RE: hi

  • From: "Donaldson, Alasdair" <alasdair.donaldson@xxxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Thu, 27 Feb 2014 10:30:34 +0000

You did see that I posted the link to all of this, right?

From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On 
Behalf Of Di Lhong
Sent: 27 February 2014 12:28 PM
To: cpt-fgc@xxxxxxxxxxxxx
Subject: Re: hi

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 
*         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


*         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

[Image removed by sender.]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 
*         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
[Image removed by sender.]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 
*         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 
*         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 
*         Wasp projectiles can now be dodged and blocked

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