Major XP Boosts and More Monsters in Patch 1.0.8

Info on the higher monster density, experience boosts, Teleport changes and more in the new patch on the PTR

PTR for 1.0.8
Patch 1.0.8 is now up on the PTR, and players are digging through all the changes and new features. There has been a lot of feedback from the community so far, and new features that weren't initially listed in the patch notes have become known.
See the Patch 1.0.8 Guide for the full patch details!

Monster Density Changes
For a quick look at just how many more monsters are around, here is a video of a Monk on the PTR moving quickly through different areas in Act II. This shows the new increased amount of monsters available in patch 1.0.8, for characters in Inferno on Monster Power 1 or higher.



Another video also shows increased monster density in three different areas, as well as the new Identify All feature, and Multi-Crafting interface available to automatically craft multiple items.

For more information on how the new monster density feels, a compiled thread of feedback on the PTR forums does a great job of listing it all. Lylirra also posted asking for feedback on spawn pacing, to find out whether players like constant streams of monsters to fight, or bigger clumps of them in packs.


Experience Increased from Nephalem Valor
Along with the faster experience that is possible from killing the many more monsters in patch 1.0.8, there are other ways that experience can add up faster with the new patch. The extra experience bonuses in multiplayer co-op groups help out for characters in parties. All characters will get extra experience because of a change in how the Nephalem Valor experience bonus is applied. Instead of being additive, the experience bonus from each Nephalem Valor stack is now multiplicative. Basically, this means that those experience bonuses will continue to be useful even at higher Paragon Levels, and everyone will end up with more experience, faster! A handful of blue posts delved into the change:
Posted by: Traz

Was this intended?


Confirmed: intentional!

We know a lot of players were doing runs where they'd play high MP and skip Elites. That's still an option, but we wanted to make Elites more enticing. This seemed like the best way to do it that worked across all MP levels. Let us know what you think/how it feels!

(Also, moving your post to the PTR feedback forum.)
Scorpion exp was nerfed because it was a heavily imbalanced way to farm experience. It became THE way to farm paragon levels, and if you weren't then you were doing it wrong.


To build off that, here's what Wyatt had to say earlier in response to the nerf:

http://www.reddit.com/r/Diablo/comments/1bjorz/developer_journal_multiplayer_improvements/c97i0sm

Scorpions have had their XP reduced. Sorry to be the bearer of bad news. We looked and considered buffing everything else instead, but in light of the multiplayer buffs we were already providing, we didn't want to inflate the game as a whole even further.
Specifically, Scorpions have had their XP reduced by 75%. That probably sounds like a lot at an emotional level, because it's never fun to have a source of XP reduced by that much, but I hope some can agree if you think about it - a mallet lord is worth 1.5x the xp a scorpion is. And that's not just mallet lords, most of the monsters in the game are within a certain reasonable ratio of one another and the scorpions were a very obvious outlier.
Posted by: randallross

so this is only multiplayer or single as well?


Both. There are just additional bonuses in multiplayer that it can stack with. Simple calculation is: [ 100%(base) + bonus from MP + helm ruby + ring] * [1 + Up to 0.75 from NV + Up to 0.30 for multiplayer]

There's a lot of good discussion over on /r/diablo as well: http://www.reddit.com/r/Diablo/comments/1bz86d/nephalem_valor_stacks_are_now_multiplicative/
The reddit thread listed above has more information about the experience change, and some comments from developer Wyatt Cheng.

Click through for more 1.0.8 details from the PTR, and recent blue posts.


Teleport Changes
The Wizard Teleport skill was overhauled, as mentioned in the patch notes: "Players may now Teleport to any location within range, as long as a path is available." See some great examples in a reddit thread that has multiple pictures showing just how the skill works on the PTR.
Teleport in Patch 1.0.8
This updated Teleport lets Wizards move very quickly through an area, especially once doors are open inside of dungeons, teleporting "through" walls and up or down, much like Barbarian's Leap. One lingering issue right now is that Teleport in Archon form does not yet have these updated capabilities. Fortunately, a post from Wyatt Cheng stated that this will be fixed in the next PTR patch.


Matchmaking Tags
The developers are looking for feedback on the new tags that are available in 1.0.8 for public games.
Tested out the PTR and have some suggestions for additional matchmaking tags? Share them here!


No Itemization Changes in Patch 1.0.8
Lylirra verified once again, that patch 1.0.8 won't contain any of the big changes to items that the developers have been talking about recently. The item overhaul will happen in a future patch.
Correct. We've said from the beginning that the itemization changes Travis discussed were planned for beyond patch 1.0.8. We don't have a timeline to share right now (no ETAs or anything like that), but we'll definitely be keeping players in the loop as we continue working on those changes. :)


Why Have a PTR?
Some players aren't happy with the Public Test Realms in general, and just want the changes now! Lylirra explains why that isn't realistic, and the use of the PTR process.
Not all patches will be released to the PTR, but it's an incredibly helpful tool for whenever we're making changes that can truly benefit from player testing and feedback. For example: monster density. We can also use the PTR to iterate quickly on content based on player suggestions (see the Ruby changes from 1.0.7, as well as cost adjustments for the crafted items).

I can understand that you're not personally in favor of PTRs, but we still feel they're beneficial to have and will continue to use them whenever we feel it's meaningful. Thanks for your input, though!


Patch 1.0.8 Known Issues
The official 1.0.8 Known Issues List was posted, with the current major issues for the patch on the PTR. An earlier version of this was published last week and then quickly pulled. Many of the issues that were on that list, are no longer listed here. This current list will grow and shrink through the PTR process, as fixes are made and new bugs are discovered.
Hello everyone, and welcome to the PTR Patch 1.0.8! Below you will find the Known Issues list for our 1.0.8 patch (Patch Notes are available here). 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 1.0.8 patch. What it is listing are a select few issues -- chosen due to severity/impact -- that are active and confirmed as bugs by Quality Assurance with verifiable steps and an expected fix. We have hundreds of bugs in our database, so it would be impossible to list all known issues. 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
  • The achievement Bashanishu is awarded inconsistently between the old and new versions of Rakanishu’s Blade.


  • The Demon Hunter achievement “Bleed, You Filth!” is not granted the first time you complete the criteria.


  • The Demon Hunter achievement “Death Trap” is not granted the first time you complete the criteria.


  • The “Self Sufficient” achievement is not awarded the first time you kill the boss and fulfill the requirement.


  • Unlike the “Naked Lust” achievement, “The Hero’s New Clothes” Azmodan criteria requires players to deliver the killing blow for credit.


  • The “Fallen Angel” achievement isn’t granted when you meet the criteria.


Auction House
  • Spam clicking Show More Items will show duplicated entries of the same item in the completed tab.


Battle.net
  • The game can get into a semi-locked state when your spot in the party gets filled by another player.


  • Players can become locked out of private conversation under certain conditions.


  • It’s possible for party members to get stuck in a broken game with greyed out Resume Game buttons.


  • The party guide doesn’t have the option to promote other players into their role.


  • Clicking the broadcast message box cancels a party invite.


Combat
  • Wizard’s Archon Teleport cannot go through walls.


Items
  • The Murlocket no longer drops in game.


Monsters
  • Hitting Diablo with certain abilities, like Whirlwind, during his beatdown phase can lag the client significantly.


  • Some NPCs, such as Angel Troopers, Bastion’s Keep guards, and event NPCs, will attack idle Treasure Goblins.


User Interface
  • The Rare Engaged chat notification can pop up for Champions, bosses, and a Rare’s adds.


  • Legendary item icons can show on the mini-map when there are no items.


  • The Multiplayer buff disappears during an act transition.


Mac
  • Launching a quest on Inferno Difficulty and Monster Power 10 asserts the client on a Mac running 10.6.8


  • The lock cursor option does not work on Mac.


Ask the Devs Process
Lastly, there was a long discussion on the forums about the Ask the Devs interaction with the community. A lot of players haven't liked the vague responses in the latest Ask the Devs feature. Since it is about itemization, and those changes aren't even coming in this upcoming patch, the developers don't have a lot of specifics at this point that they can definitely state are happening. Lylirra got into a very lengthy discussion about this process.
Posted by: Jimmy

Those bring only false hope and no answers. Just stick to posting on the forums and answering the better threads here. That'd be just fine.


How much information we're able to share about a particular change or feature ultimately depends on where that change or feature is in its development. If it's reached the point where it's been implemented into our test builds, we can probably talk a lot more freely about it and discuss the ins-and-outs of how everything works. A good example of this is the mulitplayer improvements coming in 1.0.8. While these improvements aren't 100% final and may undergo some tweaking during the PTR, their design is far enough along that we can talk about them pretty extensively.

On the flip side, if a change/feature is still in its conceptual stage, where the actual design and implementation haven't been completely defined, then we won't be able to share as much. We can go over what we're planning, give you some of the reasons behind those ideas, maybe even bounce a few concepts off the community, but we probably won't be in a position to commit to the change/feature, tell you when it's going to release, or describe for you its functionality in great detail. This isn't because we're being "cagey." This is because the change/feature is still in early development and that information just doesn't exist yet. A good example of this is indeed the upcoming itemization improvements that were discussed in Travis' blog as well as the itemization Q&A. We don't have a timeline yet for when these improvements will be implemented, and many of the changes are still undergoing constant iteration. Sure, we may not have a lot of hard data to provide at the moment, but we can at least include you in the conversation and let you know what we're working on.

So, going back to the part of your post that I quoted, this really isn't an issue of "no answers." It's one of the answers not being what you liked or expected. Regardless, we're going to keep sharing our progress and providing more and more information as we go. As we start to refine our design and lock down how changes to itemization will be implemented, we'll be in a better position to answer your questions with more "hard facts" and less "design theory." That doesn't mean we can't have a dialogue on the topic in the meantime.

In fact, I seem to recall a certain community not only calling for itemization to be the next topic for AtD, but also for its CMs and developers to share more game info, even if it wasn't final... >.>

I believe I speak for the majority of the community when I ask for more forum involvement from the developers instead of Q&As.


The Q&As and forum involvement aren't mutually exclusive, they just provide different benefits. You're still going to see Travis and Wyatt posting. You're still going to see Q&As.

Or, in picture form: http://i.qkme.me/35x3zp.jpg
Posted by: Greenhell

YOu do have to admit that the questions picked have alot to do w/ it though...


Regardless of what you may personally think about the questions, they were still upvoted by a large number of people within the community--otherwise they wouldn't have been included. Sure, the questions may not be relevant to everyone, but they are definitely relevant to someone. Or a variety of someones, in this case.

There were actually a lot of good, highly-voted questions for this round of Ask the Devs, so we still have more to answer. We're not going in order of "most highly-voted" to "least highly-voted," though. It's a mix, which means there's going to be some variation in the types of questions you see in each "part," as well as who those questions appeal to.
Posted by: NBrad

Don't you understand that that is a bad thing? You say that like it's a given, but it's not. Plenty of other dev teams are able to be open about their conceptual stage ideas and even incorporate player feedback into that stage. If you don't tell us anything until the stuff is pretty much set, then what's the point?


I'm pretty sure that's what we're doing. We can't share details we don't have, though. What we can do is share what we're discussing internally, even if what we're discussing is just ideas. We're still inviting you into that conversation and opening up feedback at an early stage.

For example:

The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what we're working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live game. In the meantime, we'd love to hear what you think about our approach, since much of what's cited above has been inspired by your feedback.


The only difference between the itemization improvements and multiplayer improvements is that we're able to talk about one in a little more detail than the other right now. We absolutely intend to provide more information about itemization changes as we continue development on them.
Posted by: Carthaginian

No one cares about other development teams that have never released a video game.


Come on, dude. If you want to speak disparagingly of other development teams, I suggest you seek out some other forums. We encourage respect of all design and/or publishing studios here.
Posted by: TaKtiCz

Honestly it seems as though this pace has been planned for a long time. Slowly trickle out updates until the expansion then ask for more money for the work that should have been done before the game came out.


It more depends on the developers' schedules. They really enjoy providing answers, and they know that kind of communication is important (this is why Wyatt and Travis asked to start posting). Even so, they also need to spend time developing, which is where the majority of their time is going to go.
how about you get involved in this post
http://us.battle.net/d3/en/forum/topic/8569598165?page=1


How about you stop telling me what to do? (jkjk)

I actually already passed along that thread to our designers. Great post: super constructive and to the point. Thanks for sharing!
Posted by: Starsky

The questions were hand picked and even then not answered directly. give us something, ANYTHING, to have some faith that you guys are actually listening and working on community suggestions that matter.


Which ones weren't answered directly?

(Also, many of our ideas come from player suggestions, discussion, and feedback. This is something we're always quick to point out because we really do value your interaction and input.)
Posted by: Espionage724

This thread on the other hand, I was expecting to be ignored by Blizzard, and meanwhile, it's probably the most blue-active thread I've seen... ever. Can't say I disagree with it, but I'd love for it to continue in the future, possibly with threads that have more relevance to D3 itself.


So, more like this maybe: http://us.battle.net/d3/en/forum/topic/8156835610#3

(Even if we're not in a position to comment on how the post might affect design?)

Posted by: DoomBringer

I think a lot of the unhappiness is due to the "lack of response" on these forums. I use Diablo Fan for my information (they are nice enough to take every blue posts and update them more frequently than this web site).


Hm. Our Blue Tracker updates immediately: http://us.battle.net/d3/en/forum/blizztracker/

Is it just easier to navigate the blue tracker on Diablo Fans? Or do you like that they call out some posts on the front page? (Serious question. Knowing this would be great feedback for our web team.)
I would love it if in part 3, they pick a question, and they answer it like this:

"Here is exactly what we are going to do to address this concern:

First, we are going to .....

Then, we will .....

Finally, we'll ....."


And I go back to what I posted initially in this thread:

How much information we're able to share about a particular change or feature ultimately depends on where that change or feature is in its development. If it's reached the point where it's been implemented into our test builds, we can probably talk a lot more freely about it and discuss the ins-and-outs of how everything works. A good example of this is the mulitplayer improvements coming in 1.0.8. While these improvements aren't 100% final and may undergo some tweaking during the PTR, their design is far enough along that we can talk about them pretty extensively.

On the flip side, if a change/feature is still in its conceptual stage, where the actual design and implementation haven't been completely defined, then we won't be able to share as much. We can go over what we're planning, give you some of the reasons behind those ideas, maybe even bounce a few concepts off the community, but we probably won't be in a position to commit to the change/feature, tell you when it's going to release, or describe for you its functionality in great detail. This isn't because we're being "cagey." This is because the change/feature is still in early development and that information just doesn't exist yet. A good example of this is indeed the upcoming itemization improvements that were discussed in Travis' blog as well as the itemization Q&A. We don't have a timeline yet for when these improvements will be implemented, and many of the changes are still undergoing constant iteration. Sure, we may not have a lot of hard data to provide at the moment, but we can at least include you in the conversation and let you know what we're working on.


We did exactly what you described with our blog on multiplayer improvements. We did the same for crowd control changes and even defensive bonuses. Those are just a few, very specific examples.

There are going to be situations where players ask us for details that aren't available yet, though. We can do one of two things in that situation: a) ignore the question or b) provide as much information as we have, even if it's not much more beyond "this is what we're thinking" or "here's what we recognize as the problem." Right now, we're still discussing different options for what we can do to improve MF/GF. We don't have any perfect solutions just yet, but that's doesn't mean we don't recognize the concern. Like Travis said, we're going to keep you updated, and once we have that "here's what we're doing, this is exactly how it's going to work," we're going to share it with you.
Posted by: Greenhell

I'm sure she knew based on that timing that my post was'nt directed at hers.


(Totally knew.)
I'd like to point out that almost all the posts that you've made on this thread aren't on your Blue Tracker. Check it.


Yup! I haven't been flagging most of them to be tracked, because otherwise they'd overwhelm the main forum page tracker: http://us.battle.net/d3/en/forum/

I mean, I can. But there are other conversations in which we've posted, and I didn't want overshadow those with my replies. (We know our system can be improved.)
Posted by: NBrad

Great! Now tell the devs to do this kind of stuff five hundred times faster. Please look to PoE devs as a guide for how fast you should be.


Noted. 500 times faster.

Just keep in mind that, in many cases, it's much easier to iterate quickly in a test environment than it is once a game is live--that's really what betas and PTRs are about. Our beta forums aren't available anymore, but we were patching multiple times per month. Similarly, it's not uncommon for us to push out multiple patches in a week for PTR. Different environments, different timetables. (Also, different games, different timetables.)

Quite frankly, it's just not as "easy" as Diablo fan. I log into their web site, and I immediately see what's the latest blue post and when was their last reply. On your Blizz Tracker, I see "Date: 1h28 minutes ago". It doesn't tell me if you posted more than once.

In Diablo Fan, it shows how long it was posted. It includes other blues as well. If you guys had pertinent information, they will make a resume of important blue posts.


Perfect! Our web team loves user stories like yours, so I'll definitely pass this on. :)
Posted by: TaKtiCz

Possible for you to release multiple patches in a week, but do they have any noteworthy content? Nope. Not like PoE does. Their game has greatly improved in a year, this game has barely improved in a year.


It sounds like you've made up your mind already in many ways. If you're not enjoying playing right now and don't want to wait, I completely respect that. Maybe take a break, check out other games, and just keep an eye on what we're doing? That's totally fair! We're going to keep improving Diablo III and building it into an even better game no matter what, and hopefully what we're working on will really appeal to you. If you're not sure it appeals to you just yet, that's cool too; like I said, we'll be sharing more info as new things develop, and you can make a more informed decision then.
Posted by: Starsky

However,


I'm stoked for the changes coming in 1.0.8 (PTR patch notes, check it), but I get that not everyone is. We want you to be just as excited as we are, but if you're not, and you're just not enjoying your time -- definitely let us know so we can see what we can do to make things more entertaining and awesome, but also feel free to jump around and find something you DO enjoy. We're not going to be all like "you will play this game, and you will LIKE IT...RAWR." We're going to keep supporting Diablo III in the meantime, adding improvements, and just focusing on making it the best game possible.

Posted by: BloodyBartuc

I get the support for developers, but publishing studios?


I loves me some publishing studios. They're full of rad people, too! Rad people deserve respect.

Posted by: Starsky

Great, so where is the PTR?


Here!
A lot of people seem to not believe you on this one. Perhaps if you show real time up vote totals if you do this again you'll avoid that?


For the next round, we definitely want to add in the number of upvotes.

Beyond that, though, it's definitely one of the requests I passed on to our web team, to have the up/down votes display to everyone. That way, you can see what we see, no middle-man needed.
Posted by: Jan3Sobieski

Seriously? Your response is "thanks for the $60?"


That's not at all what I said. Your misinterpretation makes me :(.
Posted by: unholy

can you ask bobby kotick if no major changes are allowed to be made because the console gold master copy is ready for pressing and would cost too much to change at this point?


The console version is currently only slated to ship with content up to 1.0.7. Not sure how that fits into your argument, but there you go.
The attitude of "don't like it? don't play" is proof of all of this. Basically all you are telling us is: "You already paid for it. If you don't like, it we don't care."


That would be a valid point if we didn't a) support the game after release or b) have plans for future improvements.

There's a HUGE difference between "Don't like it? Don't play it!" and "Don't like it? Let us know why. We want to make Diablo III the best game possible, and we're going to keep supporting it until it gets there. We'd love to have you playing alongside us during that process, but if not, we understand. Thanks so much for the criticisms, we hope that our efforts will have us cross paths again!"

But please, keep twisting my words to support your own message. =/

EDIT: By the way, you seem like a cool dude/lady, so I don't know why we have to continue going back and forth like this. Thank you for being passionate and awesome, and thank you for your perspective. Sincerely!

Lylirra, I just have a quick question. In the Diablo Sin War series by Richard A. Knaak, there is a character named Lylia. Was this how you got your forum name.


Nah. I just picked the name I thought people would misspell the most.

I kid, I kid. I honestly don't remember how I came up with it. :)
Posted by: TaKtiCz

You want to make the game the best possible but dismiss people constantly while pushing your own agenda. Right.


We want to make the best game possible. Can we make the best game possible for everyone? Probably not. There are a lot of varying opinions out there about what makes a good game vs. what doesn't. Are we going try? Definitely.

Will we still make decisions that feel right to our developers and align with their goals? Yes. Will we keep reevaluating what that is in light of community feedback? Absolutely. While we're responsible for the vision and design of Diablo III (in a way, I guess that's an agenda), we're also creating the experience for our players. This doesn't mean we're going to implement every piece of feedback we get, but it does mean we value that feedback considerably and use it as a touchstone whenever making/considering changes or adding new content.

A lot of the stuff in 1.0.8 is actually inspired by conversations we saw in this very forum. Speaking of, 1.0.8 is up on PTR, would love your impressions after you've gotten the opportunity to play.
Posted by: Jowy68

Your culprit is in bold. No need to thank me


You're the bold to my italicize.<3

Best when read in context, though:

Will we still make decisions that feel right to our developers and align with their goals? Yes. Will we keep reevaluating what that is in light of community feedback? Absolutely.
How about single-player offline for PC? There's an important one, so I can play this game again.


No current plans. It is something we continually evaluate/re-evaluate, though. (I know that's probably not the answer you wanted to hear, but I still wanted to make sure your question was addressed.)
Posted by: Rhyas9

I applaud the effort. But I seriously doubt the efficacy of the devs to actually deliver.


It's a difficult balance, for sure, but it's still something we work towards. I'm not saying we have a mastery of it, either, or that the pendulum won't swing in one direction or the other from time to time. Being able to iterate on content is incredibly valuable in that situation.

Posted by: Hypersonic

It's also hard to find instances where the two are in sync.


I'm sorry they don't seem more obvious. We could probably do a better job of highlighting that.

I could give some examples, if you'd like, but that's totally up to you.
I have a thought! If you don't have any details then DON"T ANSWER THE QUESTION!
I would rather not see political double talk and wait until there is something they can answer directly.


I respect that, but your opinion is not one shared universally. We have plenty of people also saying, "We don't care if you don't have exact details, just tell us what you're working on!" This applied especially to itemization.

I think it's better for us to err on the side of frequent communication, even if we're only discussing possible changes and don't have exact implementation worked out.
Check back for more patch 1.0.8 info as the community digs through the PTR. You can also always keep an immediate eye on the new blue posts with our Blizzard Blue Post Tracker.
Feedback for Diablo Somepage