Re: hi

  • From: Di Lhong <numotd@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Thu, 27 Feb 2014 12:28:20 +0200

*Difficulty Changes*

   - 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)
         - Normal, Hard, and Expert are immediately available
         - Master unlocks upon completing Act IV
         - Torment unlocks upon reaching level 60
         - Torment level also 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


*Event*

   - *Cursed Objects*
      - 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 and timed events
   - *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
      - *Please note that all of these changes will only affect new items
      that drop after the patch is live. Existing items will not be affected.*
   - 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
  • Follow-Ups:
    • RE: hi
      • From: Donaldson, Alasdair

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