Bigger Rewards from Adventure Mode in Patch 2.0.5

Higher Torment difficulty levels will provide more Legendary items and Blood Shards in the next patch

Adventure Mode in Diablo III: Reaper of Souls
Diablo III Patch 2.0.5 is coming, with many changes and tweaks planned for the game. New Blizzard Blues posts provided details on more of those changes, including increased rewards from Adventure Mode activities. Newly announced changes coming in the patch also include updates to the Vote Kick system, and a reduction in the cost of unsocketing the most powerful gems.

Patch 2.0.5 may arrive during the server maintenance this Tuesday, April 29. If it is not ready by then, we expect to see it in the next couple of weeks. All the changes and additions in patch 2.0.5 that we know about can be seen in the Future Patches guide.

Adventure Mode Drop Increases
The three changes coming for Adventure Mode rewards in patch 2.0.5 are designed to make it more rewarding to fight the tougher monsters on higher Torment difficulty levels. These are the three changes outlined:
  • Horadric Caches will now drop the Torment-only Legendary and Set items.
  • The chance of any Legendary item dropping from a Horadric Cache, will increase with each Torment difficulty.
  • The higher the Torment difficulty, the more Blood Shards will be dropped by Rift Guardians.
These three changes will make it more worthwhile for characters who are well-geared to farm Torment II and above, instead of continuing to farm Torment I difficulty even when they could handle the tougher difficulties.
As a heads up, we’re looking to make two changes to Horadric Caches. The first change is to allow the caches to drop Torment-only Legendary items. The second is to increase the chance that you’ll find a Legendary item in Horadric Caches, including Act-specific Legendaries like the Royal Ring of Grandeur, based on the Torment difficulty. What this means is that Horadric Caches earned in Torment I+ will be able to drop Torment restricted Legendary items, and caches earned in Torment II+ will have a scaling bonus for dropping Legendary items (which includes those items only found in a cache).

You can find a list of Torment-only Legendary items right here, courtesy of Nevalistis. :)
Posted by: postmortum

What is the ETA on this fix?

We don't have one just yet, but it is something being worked on right now. We'll share more information on it as soon as we can, though.
Posted by: Darkstar

So when do higher torment rift bosses start dropping more blood shards?

Well, since you brought it up let's talk a little about that. ;) We're also planning on changing Rift Guardians so that they drop more Blood Shards for each level of Torment past the first (i.e. in Torment II+). For clarity, this means Rift Guardians would drop the same amount of Blood Shards as they currently do in Torment I, but starting in Torment II they would drop additional Blood Shards per each Torment slider tick. This change should arrive at the same time as the Horadric Cache change mentioned previously, which is currently scheduled for our next bug fix/balance patch (patch 2.0.5).*

*Before you crazy hooligans can ask this poor ol’ goatman again, there’s no ETA to share for this patch right now.

Posted by: Unknown

And what about rifts? Do you guys plan to make them also scale with torment difficulty??

As a reminder, the scaling bonus chance to find Legendaries you get for Torment I-VI slider stacks multiplicatively with the 100% bonus chance to find Legendaries while in Nephalem Rifts.
Posted by: McCloud

I'm pretty sure (as in 100% positive) that caches are already rolled for you once you get them. You're only revealing them.

This is how they're intended to work, but those items aren't guaranteed to be smart loot. That can make it a little confusing sometimes on an anecdotal level. Personally, I've obtained several Strength items on my Barbarian when opening caches earned by my Witch Doctor, but most of the items in those caches had Intelligence.
Posted by: Torus

Could we get more Forgotten Souls as we scale up the Torment levels?

Would be nice to see a chance for more than one at a time from Rift Bosses.

I'm starving for these things! :P

We don't have any current plans to increase the drop rate of Forgotten Souls, but I can certainly pass your feedback along!
Posted by: NATO

I hate seeing forgotten souls. They're like a crap leg that you didn't even get to roll. :( Why do they even drop.

They're still pretty useful for a lot of players. Personally, I never have a lot in surplus, and always welcome them dropping. It's also good to know that they don't share a spot with Legendary items. If you see a Forgotten Soul drop then you can be rest assured that it didn't take the place of a Legendary item.

Unsocketing Gold Costs Reduced
The cost of crafting the most powerful gems is high enough, but there is also an ongoing cost to using them, when it comes time to unsocket a gem. (There is of course always the option to salvage the item that contains the gem, which gives the gem back at no cost, for items that a player wants to get rid of when upgrading to a new item.) The cost of unsocketing Flawless Imperial, Royal, and Flawless Royal gems will all be reduced in an upcoming patch.
Hey, everyone!

I have some information to share with you about an upcoming change we’re planning to make. We intend to reduce the gold cost to unsocket top tier gems in a future patch. The goal of this change is to help balance unsocketing costs with other resource sinks and make the act of unsocketing a top tier gem feel less punitive. These value below are not final and of course subject to change, but here’s what we’re currently looking at:

• Flawless Imperial from 150k to 125k
• Royal from 250k to 150k
• Flawless Royal from 500k to 175k

We don’t have a time frame to share on when to expect these changes right now, but it is in the works. We’ll be sure to share additional news as soon as we can, and we hope this heads up helps!

Vote Kick Restrictions Removed
The Vote Kick system is there to allow the players in a group to remove another player who is not participating. It has been fairly restricted so far, and some of those restrictions are being lifted in the upcoming patch.
I’ve seen several threads concerned with the Vote Kick system recently, and I’ve got some news to share with you about it.

We’ve recently taken some time to reevaluate how Vote Kick was working and agree that it does have some problems in its current iteration. Public games (and private games too) have changed since Reaper of Souls launched, so the Vote Kick system definitely deserves a little attention to make sure that it still provides value to players, rather than being an inconvenience or a hindrance to group gameplay.

To assist with that, we’re removing some of the restrictions on when players can be Vote Kicked from a group (including the restriction that Vote Kick could only be used in public games), as well as reducing some of the cooldowns that trigger after a successful Vote Kick has occurred. The goal of these changes is to give multiplayer groups a bit more control over their party, while still preventing abuse of the system. We're currently on track to have these updates ready for an upcoming patch, but we don’t have an ETA to share at this point.

If you want to see more about the changes expected in Patch 2.0.5 as well as the big content patch 2.1, check out the roundup in our Future Patches guide.
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