented in patch 2.0.1 Chilltara is not appearing as often in the game world, which is making the Gibbering Gemstone more difficult to obtain that it was in patch 1.0.8.

We are aware of this and while this isn't technically a bug (as this part of the Staff of Herding is meant to be the most difficult to obtain), we will be making an adjustment to Chiltara that should make this easier to obtain in a future patch.

We appreciate the reports and comments about this, but as we have officially addressed this here and in multiple other locations, additional reports about this are not needed. Thank you!
Workaround for "laggy" cursor speeds

I wanted to post something here to make everyone aware of this issue and to also present a workaround for this if you encounter it.

The basic issue is if your Windows DPI setting set to 125% in Display Settings (learn more about this here), your cursor will "lag" in the game. The current workaround for this is to simply change your text size from Medium - 125% to Smaller - 100% (the default). This will resolve the issue and allow you to play with a normal cursor speed.

As we are currently aware of what causes this and have a viable workaround in place, we do not require any additional reports about this issue at this time. We really appreciate the reports you have provided about this until now however, and hope this helps alleviate the issues some of you may be having. Thanks again!


Next Major PC Content Patch: Patch 2.1.0
  • The next major content patch for Diablo III PC is already being worked on. It will be Patch 2.1.0, and will include significant additions to the game.
  • The main information that we have heard so far about patch 2.1 was from the Reaper of Souls Release Party Developer Q&A, held on March 25.
  • At the party, Diablo III Game Director Josh Mosqueira discussed patch 2.1 and stated that it would be coming "in a couple of months". Extrapolating from that, may see patch 2.1 arrive on the Public Test Realm sometime in June, with an estimated release date in July-August.

Diablo III Developers Ponder Ladders
Seasons and Ladders
At the Reaper of Souls release party, Josh Mosqueira definitively announced that patch 2.1 will bring Seasons, which will contain ladder-like aspects. While it is still in heavy development, here is the basic idea so far of how it works:
  • There will be Seasons that each last for a certain length of time, and character ladders within them.
  • New characters can be leveled up within the ladder. Ladder characters will be totally segregated from non-ladder characters, much as softcore and hardcore characters are entirely divided from each other.
  • There will be goodies that can drop exclusively for characters in the ladder, including new Season-specific Legendary items.
For background, check out the earlier developer interviews and thoughts about ladders. From those discussions, we can expect that at the end of a season, ladder characters will roll over to the main non-ladder side of the Diablo III account. All the Paragon experience, equipment and gold accrued on ladder characters will also transfer over. This is all in development and the specifics may change by release.


Tiered Rifts
Another major content addition in patch 2.1 is a competitive challenge that is currently called Tiered Rifts, and is also under heavy development. As explained by Wyatt Cheng, Tiered Rifts will work like this:
  • Tiered Rifts are a challenge scenario in Adventure Mode.
  • Characters will complete Bounties and Nephalem Rifts like normal. When a Nephalem Rift is cleared, there is a chance to get a Greater Rift Token.
  • Using that token opens up a Greater Rift. If you clear that Greater Rift within a certain time limit, then you unlock a Greater Rift Key (Rank 2). If you clear that one you get Rank 3, etc.
  • Each Greater Rift is harder than the previous one. The idea is to see how many Greater Rifts you can get through, and how long it takes to do that.
  • There will be a leader board, and you will be able to compare your progress to the people on your Friends List, in your Clan, and among all the characters in that Diablo III region. Information will be displayed of who got to the highest Tiered Rift, and how long it took them to get there.
  • There will be rewards associated with Tiered Rifts, including new Legendary items.
  • The combination of Seasons and leader boards in Tiered Rifts will make for an interesting competition. It will be possible for players to roll an entirely new ladder character and get gear from scratch in a new season, and then see how far they can get in the Tiered Rifts for that season. In this way, players will be able to track their progress and compete against other players.
Tiered Rifts and Seasons are two major content additions coming in patch 2.1, new features that require owning the Reaper of Souls Expansion. There are also updates to the general Diablo III client that will be part of the major patch.


Missing Achievement Fixes
There are a small but significant number of Diablo III characters who have completed the requirements for an achievement, but were not given the achievement in the Diablo III client. This has been an ongoing issue since the original Diablo III release. The entire achievement system in Diablo III is being updated, which will help resolve those issues. This is a major change that is not scheduled to be completed until at least patch 2.1.0.
Hi Everyone,

I want to start by thanking Morogoth for taking the time to create this thread and gather all of this information into one place. We really appreciate it, and the effort you put into this clearly shows the passion you have for our community. I also wanted to take a few moments to provide an update to this issue, and hopefully give you all a bit of insight as to what are doing to address this.

Currently, we have some work planned to make changes to some of the underlying systems on which the Achievements feature is built and functions. These changes should provide us with the tools to resolve most (if not all) achievement-related issues by allowing achievements to be automatically and retroactively granted when the server detects that your account is missing an achievement that you have completed all of the criteria for. Unfortunately however, the changes needed to make this all work will require a patch to implement. While I cannot provide a specific date for when the necessary work will be completed and our potential solution will be in place, the current goal we have for finishing up this work is around patch 2.1.0. I want to stress that I absolutely cannot make promises about this timeline and that this could happen a bit later based on the progress made on other planned back-end changes between now and then. For now, however, that’s the plan.

We know this is something that a lot of players have been waiting on for quite some time, and as players ourselves, we sympathize with and share your frustrations. We really appreciate everyone’s patience and hope that this helps you all understand that we aren’t just sitting on our hands over this and that we want this fixed as much as you do. If I have any further information to provide, I will post it here.


Overhaul to Crafting Resource Management
A blue post some months back discussed a big idea of changing the crafting resource system, and a more recent post reiterated that the developers would like to do this. The general idea is to make crafting materials become a system of stored materials, like Blood Shards. That way all those crafting materials would not longer take up storage space in inventory or the Stash. If this sort of system is implemented, it will come in a content patch like 2.1, although there has been no discussion so far of it being implemented in that patch.
We are currently working on some different ways to help streamline the process of picking up, storing, and using crafting resources.

Here are a few ideas we’re tinkering with to help get you thinking about some of the cool possibilities:

  • All crafting materials would be moved to a currency-style storage in the UI. Think something similar to Blood Shards.
  • All crafting materials would become auto pickup, except for LEGENDARY crafting material. (Legendary crafting material would still be automatically stored as a currency, but players must click on it to pick it up.)
  • All crafters would pull crafting materials from this storage area for recipes.
  • Crafting materials that the player doesn’t currently own would appear in grey text with a 0 counter.
  • Players could mouse over the icons of all crafting material to get the full tooltip of the item. This includes greyed out ones.
  • Currently, we do not intend to store gems in this way because it would make socketing items feel clunky.
Note that this is all still a work in progress and thus subject to lots and lots of iteration.



Current PS3 and Xbox 360 Patch:
Console Patch 1.0.2
The current patch for the PlayStation 3 and Xbox 360 editions of Diablo III is Console Patch 1.0.2. The patch went live on the PlayStation 3 edition of Diablo III on October 1 2013, while the Xbox 360 version went live two weeks later. The patch brought many fixes for bugs and crashes in the console clients. See the Diablo III Patches for an overview of the Diablo III Console patches and hotfixes.


Future Xbox 360 and PS3 Content
There has been little discussion of future patches for the PlayStation 3 and Xbox 360 console editions of Diablo III. At some point down the road, the Reaper of Souls expansion is definitely coming to those consoles, but it has not yet been officially announced. There are also developer discussions of other features that would be useful to add to the console versions of Diablo III, such as a Quick Chat mode.


Next-Generation Console Content
Diablo III - Ultimate Evil Edition for PS4
Diablo III is currently in heavy development for the next-generation consoles.
The Xbox One edition of Diablo III is also in development alongside the PS4 version, but Blizzard is not yet ready to confirm that the game will be released on the new Xbox console.


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