2.0.1 (New paragon system + new loot itemization) live tomorrow (26th)

BloodOmen

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If you want to try the new Paragon System out, new Loot System out and some of the tweaked skills the patch will go live tomorrow. I've tried the patch briefly on the PTR before it went down and it was quite good, new loot itemization and secondary stats were nice and some of the new skills/tweaked values are quite silly as well. (See full notes list below)

alex.jpg


GENERAL
  • Pools of Reflection have been added to the game
    • Pools of Reflection provide a 25% bonus to experience
    • This bonus persists until you reach a set amount of bonus experience (equal to approximately 10% of the current amount of Paragon experience needed to reach the next Paragon level) or your character dies
    • Gathering additional Pools of Reflection bonuses increases the amount of total experience bonus a character can receive until character death, stacking up to 10 times
    • This experience bonus persists on logout
  • Nephalem Glory has been added to the game
    • Occasionally during battle, monsters will drop Power Globes when damaged or killed
    • Power Globes grant the Nephalem Glory buff, which causes players to deal additional damage in the form of golden lightning bolts and increases their movement speed for a short time
    • This buff can stack up to three times
    • New Character statistics have been introduced
      • These include Toughness, Healing, Splash Damage, Cooldown Reduction, and Resource Cost Reduction
      • Life Steal has been redesigned and is now less effective at higher character levels
        • At level 60, Life Steal is reduced to 10% effectiveness
    • Players now have the ability to resurrect in multiple places when they die in non-Hardcore games
      • You may choose to either resurrect at your body, in town, or at the last checkpoint you encountered
      • Players may not resurrect at their body during a Boss encounter
      • Players may only resurrect at their body a maximum of three times in a row
    • Player hit boxes have been adjusted to more closely represent character models
      • Both male and female models of the same class share the same size hit box
    • Followers now automatically level with characters
    • Quests now occasionally grant item rewards when completed during the leveling process
    • Gold can no longer be traded
    • Graphics engine has been updated to support reflections
      • Reflections can be turned on in the Options > Video menu
      • Note: This setting is not recommended for players running minimum system specifications
BOSSES

  • Many bosses have had their mechanics revisted and retuned
    • The following bosses have received the largest changes to their encounters
      • Maghda
      • Siegebreaker
      • Azmodan
      • Iskatu
    • In addition, the enrage timers for the following Bosses will only be enabled in Torment I and above
      • The Butcher
      • Zoltun Kulle
      • Belial
      • Ghom
      • Siegebreaker
      • Rakanoth
CLASSES

  • All classes have undergone significant revision. Additional details and patch notes will be available in the near future. In the meantime, we encourage you to log in and explore the new changes for yourself!
CRAFTING AND ARTISANS

  • Crafting has received several quality of life changes
    • Crafting materials have been condensed into two item level tiers: 1-60 and 60-70
      • This change is to reduce the amount of stash space consumed by crafting materials and simply older crafting recipes
      • All crafting materials currently in character inventories and stash have been converted accordingly
    • All crafted items will now roll with stats appropriate to the character crafting them, using the Loot 2.0 Smart Drop system
      • Please note that items designed to roll specific stats, such as the Archon Armor patterns, are exempt from this system
    • Items purchased from vendors are now flagged as such, and cannot be salvaged
DIFFICULTY

  • The difficulty system has been completely revised
    • Nightmare, Hell, and Inferno modes have been removed
    • Difficulty is now dynamic and monsters will level up with your characters
    • There are now five difficulty settings to choose from: Normal, Hard, Expert, Master, and Torment (1-6)
      • Master unlocks upon completing Act IV
      • Torment unlocks upon reaching level 60
      • Torment level includes a difficulty slider, offering an additional six adjustments with increasing rewards and more powerful monsters
      • Each level offers new bonuses and rewards, visible in the difficulty selection menu
    • You can now lower your difficulty setting in-game
      • However, increasing your difficulty still requires exiting your current game
      • This option is disabled in Hardcore mode
    • To account for these changes, monster density has been adjusted across all Acts
EVENTS

  • Cursed Chests
    • Chests and Shrines around Sanctuary now have a chance to be cursed, starting an event once they are inspected
    • Like other events, completing a Cursed Chest or Shrine provides a small gold and experience reward, as well as either a Radiant Chest or a random Shrine buff
    • These events offer a variety of challenges, including endless monster waves, timed events, and potentially spawning bosses out in the open world
  • Infernal Machines
    • Torment level difficulty is now required to use Infernal Machines
ITEMIZATION (LOOT 2.0)

    • Itemization has undergone a major overhaul
    • Legendary and Set items are now Bind on Account
      • Players in multiplayer games may trade Legendaries and Set Items they find with others who were present for the drop for up to 2 hours after the item is acquired
    • The Smart Drop system has been implemented
      • All items that drop have a chance to roll as "Smart Loot"
      • Smart Loot items roll intelligently based on the character being played (example: A Wizard is more likely to find items with Intelligence or bonuses to Wizard skills than a Barbarian)
      • Class specific items will no longer roll stats inappropriate to their class (example: Intelligence will no longer appear on Mighty Weapons or Belts)
    • New item affixes have been added to the game
      • This include Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, and specific Class Skill Bonuses
    • Item properties have been separated into two categories: Primary and Secondary
      • Primary Stats include: Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets, and all new affixes listed above
      • Secondary Stats include: Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction
      • This is to prevent stats that directly and indirectly increase character power from competing with one another
    • Stat ranges on items have been narrowed significantly (example: instead of an item having a stat range of 1-200 Strength, its range might now be something like 140-200)
    • Legendary powers now roll in a range, instead of a static amount
      • Example: The Legendary Spirit Stone "The Laws of Seph" has the legendary affix "Using Blinding Flash restores [75-100] spirit"
    • Players can now view the stat ranges of items by pressing and holding CTRL while an item's tooltip is open
    • All Legendary items have been reworked with one or all of the above points in mind
    • Potions have been condensed to a single type; they now provide 60% of your total health when consumed
      • All Potions currently in character inventories or stashes will be converted to the new Potion type
MONSTERS

  • Monster affixes have been revisited and retuned
    • Arcane Enchanted
      • Spawn effect now shows which direction it will start rotating
    • Desecrator
      • Damage now begins low, but quickly ramps up to its maximum damage
    • Frozen
      • Increased the number of Frozen crystals spawned by monsters with this affix
      • Frozen no longer increases how many crystals are spawned based on the number of players in the game
      • Frozen crystals now deal area of effect damage over time to players as they build up to their explosion
    • Jailer
      • Now does a small amount of damage when applied to the player
    • Vortex
      • Now does a small amount of damage when applied to the player
    • Mortar
      • Now has an outer impact area that does less damage than the center of impact
      • Now detonates if they vertically hit a wall
    • Plagued
      • Monsters with this affix now sometimes drop a pool under players as well as under themselves
    • Reflects Damage
      • No longer reflects a portion of incoming damage
      • Now reflects a fixed amount of damage per attack
    • Elite and Champion monsters now have five new possible affixes
      • Frozen Pulse: A shard of ice follows targets around before freezing in place and pulsing cold damage in a small area
      • Orbiter: A nexus of electrical energy appears, surrounded by additional balls of lightning that orbit in a large area
      • Poison Enchanted: Summons globules of poison matter that spread in a cross pattern, dealing damage to those caught in their wake
      • Thunderstorm: A powerful bolt of lightning strikes the ground, emanating a small wave of electrical energy
      • Wormhole: A pair of portals appears, dealing damage as it tears unfortunate targets from their location and transports them elsewhere
  • Monster density has been revisited
    • Density has been retuned around the new Difficulty system
    • Elite and Champion packs can now spawn in a larger variation of pack sizes
  • Wasp projectiles can now be dodged and blocked
PARAGON (PARAGON 2.0)

  • The Paragon leveling system has been completely revamped
    • There is no longer a cap on the number of Paragon levels a player can gain
    • Paragon levels are now account-wide and shared across all characters
      • Note that Paragon levels are tracked independently between Hardcore and Normal modes
    • Players no longer gain static bonuses upon achieving Paragon Levels and bonuses currently earned by players have been removed
    • Players now earn Paragon points each level to spend in one of four separate categories: Core, Offense, Defense, and Utility
      • Players with existing Paragon levels have been granted the appropriate number of points to distribute amongst these categories
    • With these changes in mind, the Paragon leveling curve has been updated
    • Note that all Paragon experience earned across all characters prior to this patch has been totaled and recalculated into your new account-wide Paragon level
      • Paragon points can be allocated by clicking the Paragon button in the Character Paper Doll and Inventory screen (Default Hotkey C)
SOCIAL FEATURES

  • Clans and Communities have been added to the game
    • Clans
      • Anyone may create a Clan, and doing so gives access to the Clan window (default hotkey N)
      • Joining or creating a clan displays your clan tag next to your name
      • Clan members can view the Members Roster, a private chat channel, and a News & Info tab for Clan affairs and information in the Clan window
      • Clans support up to 120 members and require an invitation to join
      • Players may only be a member of one Clan at a time
    • Communities
      • Anyone may create a Community, and can view their Community details in the Social tab (default hotkey SHIFT + O)
      • Community members have access to their Members Roster, a dedicated chat channel, and a News & Info tab for sharing stories and Community information
      • Players may join any number of Communities they wish
      • Communities do not have a membership limit; however, if the number of members exceeds 100, only Officers and above will be displayed in the Members Roster
      • Communities can be designated as Private or Public; Private Communities require invitation to join
      • Communities are organized by categories, including but not limited to Classes, Regional, and Game Type
USER INTERFACE

  • Several quality of life changes have been applied to the User Interface
    • The Difficulty and Game Creation menus have been completely redone
    • The in-game Menu has been revised
    • The waypoint list has been replaced with a waypoint map
    • Skill tooltips now show damage type if Advanced Tooltips are enabled
    • Several new social options have been added to support Clans and Communities
      • These can be accessed in the Options > Gameplay menu
    • New chat colors associated with Clans and Communities have been added
    • There is now an option to enable icons for dropped items instead of text
      • This can be enabled in the Options > Gameplay menu
    • There is now an option to automatically skip all cut scenes
      • This can be enabled in the Options > Gameplay menu
    • Item labels for Gold piles are no longer displayed
      • This is to reduce visual clutter; values are still displayed when gold is picked up
 

TdC

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sexy! I has school stuff to do so may give it a whirl on Saturday 0_o
 

BloodOmen

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Found 3 legendaries so far, 2handed sword with 601 str on/ some other stats (Zweihander)

and these... note the legendary bonus on the bracers and raw stat values.

lol.jpg
 

TdC

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yup leggies are wel and good atm, but dude, the kit my barb had is now worthless. the build of the barb no longer works, and there is seems to be no way to put together a WW like I had it. I've gone earthquake/slam, but everything is now so slow and lack of beasties makes things extremely boring. giant piles of MEH tbh.
 

Syri

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Not really played around with a barb, my monk still seems to go pretty much the same though. Slightly nerfed health regen, but just means I use a pot every now and then, instead of just watching the stacks grow in my bags
 

Ctuchik

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yup leggies are wel and good atm, but dude, the kit my barb had is now worthless. the build of the barb no longer works, and there is seems to be no way to put together a WW like I had it. I've gone earthquake/slam, but everything is now so slow and lack of beasties makes things extremely boring. giant piles of MEH tbh.


I don't think i've ever used slam, i either run with frenzy or cleave.

Right now i use cleave, earthquake, the crit shout(?) and call of ancients. That said i'm not 60 with mine yet so what i use is probably moot. :)
 

TdC

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meh, I think the thing I have is just sadness that my -finally- perfectly set up barb, incl kit that worked well with the skills that I had spent hours and hours searching (the AH) for, is now nerfed all to fuck. This may sound wierd, but I actually kind of liked the WW barb, or at least I liked it better than the HOTA barb. Without a continous fury generator life kind of sucks imo. I had a super low budget barb and was playing ML6 pre patch!

I saw a vid on the old youtube where some dude had the shouts and buffs in his skill slots for all the insta-fury he could get, and would just hit the 1-2-3-4 keys at 5 second intervals while doing everything else with LM and RM. Whoopty do, perhaps that is the way forward.

whining aside, I like the drops now. I'm actually using a couple of them (which was a big shock lol)!
 

Ctuchik

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Found a legendary mojo on my WD today that automatically summon a zombie dog every 4 seconds (still can't have more then you normally do). But sacrifice finally became a valid skill! :)

also have a legendary that turns said dogs into one big one that does more damage then 4 normal zombie dogs combined.

Right now with my poorly equipped WD that dog hits for about 40k..
 

BloodOmen

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Barbs are meant to be gimpish atm because they cant perma WW anymore (apparently) playing my WD myself, pretty arse gear on him overall but have 130k dps / 1.1mil toughness / 135k HP and 900 al res so he's quite beastly/can take a beating.
 

TdC

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lol that's not bad. what level are you?
 

BloodOmen

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lol that's not bad. what level are you?

60 / paragon 100, 100 seems low now though, seen some people at paragon 430 because they've been exploiting chest events in cathedral level 2.
 

Lethul

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60 / paragon 100, 100 seems low now though, seen some people at paragon 430 because they've been exploiting chest events in cathedral level 2.

Are you sure they just didnt farm paragons before patch? I know my brother did that (think he had 2 lvl 100 witchdoctors ready for patch) :p
 

BloodOmen

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Are you sure they just didnt farm paragons before patch? I know my brother did that (think he had 2 lvl 100 witchdoctors ready for patch) :p

Most of them did :p king kongor for example I think he was instantly paragon 300+ when patch hit, was watching him on twitch exploit the chest event to get 430+ though, kind of sad really. Chest even basically gives 11,200,000 for fishing the event and a further good few million for killing 100 mobs on Torment 6.
 
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Scouse

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Featured thread??! WTF is that all about :)


Anyway. Is anyone really still playing this? I was put off horribly by how short the game was. I thought it'd be an epic adventure but I got to the end very quickly and I went "is that it?".
 

BloodOmen

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Featured thread??! WTF is that all about :)


Anyway. Is anyone really still playing this? I was put off horribly by how short the game was. I thought it'd be an epic adventure but I got to the end very quickly and I went "is that it?".

Diablo never was about the games length :p it was about the replay value (which arguably Diablo III lacked when it was fresh and new) they've started to finally get it back on track though with the addition of Adventure mode and Nephalim Rifts, Bounties and more.
 

Scouse

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Diablo never was about the games length :p it was about the replay value

For me, the replay value was massively damaged because the game was so short. It got ridiculously familiar very very quickly.

It needed to be about three times the size with all the extra stuff in if it was ever going to hold my interest tbfh.
 

Scouse

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So, I've reinstalled just for shits n giggles. Started a new hardcore char.

Bug: D3 keeps setting the windows audio mixer to 20% for no earthly reason I can think of. Have to alt-tab out and slide it back up, only for five minutes later D3 sticking it back down again.

Any ideas @BloodOmen? It seems to be a common thang, but not one I've come across before :|
 

BloodOmen

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playing frozen orb wizzie atm, its so good tbh! frozen orb just rips through everything. stats i'm running with in pretty average gear atm - frozen orbs are hitting for 250k-1.1million at the moment on crit.

sadsa.jpg
 
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Krazeh

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I had great fun playing a frost orb build on the PTR, need to level up a wiz on live I think
 

BloodOmen

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According to Shinobi (guy that streams fairly frequently) the best Torment levels to run are 1-2 and 4, 3-5-6 the jumps in difficulty just arent worth the effort involved. Torment 6 is worth it if you do it with a group of 4 good geared people.

Also! don't spend money on characters at the moment, not worth it. People that played the ROS beta basically replaced all of their gear by the time or before they got to 70 (some of these people had suits on that were worth like 20billion+ gold) so keep your gold.
 

Bahumat

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Is it another program taking precedence? Check your audio for the setting which let's applications choose if/when to adjust audio volumes.
 

Madmaxx

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I downloaded the game again to try it out since I'm bored, and was pleasantly surprised with the game tbh, I used my paragon37 wiz in my old CM gear with a frozen orb spec and it works alright; only thing I really lack is HP (@226k dmg/33k hp). Did a couple runs ended up with 9 Legendaries when I only got about 5-6 when I last played in total lol, got to paragon 43 well quick averaging a level (66mill exp) in 25-30mins with the 50% bonus.

My only real beef is because my gear is budget bought from the AH its quite hard to beat, so I might just cut my losses and level a char I never played before like a monk; and play the game with just the drops especially with the exp bonus; and without looking for an OP build and play the game that way :p

About to try Torment difficulty :)

P.S I see the clan thing now, is there a Freddyshouse group ?
 

Raven

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I downloaded it, played it for 10 minutes. realised it was still boring and then un-installed it.
 

old.Tohtori

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Started a new hardcore char.

Good boy :D

Oh and, from d3 forums;

"NOTE: you will want to change it back to whatever setup you prefer after you play the game or music and/or videos etc will sound different because there will be a different balance of ranges but it fixes the game
Start>Control Panel> Sound
click on your speakers and click Configure at the bottom
Set your speakers to Stereo instead of 4.1 5.1 7.1 or whatever other setting is there.
Hit ok and your game volumes should balance out and vocals should be much more audible during cinematics"

That or reinstall.
 

TdC

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tbh I haven't touched the game in the few weeks since patch fucked my WW barb. I really don't see myself leveling up another char to 60/whatever as I really do not believe that learning a new mode of playing will grab my nads. Meh tbh.
 

Mabs

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tbh I haven't touched the game in the few weeks since patch fucked my WW barb. I really don't see myself leveling up another char to 60/whatever as I really do not believe that learning a new mode of playing will grab my nads. Meh tbh.

fucked it how ? i have a 60 barb who is mostly WW and not seeing a prob with it ?
 

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