Crafted Legendary Items Buffed in Next Patch

Crafting changes soon, and a bunch of recent hotfixes along with other Blizzard Blues

Diablo III Hotfixes for Patch 2.0.2
The next Diablo III patch will arrive soon, and provides an increase in the power of most crafted Legendary items. There are other fixes coming in that patch, or that landed recently in hotfixes. Here are the latest Blizzard Blues posts, detailing the changes that have happened or are in the pipeline.


Crafted Legendary Items Getting Buffed
Anyone who has a lot of materials and wants to craft up some Legendary items, may want to wait on that crafting. A post by a player who had crafted the new version of the Legendary wand Ruinstoke discussed how the wand he ended up only had the base damage, and didn't include specified +damage affix. The response from Quality Assurance technician Tsarnis notes that this issue will be fixed in the next patch, along with a buff to the power of most crafted Legendary items.
Looks like your wand rolled without a +damage affix. This is extremely rare, but it can occasionally happen. We actually have some changes that we are hoping to include in our next game patch (coming soon!) that should prevent this from happening again, and actually increase the overall quality of most crafted legendary items across the board.


Missing Legendary Sound
The "ding" sound that lets players know a Legendary or Set item has dropped, does not always play. This is also scheduled to be fixed in the upcoming patch.
We actually do have a fix in place for this internally that should be coming with our next game patch. I don't have an ETA for that currently but we are working hard on it and it should be very soon.


Guaranteed Legendary Still on Skeleton King
A guaranteed Legendary item that is part of doing the Reset Quests option currently drops from the Skeleton King. That was supposed to be changed to dropping from Diablo instead, but that change didn't make patch 2.0.2. We can expect to see it in the next patch.
For now, the Skeleton King should still be dropping a guaranteed Legendary item whenever you kill him after using the Reset Quest feature. However, it's a bug that it drops from Skeleton King instead of Diablo. We plan on moving that guaranteed Legendary from Skeleton King to Diablo in the future, but that didn't make it in time for patch 2.0.2. So if you've been doing full Campaign clears then you can expect your guaranteed Legendary item from Skeleton King for now, as long as you keep using the Reset Quest option. :)

Personally, last thing he dropped for me was a Nagelring that rolled near perfect Magic Find, but mid-range everything else. Anyone get a great item from him yet?

*Edited for clarity*
Posted by: Minsc

Does this work for lvl 60 chars too? :3


Level 60 characters will be able to get a guaranteed Legendary item if they use the Reset Quest option in Campaign mode. So, yes! It'll work for level 60 chars, too.


More Patch 2.0.2 Hotfixes
The hotfixes keep rolling out, fixing bugs and removing higher rewards than the developers want to see for just repeating one fight over and over. Here are the hotfixes done in the last few days; the listed Upcoming Hotfixes have reportedly already arrived, from players who were repeatedly killing Flesh of Nar Gulle mobs.
[UPCOMING HOTFIXES]
  • Flesh of Nar Gulle no longer drops loot.
    • Shade of Nar Gulle still appropriately drops loot when defeated.

[LIVE HOTFIXES]
General:
  • Shadow Vermin that spawn during the Iskatu encounter will no longer provide experience, consistent with those spawned during the first phase.
  • "Key Warden" labeled public games are now closed to new players who attempt to join after the Keywarden in the Act has been killed.
  • Resolved an issue where some UTF-8 characters would not display properly in a Clan's Message of the Day.
  • The experience bonus for completing a quest the first time and the first time after hitting the "Reset Quests" button has been increased.
    • The rewards for repeatedly completing the same quest (without utilizing the "Reset Quests" button) have been reduced.
  • Increased the frequency of Cursed Chest spawns in areas where they were not previously spawning.
  • Reduced the frequency of Cursed Chest spawns in areas where they were spawning too frequently.
Barbarian
  • Threatening Shout - Grim Harvest: Will no longer generate treasure on monsters that are not intended to generate treasure.*


Nerfs to Repeating Quests
One of those recent hotfixes changed the experience gained from doing quests. The experience and gold rewards were slightly increased for characters who were doing a quest for the first time, or as part of the Reset Quests option. The rewards for completing a quest were dramatically reduced otherwise. This was intended to discourage the idea of restarting a game over and over to just do one quest.

Some of the quests that formerly gave gold and experience, no longer give gold when repeated. That was initially reported as a bug, but was clarified to be intended; those quest rewards simply don't include gold anymore.
Thanks for the reports about this everyone. All that the hotfix was supposed to do was reduce the repeat rewards for most of the "higher value" quest steps. If a quest step previously had an XP reward and now it gives nothing, that's likely not intended and is a problem. We are looking into this internally now.

Thanks again for taking the time to provide reports, we really appreciate it!
Posted by: BigD

EDIT** the GOLD was reduced to zero, XP was significantly decreased by still there


Ah, I see. Thank you for the clarification. In that case, this is currently considered to be working as intended, as the reward level that some of these quests were adjusted to does not include a gold reward.

It is worth quoting what Diablo III developer Wyatt Cheng wrote a week ago, about the entire idea of powerleveling, and gaining experience quickly through these sort of methods. He wrote this before the hotfix reduced the experience from killing Mara, and that same philosophy has continued in other hotfixes.
Hi folks,

I want to chime in with our design philosophy regarding power leveling. With the recent changes to experience calculations, I want to distinguish between what we view as something we need to take action on and something we're actually okay with.

With regards to leveling low level characters, our basic approach is to compare the leveling rate when being power leveled by a high level character to what a person is capable of on their own. If you're playing solo, you can use things such as a helm Ruby, Leoric's Signet, Hellfire Ring and optimized gear such as high DPS weapons with "Reduced Level Requirement" affixes. When we are trying to decide if being power leveled by a higher level character is "too good," we compare it to the optimal solo case. If being power leveled is in the ballpark of playing with a full set of leveling gear, that seems fine. But if being power leveled by a higher level character is, for example, 10x better, it significantly undermines all the work that goes into putting together a special set of gear.

For max level characters in Reaper of Souls, we want Adventure Mode to be the most rewarding way to play the game. For those who played the beta, many will attest that Adventure Mode is a lot of fun and it would be a real shame if there was a more efficient route elsewhere. Adventure Mode takes you around the world of Sanctuary, promotes a variety of content, and rewards your play with experience, gold and Blood Shards. Each bounty set is capped off with the opportunity for running a Nephalem Rift, which is also really fun. We don't want a situation on March 25th where the fastest way to gain XP is to actually ignore Adventure Mode completely and instead repeat the same small piece of content every 60 seconds endlessly. We targeted the Cursed Chest event because there is reason to believe that if we left it, it had the potential to undermine Adventure Mode. This is the litmus test through which we'll be evaluating all leveling methods. The Mira event is another example. It's quite good, and we are currently trying to determine if it is better than Adventure Mode at level 70. If it is, then yes - we'll have to take action. If it isn't, then there's no need to change or remove it.
Since Nephalem Valor was removed with patch 2.0.1, the opportunity is available for players to find places where they can start the game over and over, to just do one quest, or kill one set of mobs. The developers have stated that they do not wish the game to encourage that type of behavior. We will no doubt see more fixes as we have in the hotfixes this week, to make it less appealing.

Read on for more Blizzard Blues posts, including the current Known Issues, and info about the drop rate of Legendary items in Torment difficulties.


Patch 2.0.2 Known Issues
These are the current major issues that are active in Patch 2.0.2. Some of these may also be fixed by the next little patch, coming soon.
Hello everyone, and welcome to Patch 2.4.1! Below you will find the Known Issues list for our 2.4.1 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 2.4.1 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
  • The icon art is not displaying correctly for multiple achievements. These achievements can still be completed normally and the rewards correctly delivered.


Diablo III Not Using Nvidia GPU
A problem has cropped up for some Diablo III players on laptops, who have a dedicated Nvidia GPU in their computer. For them, Diablo III no longer uses that video card; instead, the game only runs with the much slower integrated video. There is a workaround detailed in this tech support thread, that can be followed by anyone who has the issue. As noted in this blue post, the current theory is that an update to the Nvidia software inadvertently disabled the card for Diablo III.
Our developers are in contact with Nvidia now discussing the issue. The latest working theory/rumor is an update to the GeForce Experience program may have inadvertently disabled Diablo III from being able to select the High Performance Nvidia adapter. Again, that's just a theory/rumor right now.

_________________________________________________________
I'm available in the forums Monday - Friday, 12 pm - 8 pm Pacific Time
Please provide feedback! - https://www.surveymonkey.com/s/Omrakos


Chiltara Not Dropping the Gibbering Gemstone
The Gibbering Gemstone is one of the pieces required for making the staff to reach Whimsyshire. There is a bug that is keeping the gemstone from dropping, at least at the rate it is supposed to. This bug is being investigated; this may also be fixed in the upcoming patch.
Posted by: Shinobi

I have a feeling the Gemstone has been moved to somewhere in RoS act 5 since loot 2.0.


No it has not been moved to Act V, it still drops from Chiltara in the Caverns of Frost. There is a bug in play that has lowered the drop-rate dramatically so that it is now even rarer than it was before, but it still does drop. The current drop-rate is not intended and we are looking into fixing it, but there is no ETA yet though.
Posted by: Mortiferus

does the buggy droprate currently depend on difficulty or is it the same low rate on e.g. normal or torment?


This bug is rather unusual from what I can understand, and unlike normal drop rates, difficulty doesn't seem to matter much in this particular case. We should hopefully get this sorted out soon.


Legendary Drop Rates in Torment
Unlike the old Nephalem Valor system, the new increased Dynamic Difficulty choices do not provide any Magic Find. As clarified in a bug report, choosing the Torment difficulties do give an increased chance of a Legendary item dropping, and that chance increases based on the Torment difficulty. Right now, there are no specific numbers provided about those increased drop rates.
Playing in Torment difficulty does not provide a bonus to the Magic Find stat. It does however confer a bonus to legendary drop chance, but this bonus is not visible anywhere on the character details pane.
Posted by: Condumbs

Tsarnis - can you confirm what the legendary bonus for Torment 6 is over Torment 1? It's very difficult to notice any substantial change. I'm not necessarily looking for hard absolute numbers, but rather something like "Torment 6 provides 4 times the legendary drop rate as Torment 1".


I can confirm that it does increase the higher up into Torment you go.

Posted by: Morogoth

there are a lot of inquiring forum folk that would really like to know


I am sure that is the case, but it's not really my place lift the hood and show everyone the nuts and bolts, as it were. I was simply clarifying for the OP why there wasn't an overt magic find bonus granted for Torment difficulty and clarify that this is, in fact, intended.
Posted by: Morogoth

perhaps you can message the dev team (including travis) and tell them that it would be very nice to hear from them on this.


Perhaps I did :)

And with that, I'm going to go ahead and lock this thread. While I like to be able to clarify weather certain functionality is or is not intended for the sake of determining if something is or isn't a bug, discussion of how the game is designed or about how the game works under the hood is better done elsewhere. Likewise, the answers you seek are more likely appear elsewhere as well.

Thanks for the report, and the comments as well!


Enchanting Items from Patch 2.0.1
Grimiku clarifies the rules regarding enchanting items that have been found or crafted since Patch 2.0 arrived. Those items can indeed be Enchanted once the expansion arrives, despite the info from some previous reports.
The items you're crafting (or finding) right now will be Enchantable in Reaper of Souls. The crafting recipe's your Artisans already know have all been updated to make loot 2.0 versions of those items, even if you learned the recipe prior to patch 2.0.1. This means anything you make (or made after patch 2.0.1) will be Enchantable. Keep in mind that there are some other limitations to Enchanting that might prohibit an item from being Enchanted (for example you can't enchant Magical items).


Paragon Portraits
The portraits gained every 10 Paragon Levels are still provided in the Paragon 2.0 system. There aren't any new portraits so far, as players progress beyond 100 Shared Paragon Levels.
We don't have any current plans to add more Paragon portraits for players beyond Paragon 100, but we've definitely discussed the idea. We'll keep an eye on everyone's feedback, though, and see what happens as players spend more time with the new system.

There's a lot happening right now for Diablo III. You can always find the latest Blizzard Blues posts in our Blue Post Tracker or the RSS feeds.
Feedback for Diablo Somepage