No Beta Access with 'Reaper of Souls' Pre-Order

Blizzard Blues on Nephalem Rifts in the expansion, and Loot 2.0 changes

The 'Reaper of Souls' expansion is available for pre-order, but pre-purchasing the game does not grant access to the Closed Beta testing. The recent Blizzard Blues posts discussed that, as well as topics such Loot Runs changing into Nephalem Rifts that are only available in the expansion, and how older Legendary items will be dealt with once patch 2.0.1 lands.

No Beta Access from Pre-Order
The beta testing for Reaper of Souls is not automatically granted from a pre-order of the expansion, as detailed in this post.
We currently have no plans to reward beta keys for pre-purchasing Reaper of Souls. As noted previously in our announcement, our Closed Beta for the expansion will be very small and invites will be extremely limited. If you’re interested in beta testing, be sure to opt-in if you haven’t! At present, it’s definitely is the best way to score an invite.

That said, thanks for the feedback! I’ll be sure to pass it on.

Expanding the Beta
In another post, Lylirra points out how any expansion of the beta will be based on the testing needs for the developers, not just to add more people. Unlike many game developers, Blizzard uses their beta tests for actual development feedback, not just as promotion for the game.
Adding more people to the Reaper of Souls beta certainly isn't off the table, but whether or not we issues more invites all depends on our testing needs. If we do send out more invites, we'll definitely let the community know. :)

Legacy Legendaries in 2.0
All the Legendary and Set items currently in the game, will not become account-bound once patch 2.0.1 lands.
Under current design, "Legacy" items, or items that drop/are crafted before the pre-expansion patch (patch 2.0.1) goes live, will not be automatically converted to BoA.

Loot Runs and Nephalem Rifts
In a lengthy exchange, Lylirra delved into the issues around the feature first introduced as Loot Runs, that were mentioned in a Tweet back in August as being added for free. That feature turned into the Nephalem Rifts that will be limited to the Reaper of Souls expansion. Any development early on in an expansion can change, and this is one of those times where one idea changed into another feature. There are many blue posts in the thread; here are the two main exchanges.
When we originally announced Reaper of Souls back in August, Loot Runs were a completely independent feature intended to be released as part of our pre-expansion patch. Since that announcement, Loot Runs have gone through several iterations and evolved into Nephalem Rifts, which are not only more complex in their design compared to Loot Runs, but have also become integrated with Adventure Mode and Bounties (they also tie into random item purchasing via Blood Shards, but that's more of a tangential relationship). As a result, we made the decision to move Nephalem Rifts from the pre-expansion patch up to the expansion itself. It wasn't an easy decision, but made the most sense given how Nephalem Rifts currently function and share dependencies with other expansion-only features.

Posted by: Gamemaster

therefore that tweet is a lie.

While the tweet may no longer be correct based on current information, it was 100% true at the time it was shared. Saying that it's "a lie" is both spurious and factually inaccurate. You're welcome to disagree with our decision to evolve Loot Runs into Nephalem Rifts (which are now an expansion feature), but insinuating that we're liars because their design has changed is unnecessary and only serves to undermine the actual value of your feedback. There's no reason to sell yourself or your opinions short in that manner.

By this I simply mean that there's a big difference between saying "I dislike this decision for X,Y, and Z reasons, and I feel as though I've been mislead." And "you lied to us and you suck!" Saying how something makes you feel is totally valid and a really, really important element of any piece of feedback, but making accusations based on said feelings and then claiming them as fact is something I'd encourage players to avoid if possible.

That all said, I sincerely apologize if the tweet in question made anyone feel misled. As with almost all game design at Blizzard, major features will often go through several iterations before they launch -- some small, some large. Because of this reality, we do our best to provide all the necessary caveats and avoid creating expectations that might not (for whatever reason) be fulfilled, but in this particular instance we failed. For us, it goes without saying that this will be something we learn from and ultimately improve upon for the future.

Posted by: Tomnnn

Too late blizzard. I just saved a copy of this image and now it's everywhere.

No need, but I admire your thinking. We've nothing to sweep under the rug here, though. This is just evidence of the potential downside of talking about features and systems early in design, as things are very likely to change and adapt (and sometimes very quickly too).

As noted above, if you dislike with the manner in which the design of Loot Runs/Nephalem Rifts have changed, please feel free to share that feedback--if you haven't already.

Edited to add in information from later posts.
Posted by: ShinObama

For those of us that actually played D3 and can play in the highest difficulty what does loot 2.0 bring to us?

Do you want the specific details or a more big picture goal?

Specific details (super high-level recap):

- Less items dropping overall (i.e. less time spent having to pick up or rummage through loot).

- Of the items that do drop, more will be tailored to your class and/or active follower via smart drops. In addition, all crafted items will be smart drops.

- Tighter stat ranges, which means that drops are more likely to be upgrades or sidegrades rather than downgrades.

- Primary and secondary stats. By breaking down stats into two different categories, we can reduce situations where power stats are needing to compete with utility stats.

- New affixes aimed at creating or supporting specific builds/skills.

- Reworked Legendary items. All Legendary items in the game have been revisited with the above mechanics in mind. In addition, Legendaries will now roll at the level of the monster that dropped it and its stats will scale to suit.

- Plus some quality of life adjustments like stat ranges being visible in the item tooltip and Rare automatically being identified.

Big picture goal:

As Josh has often said, the primary goal of Loot 2.0 is make it so that playing the game and killing monsters is the best way to get loot. This basically boils down to finding a balance so that, as you're leveling or gearing up your hero, you're receiving rewards at a good enough pace and quality that the loot loop (kill monsters --> get loot --> kill harder monsters --> get better loot) feels very natural and satisfying. We also want loot to be able to be build defining, where a single piece of loot may encourage you to try something new or even build your character around it.

All that said, we've been getting a lot of great feedback from the PTR regarding Loot 2.0 which the developers are working on how to address currently. While Loot 2.0 changes seem to be in a really solid (but not perfect) place for new characters or characters who weren't already farming high MP levels with ease, there's still a lot of balancing to do at the high level. One of main concerns we've seen is that testers who are playing on characters with gear they've worked potentially over a year to get, either through lots of farming or carefully watching the Auction House, are reaching a plateau fairly early on. This issue is mostly resolved for those characters once they jump into Act V, but we're looking at how we can better tune the end-game loot hunt for high MP players who choose not to purchase the expansion.

And now back on topic. (There's a lot of great threads related to the above point if you want to continue the discussion. Let me know if you'd like to provide feedback of you own, and I can happily link you to them!) :)

Diablo III on Mac OS X
Lastly, a reminder for those who play Diablo III on older Macs: with patch 2.0.1, the game will require at least OS X 10.7.5.
Back in April, with the impending release of the 1.0.8 patch, we announced that Mac OS X 10.6 will no longer be supported, and recommended upgrading to at least OS X 10.7.5. We hope you have had a chance to upgrade, as our support for OS X 10.6 will officially drop in the upcoming 2.0.1 patch and Reaper of Souls. Apple has made an upgrade much easier by releasing OS X 10.9 Mavericks for free.

Mac OS X 10.7 and Mac OS X 10.8 will continue to be fully supported, as explained in our Mac OS Support policy.

For more Mac-related information and help, please visit our support site.

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