The Reaper of Souls
content is arriving on consoles, as the Ultimate Evil Edition
of Diablo III is launched! This new edition of Diablo III includes Act V and the expansion features, along with the big overhauls of the game that happened in Diablo III PC patch 2.0. Here are the latest Blizzard Blues posts about the arrival of the Ultimate Evil Edition
. There is also discussion of Diablo III PC Patch 2.1
, which is winding up on the PTR.
Social Features in the Ultimate Evil Edition
For those wondering, Grimiku reiterated that the new social features in the UEE are available on all four console versions of the game.
Will features like the Nemesis enemies, friend mailing and Apprentice mode be exclusive to XB1/PS4 versions of the game, or will they be featured on 360 and PS3 as well? Thanks.
The mail system, Nemesis system, and Apprentice mode are included in every version of UEE, and are not exclusive to next gen consoles.
Personally, I play on a last gen system, and immediately noticed the mailbox when I was in town. However, I haven't been able to test the other systems yet, but I have a feeling I will be pretty soon. :)
Apprentice Mode Not in Hardcore
There is a restriction on one of the new social features. Apprentice Mode is not available for hardcore characters. Araxom provided a warning about that, so players don't bring in a lower level hardcore character into their game, and expect it to be more powerful than it is!
We can’t wait to open the gates of Westmarch on console tomorrow! Before all hell breaks loose, though, we do want to make clear that Apprentice Mode will not be available in Hardcore mode. If a lower level Hardcore character joins a higher level character on console, their stats and abilities will remain unaffected, and they'll be that much more at risk of a gruesome and untimely death. With that said, Apprentice Mode will still be available for Normal characters in Ultimate Evil Edition across all supported platforms.
We wish all of you the best of luck in your campaigns against the Angel of Death, and look forward to seeing you in battle!
PS4 Local Coop
Araxom also answered questions about local coop on the PlayStation 4 Ultimate Evil Edition
. The question arose, whether a second player could log in under their PlayStation ID on the PS4, and have their progress saved.
They don't necessarily need PS+ to transfer. Your friend would log into PSN through their own account that is set up on your PS4. Then after you both were done playing, they could go back into their account on your PS4, export the save file via USB, and then import that on their own console when they have the game.
Without PS+ your friend will be unable to export/import from PSN. With that said, their game data will still be recorded on their account profile (in your system), when you both play local co-op from your system. Hope that helps clear that up!
Same-Platform Character Transfer
For console Diablo III accounts that are being upgraded from the original Diablo III on console, to the Ultimate Evil Edition
on the same platform (PS3 to PS3/PS4, or Xbox 360 to Xbox 360/Xbox One), it is not necessary to go through the Battle.net upgrade process. Going through the system does provide the bonus of a shiny new Signet Ring of the Blizzard
I don't think you can manually import from PS3 to PS4 with a usb stick. You have to export the save game from within Diablo, you can't just copy a PS3 save directly to PS4 as they are different formats I would imagine.
This is correct.
The previous save file alone, will not be sufficient. In order to transfer the save file, you will need to have a copy of Diablo III - this can be a digital or physical copy. It doesn't have to be the original version that you previously had. When the game accesses the online network it will patch up to 1.0.4 (PlayStation) or 1.0.3 (Xbox). The game will then have an option in the 'more' section, which allows for the exportation of the game data. This option is found after you select 'more' on the main options panel within the game. Shortly thereafter that option is selected, you will see a confirmation that the save file has been exported.
When you acquire Ultimate Evil Edition and start the game, a message will pop up which asks you if you want to import the saved data. If you do not see this message, you can go into the options for Ultimate Evil Edition and choose to import data. If import data is found, you will then see a confirmation that the game data has been imported, and your characters will then be accessible from the selection screen.
If you do not have access to the original game and console, you would not be able to export that game data. Our support article about this process can be found here
.Edit: For clarification - the Battle.net account step is not required if you're going from the same brand (e.g. PS3 > PS4). However, doing so will still reward accounts with the Signet Ring of the Blizzard.
Dynamic Difficulty in UEE
The Ultimate Evil Edition
includes the revamped Dynamic Difficulty system. Grimiku explains how it works to go from the old system (that was based on Normal, Nightmare, Hell and Inferno) into the more configurable Dynamic Difficulty.
I can't remember from when ROS came out on pc, but how does the transition from tiered difficulties (normal, nightmare, hell, inferno) work? Do you start on whatever quest you were on before? Or do you start at the highest quest you had completed on any difficulty?
You start on whatever quest you were on before, but the old difficulties are gone. In my case I was in Act III on Inferno, so the Campaign automatically loaded me in to Act III when resumed my game. However, all I had to do was prompt the game to select a different quest, and then I was able to immediately jump to Act V.
The monsters now scale with your character in terms of level, and the difficulties now adjust monster health and damage accordingly.
Read on for other recent Blizzard Blues posts, including a new test Season on the PTR, and a buff for the Shenlong's Spirit
Shenlong's Spirit Set Bonus
The Monk weapon set Shenlong's Spirit
is obtained from the Fist weapons Shenlong's Relentless Assault
and Shenlong's Fist of Legend
. As seen in the PTR patch 2.1 patch notes
, the set bonuses are being upgraded in the patch. The internal cooldown for the special Legendary power attack is also being lowered, so Monks with the set can expect to see more damage from it!
Thanks for your continued feedback and analysis. As a math guy myself, I appreciate it a lot.
To start, there are some assumptions made in the examples which I’d like to point out, clarify, and add to for the record:
- Burning Axe of Sankis and Devastator are not a simple net +20% Fire damage each when compared to Shenlong's. Those two “+20% Fire Damage” affixes replace “+10% Damage [to this Weapon]” affixes, and if we assume +60% Fire Damage from other gear, actually result in <10% increase in total player damage each.
- Shenlong’s other set bonuses (+250 Dex, +4 Spirit/second) account for roughly 4% total player damage.
- Devastator/Burning Axe of Sankis’ +Fire damage benefits your other sources of fire damage (e.g. generators, Mystic Ally, etc).
- Burning Axe of Sankis’ Ignore Pain proc is quite strong, as you said.
Balancing items is a complex problem sometimes given all the variables in the equation. Occasionally this is a matter of math but we always take into account the fantasy of a legendary power and how it plays in practice. In the end, a lot of the assumptions in this comparison even out so your conclusion is reasonably accurate. As for your suggestion of 50% proc rate and lower corresponding ICD, we feel that more reliability works better for this specific kind of legendary power (proc line damage).
Given our internal testing and observations, Shenlong’s Spirit’s internal cooldown has been reduced from 3 seconds to 3 / Attacks_Per_Second seconds
, which brings it down to 1.86 seconds at most, with no other sources of attack speed increases.
Hope you all enjoy the “aiming your melee attacks with ranged enemies in mind” gameplay of Gyana Na Kashu and Shenlong’s Spirit as much as I do.
Legendary Gem Design
The new Legendary Gem system coming in patch 2.1 has been iterated heavily while it was on the PTR. Nevalistis explained the changes in design philosophy, from when the system was first announced to now.
The short reason Legendary Gems are no longer infinite is because our design philosophy behind them has changed over the course of the PTR.
The long version is we wanted to change the upgrade mechanic to incentivize and reward players for reaching higher Greater Rift tiers and really pushing themselves to the limit. The current tuning wound up sacrificing the infinite scaling in favor such a system, though this could change down the line and we’ll continue to keep an eye on Legendary Gems and their upgrade values. Overall, we feel these changes make for a more engaging and interesting goal.
If you're struggling to upgrade your gems, you might need to further optimize your gear or build. Maybe the gear you have available works better with a slightly different build. Or maybe you've missed an enchant or can squeeze out a little more Toughness or DPS by upgrading some non-Legendary gems. If you've hit a wall, you've likely reached a calibration point of sorts. This is your base to build on - it's the perfect time to ask yourself "What can I tweak or change to push a little bit farther?"
I really do appreciate the constructive feedback being provided in here regarding the scaling of upgrading and reward scheme - I'm taking notes and bringing it to the attention of the appropriate folks. :) As I stated in the original post and bolded
The current tuning wound up sacrificing the infinite scaling in favor such a system, though this could change down the line and we’ll continue to keep an eye on Legendary Gems and their upgrade values.
We're keeping an eye on these things. Even if 2.1 launched tomorrow (which it isn't), it wouldn't be the end all, be all. Iteration has continued after major patches in the past, and utilizing minor patches to provide additional tuning is one of the many tools at our disposal.
Greater Rifts Trials
The placement with the Greater Rifts Trial was changed in the latest build of the PTR 2.1 patch. That was changed to get players to a Greater Rift that is tough but doable, for them.
finished at wave 30, and got the key of 21.
it happened every time too for the 6 time I took this test.
I just ran a quick trial to see what happened and had a very similar result. So, I went ahead and dug around to see if it was a bug, or something we had changed on purpose, and what the general philosophy behind it was if we had.
It happens that this is an intentional change we made to prevent players from sometimes starting in a Greater Rift they can't advance beyond. Each trial wave tends to be easier than the numerically equivalent rift difficulty, so it was possible for folks to place themselves in a Greater Rift they're likely to fail. We didn't like the way that felt, so we made some adjustments to help ensure it didn't continue to work that way. Currently it’s set at a 3:2 ratio, so completing 15 waves in the trial will result in earning a Greater Rift Keystone 10.
That said, we're not 100% sure about the current tuning of wave-to-difficulty ratio, so we'll be keeping an eye on it. Thanks feedback and reports, everyone.
Season Tests on the PTR
There is yet another test of Seasons on the PTR, with PTR Season 3 ending, and Season 4 starting. There were glitches with the earlier Season progression tests, so the system is again being run through the entire process of one Season ending and another starting. Hopefully all this testing will make for a smooth process for the actual Season progression, once patch 2.1 is released.
Within the next hour, we will be closing PTR Season 3 and begin preparation to launch PTR Season 4. Below is estimated timeline for how (and when) this process will work.
- 2:30 p.m. PDT: All PTR participants in the Seasonal games will receive an in-game message noting that PTR Season 3 will be coming to a close at approximately 3 p.m. PDT
- 3:00 p.m. PDT: PTR Season 3 will end, all active Seasonal games will close, and the Season roll-over will begin. For more information about Season roll-overs, click here.
- 3:30 p.m. PDT: In preparation for PTR Season 3, we will bring the PTR down for maintenance at approximately 3:30 p.m. PDT. We currently anticipate around 1 hour of downtime.
- 4:30 p.m. PDT: PTR maintenance will conclude, and we will begin pre-season for PTR Season 4. For more information about pre-seasons, click here.
- 5:00 p.m. PDT: PTR Season 4 will begin and all PTR participants will receive an in-game notification. At this time, Seasonal heroes and Seasonal games can be created. In addition, the Seasonal shared stash, Paragon experience, currency, artisans, achievements, leaderboards, and Personal Best records will all be reset.
Please note that all times listed above are subject to change. If there are any modifications to this schedule, we’ll be sure to update this post as soon as possible.
In the upcoming Season 1, there are special transmogrifications for helm and shoulders. They are earned as soon as a player reaches level 70 with any Seasonal character, providing another incentive to play a Seasonal character!
The question I was asking was if you achieve this in the PTR and unlock the transmog does this transfer over to live?
As Jaetch mentioned, nothing on the PTR will transfer over to the live game. After Patch 2.1.0 hits and you ding level 70 with your first Seasonal character, you’ll earn your Seasonal transmog appearance!
For Season 1, we’ll be releasing two new transmog appearances in the set: the shoulder and helm.