Blizzard Blues - BlizzCon 2013 Edition

A slew of blue posts discussing: ladders, Nephalem Rifts, Bounties, Enchanting and more

In the week since BlizzCon 2013 wrapped up, the Diablo III community team has been busy discussing all the announced features and changes to the game. This massive edition of Blizzard Blues has blue posts about topics including: ladders, Nephalem Rifts, the Bounty system, Enchanting, and the new difficulty system that replaces both Monster Power and the Nightmare/Hell/Inferno difficulties. Let's jump right in!


Ladders Under Discussion
Lylirra took on the question of "where are the ladders?", as players wonder whether Diablo III will get that system, that could provide resetting seasons for new characters to level in. The idea is still being considered and tested by the developers in their internal alpha of the Reaper of Souls Expansion, but there is nothing ready to be announced, at this time.
Great googlely-mooglely.

Hokay. So, here's what I posted on Reddit Diablo earlier this week:

For clarity (before anyone gets too crazy), we don't have any additional details or information right now about ladders in Diablo III. At this point, [ladders] are still something we're looking into and experimenting with -- i.e. in terms of how a ladder system might integrate into the game and mesh with features like Paragon, for example -- but not something that's confirmed 100%. We'd love to hear your thoughts/feedback/desires in the meantime.


In other words:

Posted by: DamienJohn

"Currently no plans for ladder" just means they are not ready to announce it yet. It's in no way an indication that they won't ever happen.


Nothing's been cancelled or scrapped. Also, keep in mind that nothing's been announced, either. Datamined information != confirmation. (Please keep that in mind.)

That said, we still would love to implement some sort of ladder system in Diablo III. As a noted over on Reddit, it isn't something that's confirmed yet (which is why we didn't talk about it at BlizzCon), but we still encourage players to share (or continue sharing) their thoughts and ideas about what they would like from that kind of system. We're listening.


Crusader-only Items
All classes in Diablo III have specific item types that only they can use. For the Crusader, those item types are 1-handed flails, 2-handed flails, and Crusader shields. All classes will be getting something new as they level up in the expansion, with a new skill at level 61.
Posted by: ColdWarHero

Barbs get 1h mighty weapons, 2h might weapons, and belts


Similar to Barbarians, Crusaders get 1-handed flails, 2-handed flails, and Crusader shields that are unique to them.
Posted by: Marks

2-handed flails sounds awesome =)


There's also currently a passive named Heavenly Strength that lets you wield two-handed weapons (in your main hand) and a shield at the same time (in your off-hand). >.>

It does reduce your movement speed by 10%, though.
Posted by: Spaceghost

Are all classes just getting 1 new skill? Will there be more skill/skill runes to be earned on the way to lvl 70? It would be a great place to toss in a great barb passive that I read somewhere.


In RoS, all classes are getting 1 new skill (with 5 new runes*) at 61 and 1 new passive slot at 70.

*For clarity, since some of you are wily: the base skill unlocks at 61; the supporting runes unlock at different levels (62, 63, 65, 67, and 69 for example).

Posted by: Spaceghost

Question: Can the 10% movement speed penalty be countered completely by using paragon points or an extra piece of gear with movement speed?.


Don't know off-hand, will have to check.


New Difficulty System
One big change in the game with the Loot 2.0 Patch and in the expansion, is that the way players choose difficulty is being overhauled. Both the Normal/Nightmare/Hell/Inferno progression, and the Monster Power system that increases the health and damage of monsters, are being replaced. There will instead be a system that automatically scales up the level of monsters to a band around the level of the character, and controls the power of monsters. This was talked about in the BlizzCon Diablo III Fansites Q&A With Developers, and the community team expounded on it.
One of our big goals with Reaper of Souls is to give players more control over their game experience, and that applies to difficulty as well. As part of that goal, we’re removing the tiered difficulty system (the one that requires you to work your way through Normal, Nightmare, Hell, and Inferno) that exists right now. We’re replacing it with something that’s more open, and (more importantly) won’t require you to play through the story multiple times if you don’t want to.

So, the Normal > Nightmare > Hell > Inferno progression path is gone. Instead, starting in the pre-expansion patch, you’ll find that monsters will level up as you do, and they’ll gain additional affixes depending on what level range they’re in. You’ll be able to influence monster damage, health, and rewards by selecting one of nine new difficulty settings* as well, similar to the way Monster Power works currently. The result is that you should have a lot more freedom in customizing your level of challenge without worrying about multiple playthroughs of the story to get there.

This is just a rough overview of how the new difficulties will work in Reaper of Souls. We'll have more details on the new difficulty settings in the future, so be sure to keep an eye out for them! Also, keep in mind that these could all change before we ship.

(*Right now there’s: Normal, Hard, Expert, Master, and Torment I-V. Currently, Master unlocks at 60 and Torment unlocks at 70, but once unlocked they’re available for all characters on your account.)
I'd say it's more been replaced with a new set of "monster power" equivalents (the 9 settings Grim mentioned). The tiered difficulty modes are gone, the monster power is just getting an overhaul but the same concept is in play.


More or less. The reward structure for the new difficulty settings is being reevaluated, as well, so it's not exactly like Monster Power, but the concept is similar.

Lots of the finer tuning details and mechanics are still TBD at the moment, though, so we can't answer a ton of questions right now (most likely just high-level, big picture kind of stuff). Even so, definitely keep asking about things you want to know and we'll work to get answers. We'll either provide them here or, since we're working on a "First Look" article for the new difficulty system, make sure to address everything* there.

*Void where prohibited. Some restrictions may apply.
Conflicting stuff isn't it? Can the Blues care to explain wtf this is? What exactly is the difficulty setting? Easy, Normal, Hard, Torment, Demonic and Apocalypse or Normal, Hard, Expert, Master, and Torment I-V?


We ended up removing Apocalypse right before BlizzCon, but the FAQ had already been approved, localized, and set to publish at that point. We're working to get it updated as we speak. :)

This is why we always say that things are subject to change whenever we post, because they do change -- and often quite quickly at this point!

I might be an anomaly, but I like the MP structure. It lets me gauge where I am in terms of gear and play ability. Could you please do a crude comparison for people like so I know about where to start in the pre-expansion patch and then on into RoS? Thanks for helping.


That's certainly the plan. We'd like to lock down the tuning a bit more before we provide that comparison, though, since things are changing right now on a day-to-day basis. (Like I noted before, we'll have a "First Look" write-up just on difficulty coming your way fairly soon.)
Why not keep the names "Normal/Nightmare/Hell"?
These are iconic to the series, and you're just getting rid of them for no good reason.

Let me try to anticipate the answer: "Players might get confused".


The main reason is that the tiered Normal > Nightmare > Hell > Inferno system is gone completely; the new system works quite differently and we didn't want the names, which have a history and thus an expected way of working, to make players think the system functions one way (when it in fact functions in a whole 'nother way).

Totally fair feedback, though. Happy to pass it on.
Posted by: Ceriulun

Locking out non-RoS players from higher difficulties is not fair. Basically, you'll take away Monster Power 4-10 without any kind of compensation. I have an MP10 character. Doing low difficulties will be meaningless, and I'm not sure that I want to buy RoS.


For clarity, Torment difficulties currently compare most closely with MP 10 and above.
Posted by: SonofRooster

Did you read his post? He's saying that without RoS, you can't play Torment. So there would be no MP 10


Important thing to remember: The new difficulty settings don't have a direct 1-to-1 comparison with each Monster Power level. So, Torment isn't technically "MP 10"; MP 10 is just the closest comparison it has right now. At present, its overall difficulty is probably a little more challenging than MP 10 if you take into consideration dynamic difficulty (the fact that monsters level up with you) and all the combat pacing/skill changes we've made. On the other hand, Master (which unlocks at 60) feels somewhere between MP 8 and 10 at the moment.

On that note, another thing to remember: all these numbers and comparisons are 100% subject to change, especially as we start opening up the game to testing by more people. This is just where they right now. We want players who don't purchase the expansion to still feel like they can challenge themselves under this new system, so -- as an example -- it's entirely possible we might shift Torment to be somewhere around (comparatively) MP 11 and make Master more challenging as a result. It's also possible that we won't need to do this and that the current Master difficulty feels great at level 60. It's definitely not locked down at the moment; in fact, difficulty tuning is one of the last things we'll likely finalize, as so many other variables play into it.

Read on for more discussion about the changes coming with Enchanting, Transmogrification, Nephalem Rifts and Bounties.

Orange Bullets on Item Stats

This BlizzCon 2013 image shows the old and new versions of the Frostburn Gauntlets legendary. As seen in the new version, items displayed once patch 2.0 lands will have orange diamonds before affixes that are not included in the automatic calculations of an item's power. Those type of affixes are utility or other stats that can't be easily quantified.
Posted by: RageSmash

What do the different colored "bullet points" just before each stat affix represent?


Great observation! In Reaper of Souls you might notice that some affixes on items have an orange diamond next to it, and they're meant to indicate the affix will not be calculated in the item comparison tool. In other words, any affix with an orange diamond next to it won't change the red or green numbers in the item window.


Enchanting Old Legendaries
Enchanting is a feature provided by the Mystic in the Reaper of Souls expansion. Under the current design, players who buy the expansion will be able to enchant older legendaries and other items that they already have, not just the items from the expansion.
Posted by: spectr3

As the title says, will we be able to use the mystic to re-roll a stat on our current legendary items? Does anybody have any info on this question?

Yep, as things are in the game today, you can enchant pre Loot 2.0 legendaries as well. The same restrictions apply of course, that you can only enchant one stat, however the chosen stat to enchant can be re-rolled repeatedly. You cannot enchant stats on crafted items, though.

As usual, since Reapers of Souls is still under development, this is something that might change later down the road.


Enchanting Specifics
Nevalistis jumped into a lengthy discussion about everything involving Enchanting, and exactly how the rerolling of stats will work.
Let's try an example with completely made up numbers (for science!):

Let's say that you have a belt with +50 Fire Resistance on it. Pretend that this item can roll anywhere between +30-+100 Fire Resistance. You decide to reroll this stat.

The two random results you get are:
  • +64 Fire Resistance
  • Increase Gold & Health Pickup by 2 Yards

This means your final three results that you can pick from are:

  • +50 Fire Resistance (the original stat)
  • +64 Fire Resistance
  • Increase Gold & Health Pickup by 2 Yards


You can always choose the original stat, because we wanted to make sure you never end up with a worse item than you started. However, the additional two enchants that proc during enchanting can be the same stat at a lower or higher value than what is currently on the item.

Enchanting simply rerolls that slot from a pool of available properties. What was on it before numerically has no bearing on what it numerically rolls afterwards. Meaning in my example above, 50 Fire Resist is not directly equivalent to 2 Gold & Health Pickup radius. It could have just as easily rolled a 1 in radius instead. The numbers aren't related

TLDR: So long as it's possible for that item to have a higher value for the property you are trying to reroll (meaning you aren't already at its cap), it's possible to roll it higher.

I probably made this explanation more complicated than it needed to be, but I hope this provides the clarity you were looking for. =)
Posted by: DrothVader

But just to clarify Neva, once you reroll one stat on an item, that is the only stat that can be rerolled again, correct?


Posted by: Ghostofdelta

I think the one you change can be continually changed, but all other values are locked.


That is correct!
Posted by: YORI

For example if I have 50 fire resist, If I keep rerolling can I eventually get a stat I want?


From a select pool of stats. Not all stats will be available for every swap out. However, you'll be able to see what pool of stats you'll be randomly rolling for before you ever enchant the item.

Posted by: xxAIMxx

Can I chose the original option without making the item account bound, and giving me the option to potentially reroll a different stat another time?


Once you choose to enchant an item, it becomes account bound (even if you choose the pre-existing stat). There's some risk involved in enchanting, and the "safety nets" for those risks are that you know the item will never shrink in power and you can see what stats are possible for that slot prior to investing in the enchant.

Posted by: MonTerran

How will rerolling of split primary properties function?


Good question! Let me check on this.

The science experiment eludes that the stat that is re-rolled will always appear as one of the choices.


I would have needed to provide an alternative example to show this more clearly, but the stat that is re-rolled will not always appear as an increase/decreased choice. It's possible, just not 100%. Apologies for any confusion!

Posted by: Vourak

Also, in the event that we choose the original value, does that allow us to then change our mind and which stat we have chosen to select to be re-rolled?


No, once a stat has been enchanted once, regardless of the outcome, that is the "slot" that's locked in on that item for enchanting. This is another one of those risks I mentioned earlier. However, you can re-roll that stat as many times as you like for a chance at something more ideal.
Posted by: MonTerran

How will rerolling of split primary properties function?


I have an answer for this now: Split properties have been removed from the pool in the expansion, so you will no longer see them appear on loot drops and they will not be appearing as enchanting procs.
Posted by: Vourak

just to prevent as much backlash as possible....i would recommend a click ok to confirm aspect of the slot selection.


There currently is an "Ok to confirm" warning when enchanting an item for the first time stating that it will make it Bind on Account. I'll check to see if a similar warning pops up for the first enchantment on items that are already Bind on Account, but this is good feedback and I'll pass it on either way!

Posted by: Decapitator

Is it possible to see the Enchantment possibilities, back out of the process without having paid anything, re-enchant the item etc. until you see the stats you want before actually paying anything?


I think you may be overthinking this a bit. ;)

So, if you reference the Enchanting preview in our lovely Mystic blog, you can more clearly see what I'm about to reference, specifically in the 4th screenshot down.

When you're enchanting an item, you can click on the property you'd like to enchant to bring up a list of Possible Properties. Until you hit the "Select Property" button below, your item is not yet locked in. You can use this preview window for all properties before committing to the enchant.

Once you hit that button, a list of three properties will show up. These are the ones that proc'd during your enchanting process, and at this point, that property slot is locked in (regardless of which of those three you decide to finalize).

We've gone through a lot of iterations to make sure you know what your options are both before and after locking in your enchant, because we know how important it is for a feature like this to be intuitive. It'll make a lot of sense when going through the motions. =) Naturally, if you feel there are things we can improve on, we want to hear about it!

Posted by: AdAstrA

If Split stats don't exist in the expansion, what will be there to take it's place?


I don't have a specific list available, but items with split stats enchant normally. Say you have a split stat of +97 Str/+64 Vit (again considering I am pulling all these numbers out of nowhere - they aren't final in any regard). When you choose to reroll that stat, both the Strength and Vitality will be replaced by one of the newly available stats (like 197 Strength, for example). Split stats themselves will not show up as a possible new property when enchanting.

Posted by: Vladik

For legendary items, does this mean ONLY those completely "random magic properties" are rerollable?


We're still evaluating a lot of things with the legacy legendaries. But remember that many legendaries as they are in game right now are being redesigned with the pre-expansion patch and Loot 2.0. That redesign has taken Enchanting mechanics into account, so I believe this will be less of an issue. The current design is for all randomly generated stats to be able to be rerolled. Anything special to that item (like the ability to walk through enemies we previewed at BlizzCon) or stats that show up on an item type that don't normally appear (such as movement speed on Lacuni Prowlers) cannot be rerolled.

Posted by: Nubtro

In my opinion players respond better to transparency (including well communicated reasoning behind negative aspects of an overall positive feature) than to opening up a present that was promised to be flawless, only to find out all the limitations that often don´t make sense from a player´s perspective.


In my experience, I agree wholeheartedly and believe transparency is very important. We're doing our best to provide as much information as possible. At the same time, we also want to be careful about information that is in heavy fluctuation. Plenty is still being iterated on, and there's a tendency to overlook that things can (and often will) change.

Posted by: HungryHobo

So, if certain affix slots are now going to be "Core" stats, and then the other slots "non-core", will we know what slot is core or not?


Yes, they are clearly marked as either Primary or Secondary stats on the item in question. Droth's answers to your other questions are also accurate. =)

1. Undesirable stats are still undesirable but now they´re forced onto items instead of being more attractive.
2. The Mystic won´t let me reroll that undesirable stat into any (desirable) stat I want.


The attractiveness of certain stats is being addressed from multiple angles (including but not limited to new abilities, revisions to how those properties function, or legendary abilities that use these stats in different and meaningful ways). The delineation between Primary/Secondary on items is intended to allow some of these different stats to show up on gear without feeling like you missed out on something potentially better. If there are six possible primary properties for an inventory slot, there's not really a choice if you are capable of rolling all six. However, if there are six primary stats but you can only roll four of them, there are more situations where you have two options to choose from and you're not sure which you're going to take.


Death in Nephalem Rifts
Dying in a Nephalem Rift event will work the same as dying in any other dungeon in Diablo III.
quick question

so if you die, can you still go back to finish it off? or thats it and the portal close?


Everything is subject to change, but currently Nephalem Rifts work just like every other dungeon as far as death is concerned. You can just run back to where you met your demise unless you're playing Hardcore.


Bounties and Nephalem Rifts
There is a lot of iteration being done on Nephalem Rifts and the Bounty system in general. One question around that, which Lylirra to put the forums: how "common" should the Nephalem Rifts be?
Bounties reset in every new game.
Bounties are totally randomized - all players will have their own bounties (regardless of Act)
Bounties are a one-time kill in each game, but there will be a new different bounty if you make a new game.


Correct! Basic rundown is (as of current design, at least):

- You create a new game in Adventure Mode.
- You'll get 25 random bounties, 5 in each Act.
- Once you complete a bounty, it's no longer available for that game.
- You'll get rewards for completing individual bounties, rewards for completing a set of bounties within a single Act, and rewards for completing all 25 bounties in a single game.
- Whenever you create a new game, you'll get a completely new, randomized set of 25 bounties.
- Bounty progress will not translate from game to game.

Still lots of tuning going on for this at the moment, so it's possible that some of the details may change before it ships, especially how and when rewards are distributed.

Posted by: Godric

And, as far as I understand, I thought you received a rift keystone for each completed bounty. It could be that you need to complete all 5 in an act to receive a rift keystone, but this is not anything I've heard or read so far. There are also no other ways to receive the keystones at the moment, as far as I know.


Currently (and this is still changing on a daily basis), you'll receive a Rift Keystone for completing a set of bounties within a given Act. They'll also have the opportunity to randomly drop from monsters within the world while in Adventure Mode.

Like I noted above, how and when we drop Keystones will ultimately depend on how rewarding Nephalem Rifts end up being. If Nephalem Rifts end up being super-duper rewarding and lucrative, then we may not hand out Keystones all that frequently. Conversely, if Nephalem Rifts aren't super-duper rewarding and lucrative (and instead fall somewhere in the middle, where they're still satisfying but not overly giving), they we may hand out Keystones at a much more frequent clip. Overall difficulty is also a factor. Our tuning at the moment is focused on finding the right balance between the three.

So, on that note, what would you guys prefer?

- Would you like Nephalem Rifts to be really, really rewarding, but in return not be able to run them as frequently?

- Or would you like Nephalem Rifts to be slightly less rewarding (i.e. not "super duper," though still satisfying), but in return you get the opportunity to run them more often?

Obviously, when it comes to tuning Nephalem Rifts, it's not going to be a completely binary situation like this particular question; HOWEVER, knowing what you find more important out of the two will definitely help inform said tuning in a meaningful way.

Edited for clarity!


Trading Transmogrified Items
With the news that Transmogrification No Longer Binds Items, the question arises about how it will work to trade items that have been Transmogrified. So far, that will be allowed.
Posted by: atum

the account-binding has been recently removed from transmogrified items, so what is going to happen to a transmogrified item that is traded, considering every account have to unlock their own item appearances when it comes to legendary items? Or maybe all legendary will be account-bound/soulbound, so we won't be able to trade them anyway?


Hm. Your question is kind of moot for a few reasons (i.e. I don't think it's really something to worry about much):

1) Under current design, all new Legendary and Set items that drop in Reaper of Souls and once our pre-expansion patch goes live will be Bind on Account. (Right now, you can still trade these items with other players who were in your party when the item dropped for up to two hours, however.)

2) To unlock a transmogrification appearance for a Legendary or Set item, you have to ID the item first.

3) You can't currently transmogrify an unidentified item.

So, let's say a Legendary item drops, you identify it, unlock the item appearance for your account, then decide to transmogrify the appearance of that Legendary item to something else. Even if you then traded that item to another eligible person in your party, it wouldn't really matter because the item is already identified. Simply having the Legendary in your possession isn't enough to unlock its appearance; you have to actually ID it.

Hope that helps!

*Adding in my caveat of: All of this subject to change. This is just where design is right now.
Oh! And I just wanted to clarify that, as of current design, you'll be able to freely trade items that are transmogrified, provided that they're not already bound to your account. You'll just want to keep an eye out for the little purple, swirly symbol on the tooltip whenever trading with another player, as this will indicate that the item has been transmogrified.

[Note that, at present, an item will retain its applied appearance even after traded. You can then choose to keep the applied appearance (even if you haven't personally unlocked it yourself), or visit the Mystic and pay the gold cost to have it removed. Once the appearance is removed or replaced, however, if you haven't unlocked it for your account, you will no longer have access to it.)
Posted by: atum

Ah, thanks! That last bit of information was all I was wondering about. :) Anyway, do you guys think it's okay to have an item transmogrified to an appearance that you do not own yourself?


Still on the fence, actually. It's not a huge concern of ours at the moment either way, but with additional feedback and testing we'll most certainly come to a concensus. What are your personal thoughts?

Posted by: mentok1982

If there are 2 people in my game when a legendary drops, can I trade it to a 3rd person who has joined the party after the drop occured, but before the 2 hour time window closes?


Currently, the item will only be tradeable to players in the party at the time that the item dropped.


Reaper of Souls Wishlist
Topics including Bounties, trifecta on items, and unique monsters were part of a wide-ranging discussion on changes and improvements for the expansion.
Hoo boy, this is gonna be a long one. Bear with me.

Posted by: Starbird

1) More events and redone existing events.


There are oodles upon oodles of really stunning events and "cellars" (as described in our Westmarch preview here) in Reaper of Souls. Events and randomized dungeons have a huge focus, especially with Adventure Mode and Nephalem Rifts, and a lot of older events are revisited in these features.

Posted by: Starbird

2) 'Purple' monsters being awesome.


The bosses that spawn at the end of a Nephalem Rift run are pretty unique and challenging, even more so if they decide to spawn while you're engaged with other monsters. Needless to say, fighting them is a very different experience and it brings its own set of compelling rewards.

Posted by: Starbird

4) More specialized builds possible.


One of many goals with Loot 2.0 is to encourage build diversity through legendary affixes. There's so many that just scream "Hey, give these runes or powers a try" when maybe you hadn't considered them before.

As an example, Wyatt stopped by the Community Booth to chat with players and mentioned a belt that (currently) causes Health Globes to explode for a percentage weapon damage when they're picked up. Just the concept of that makes me excited to tinker with my Barbarian's skills and see how I can best capitalize on that. Ultimately I will end up in a very different place well outside my comfort zone when I'm normally pretty stubborn in changing my ways. ;P

One piece of loot really can change the way you look at your character, and I'm really looking forward to seeing the kinds of builds the community comes up with as they experiment with the new legendary abilities.

Posted by: Starbird

5) A survival bonus rather than a death penalty.


This was mentioned at one of the Q&A's at BlizzCon. I believe it's something being looked at, though we don't have plans to share at this time.

Posted by: Starbird

6) *LOTS* of legendaries and sets to find.


Oh my goodness, there are so many. Like, so, so many. I don't math so good, so I don't have a number on hand, but between a slew of brand new items and revisiting and redesigning current legendaries, there will be so much to play with and collect! As a fellow pack rat, I'm looking forward to not just looting some powerful gear, but fun and quirky things too!

Posted by: Starbird

8) A way to unlock runes faster.


Hm. Interesting thought. Happy to pass it along.

Posted by: Starbird

11) Diminishing returns on trifecta.


Trifecta is being looked at. To quote Wyatt, "We don't want to take away trifecta, instead we want to provide you with more options." It's not always necessarily about making the most commonly used stats worse, but the ones that are less utilized better.

I think... if I put any more in this particular post, it might explode. =X
Posted by: Nevalistis

The bosses that spawn at the end of a Nephalem Rift run are pretty unique and challenging, even more so if they decide to spawn while you're engaged with other monsters. Needless to say, fighting them is a very different experience and it brings its own set of compelling rewards.


Also, don't forget that we're adding quite a few more unique (i.e. purple) monsters to Adventure Mode as targets for Bounties! Mira Eamon and Jondar are just two examples of new uniques in the game. >.>
Those aren't new uniques -_- haha. Or do you just mean they're old uniques in a new location?

My question: do the purple uniques for bounties have revamped abilities/powers? Hopefully Mira Eamon won't just stand around and puke or w/e it is she currently does. Unless she's a lvl 1 easy-mode bounty. (that would be neat if Bounties themselves had random difficulty levels that were listed next to each one on the bounty-board...)


Technically, they are new in that they've been reworked for the Bounty system (they also won't always be where you encountered them originally). Same names, different experience! Let me follow up with Stephen Wong tomorrow and I'll be able to give you a few more detailed examples on how they differ. :)
Posted by: Honor

if by legendary affixes you mean affixes meant to change up specs found only on legendary pieces of gear.


There are definitely bonuses on non-legendary loot that will encourage this as well! I apologize if my statement didn't sound all-inclusive, but it is. You'll find things with percent bonus damage to specific skills like Bash or Energy Twister. The bonuses you find on Legendaries, however, will be much more specific, complex, and dare I say a bit cooler. Legendaries should feel Legendary, after all!

I think the Illusory Boots we presented this weekend are a great example – they give you the ability to move unhindered through enemies. It’s not a quantifiable bonus to your Damage or Toughness, but will still fundamentally change how you play. You might not feel you need as many escape buttons and can opt for some different choices as a result.

Then I read " Do you guys have any plans on expending stash space?
At this point - no. We're approaching the problem from a different point of view. We want you to use the items a lot more instead of keep the stuff. Salvaging items is a lot more useful now. We want to do a lot of things to make sure you don't keep a lot of gear."


There's inevitably going to be a balancing game between which Legendaries and Rares you decide to keep and which you decide to salvage or sell. However, remember that gear can be enchanted multiple times. I can imagine a world where you opt to enchant off one skill bonus for another, and then enchant it back if you decide you want to return to a particular style.

Legendary bonuses cannot be swapped out to my knowledge, though, so I do think there's room for a meaningful conversation about inventory management. I'll be sure to bring this up next meeting. =)

Posted by: Vourak

give them a try?!?! not we just made these extremely relevant?


Changes will occur to many existing skills as well, so "relevancy" is something that's being tackled from a different angle than just loot. It should be tough to pick which skill you want to use because they're all amazing and badass. I'm not normally a theorycrafter (because my grasp on numbers is pretty terrible), but with many of the upcoming changes, my brain is swimming in build ideas. I really can't wait to try them in practice!

Posted by: LaserCookie

I really would appreciate a sophisticated ladder-system.


There's a lot of feature exploration happening right now with the development team. We know this is something players want, and if we tackle it, we'll want it to be the best it can possibly be. It’s great to hear more specifics in this request, so please, continue to share them with us! While I know it can be a bummer that we don’t have details to confirm at this time, that just means we’re in a great place for your suggestions to help shape this kind of potential feature in the future.

Posted by: EchoPhase

One thing I would like to add is somewhere to quickly compare items in the shared stash with all your characters.


This suggestion has popped up in a few places. I'm pretty sure it's been passed on, but I'll double check.

That is a ton of Blizzard Blue posts, and there will be more on the way as everyone discusses the info from BlizzCon. You can always see the newest Blizzard blue posts right away in our Blue Post Tracker or in the RSS feed.
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