New Feature: Seasons Please note that the first Diablo III Season will not begin until Friday, August 29. For more information, click here.
Seasons are an optional, recurring game mode that offers players the opportunity to periodically start fresh, leveling Normal or Hardcore characters from scratch without gold, resources, items, or previously earned Paragon experience. Similar to the separation between Normal and Hardcore game modes, Seasonal characters will have their own shared stash and artisan progression as well. Any items, gold, artisan progression, or Paragon experience earned during a Season will be rolled over to a player's non-Seasonal characters once the Season concludes.
Seasons offer unique rewards and new challenges for players, including new Legendaries, an exclusive Transmogrification set only available to those who compete in each Season, and new achievements called Conquests. Progress within a given Season will be tracked in our new Leaderboard system.
New Feature: Greater Rifts Formerly referred to as Tiered Rifts, Greater Rifts are a special type of timed Nephalem Rift. There are an infinite number of Greater Rift levels, and each Greater Rift level will be progressively more difficult than the last.
Completing a Greater Rift within its allotted time will allow players to progress to the next level (and if your time is exceptionally good, you may even skip multiple levels at once). Players can continue progressing through Greater Rift levels so along as they complete the Rift before its timer expires. Once a timer expires, players will reach the end of their current Greater Rift journey and their best results will be tracked in our new Leaderboard system.
New Feature: Leaderboards With the addition of Seasons and Greater Rifts, we want to provide players with a way to measure their progress within each of those environments. To do so, we've created Leaderboards.
Leaderboards will track a variety of competitive player data including Greater Rifts clear times, Seasonal achievement point totals, and Seasonal Conquest completion ranking across several different game styles. Designed to be informative and detailed, Leaderboards will also allow you to compare your progress to that of players within your gameplay region, on your friends list, and in your clan roster.
New Feature: The Cesspools In patch 2.1.0 and moving forward, players will now have a chance to spawn a new level environment while in a Nephalem Rift or Greater Rift: The Cesspools.
Originally designed as the sewers of Westmarch, we weren't quite able to include the Cesspools in the list of playable environments in Reaper of Souls by the time the expansion launched. Still, we loved the look and feel of this festering, dank underworld and have spent some time polishing it up for use in Nephalem Rifts and Greater Rifts. We hope you enjoy this new randomized landscape!
The Barbarian continues to receive changes to increase elemental diversity, providing more ways to build out your character. The Primary attacks Bash, Cleave, and Frenzy have all received adjustments to make them more attractive.
Furious Charge has received a number of changes to both make the skill more effective as well as more fun to use. We've looked at every aspect of Furious Charge including the timing of the animation, how far you can charge, and movement delays on your character after the ability ends.
Patch 2.1.0 brings changes to how the heroes of Sanctuary recover Life. Health globes are being de-emphasized while item and skill choices will be more prominent. Numerous healing related skills on the Barbarian have been increased.
In addition to numerous skill adjustments, there is a new six-piece set, Roland's Legacy, being introduced this patch. The set is focused on using either Sweep Attack or Shield Bash to get up close and personal with your foes. To better support this set we have revised Shield Bash to make it synergize very well with the new set.
We have buffed two-handed weapons across the board, and these changes are retroactive to existing two-handed weapons. To compensate, Heavenly Strength now reduces your damage done by 20%. The buff to two-handers is greater than the reduction to Heavenly Strength, so you should overall log in with more damage than before.
Patch 2.1.0 brings changes to how the heroes of Sanctuary recover Life. Health globes are being de-emphasized while item and skill choices will be more prominent. Numerous healing related skills on the Crusader have been increased.
We've chosen to focus the Demon Hunter more on Cold skills and away from Poison skills. This change allows us to provide more Cold options to the Demon Hunter. Going from five to four elements for the class overall increases the likelihood you'll get an elemental damage bonus you want.
Preparation – Punishment has been redesigned. The previous gameplay encouraged using all of your Discipline for offensive purposes, which undermined the role of Discipline as a defensive or tactical resource.
Patch 2.1.0 brings changes to how the heroes of Sanctuary recover Life. Health globes are being de-emphasized while item and skill choices will be more prominent. Numerous healing related skills on the Demon Hunter have been increased.
The mechanics of Exploding Palm caused the skill to be underpowered in some situations while simultaneously being overpowered in other situations. We have redesigned Exploding Palm to perform more consistently in a broad number of situations, which also gives us the flexibility to buff other skills on the class.
We've done a broad revision of how Spirit functions on the Monk overall. We looked at the rate of spending spirit versus generating spirit and have made changes to all the spirit generators as well as a number of spirit spenders such as Tempest Rush and Lashing Tail Kick.
The changes to Spirit synergize well with changes we have made to the Sunwuko Set which gives you benefit for spending spirit.
Patch 2.1.0 brings changes to how the heroes of Sanctuary recover Life. Health globes are being de-emphasized while item and skill choices will be more prominent. Numerous healing related skills on the Monk have been increased.
In addition to changes to increase elemental diversity and improvements to underused runes, the Witch Doctor has also received a number of quality of life changes such a pet counter for fetishes.
Sacrifice has gotten a redesign this patch. Rather than sacrificing all of your active Zombie Dogs, using the skill will instruct one of your zombie dogs to run over and explode, dealing damage to enemies in the targeted area.
Patch 2.1.0 brings changes to how the heroes of Sanctuary recover Life. Health globes are being de-emphasized while item and skill choices will be more prominent. Numerous healing related skills on the Witch Doctor have been increased.
The collision boxes for the following pets have had their radii reduced
An icon has been added to display the number of Fetishes summoned by Fetish Army that are currently alive
An icon has been added to display the number of Fetishes summoned by Fetish Sycophants that are currently alive
An icon has been added to display the remaining duration of Gargantuan - Wrathful Protector
The Wizard has received more elemental diversification as well as general buffs to a number of skills.
We've reviewed the Wizard's channeling skills such as Disintegrate and Ray of Frost. The intent is for channeling skills to be a fantastic choice when you are able to stand still for a few seconds, but are weaker than other skills if you are constantly moving and never stopping to channel. The mechanics of channeled skills on other classes already support this type of mechanic and we would like the Wizard's channeling skills to fulfill those same design goals.
Patch 2.1.0 brings changes to how the heroes of Sanctuary recover Life. Health globes are being de-emphasized while item and skill choices will be more prominent. Numerous shielding and absorption related skills on the Wizard have been increased.
The sell value of Health Potions and dyes has been reduced to 1 gold
The base damage range of all two-handed melee weapons has been increased by approximately 26-30% depending on the speed of the weapon, with slower weapons receiving a slightly higher increase
This change affects weapons from level 10 - 70
This change will retroactively apply to existing items
This change will apply to all item rarities
As a direct result of this change, the Crusader Passive Skill, Heavenly Strength has also been adjusted
The amount of Life on Hit provided by the top 4 ranks of Amethysts has been significantly increased
Imperial increased from 800 to 3000
Flawless Imperial increased from 900 to 6400
Royal increased from 1000 to 8800
Flawless Royal increased from 1100 to 11200
A new Legendary consumable has been added: Ramaladni's Gift
Ramaladni's Gift can be used to add a socket to an unsocketed weapon
The added socket provided by Ramaladni's Gift cannot be enchanted
You cannot use Ramaladni's Gift on a weapon more than once
Similarly, you cannot use Ramaladni's Gift on a weapon that already has a socket
Upon use, Ramaladni's Gift will be consumed (i.e. the item cannot be used more than once)
With Ramaladni's Gift, you can however:
Replace a natural socket on a weapon with another primary stat (like VIT or STR or INT), and then use Ramaladni's Gift after.
Replace a re-rolled socket on a weapon with another primary stat (like VIT or STR or INT), and then use Ramaladni's Gift after.
Enchant a weapon after a socket has been added using Ramaladni's Gift (you just won't be able to re-roll another socket on that particular weapon)
Legendary Gems have been added
Legendary Gems can only be dropped by Greater Rift Guardians and Greed, Baroness of the Vault
Legendary Gems are Account Bound and can only be socketed into Rings and Amulets
Legendary Gems can be upgraded by speaking with Urshi (a new NPC) inside a Greater Rift
Urshi will appear every time a Greater Rift Guardian is defeated and will allow you to choose to upgrade either your Greater Rift Keystone or a Legendary Gem
Upgrading a Greater Rift Keystone will allow you to continue on to a more challenging Greater Rift
In order to upgrade your Rift Keystone, you must complete the current Greater Rift level within the designated time limit
Urshi will grant you three attempts to upgrade your Legendary Gems
The chance for an upgrade attempt to succeed is based on a combination of the rank of the Legendary Gem you're attempting to upgrade and the level of Greater Rift you reached
As a Legendary Gem's rank gets closer to the level of Greater Rift you've completed, the chance of success decreases
Finally, once the rank of a Legendary Gem exceeds the level of Greater Rift you're able to complete the chance to upgrade is cut in half for each rank above the Greater Rift level you completed
For example: If you attempt to upgrade a rank 1 Legendary Gem in a level 30 Greater Rift the chance for success is 100%; however a rank 31 Legendary Gem will only have a 30% chance for success in a level 30 Greater Rift and a level 32 Legendary Gem will have a 15% chance of success
The only requirement to upgrade a Legendary Gem is the gem itself; there is no other cost associated with upgrading
Each Legendary Gem has a property listed in blue that will be upgraded each time the gem's rank increases
Each Legendary Gem has a secondary power that will be unlocked when it reaches rank 25
Players will not receive a duplicate of any Legendary Gem the character they're currently playing has access to
This includes Legendary Gems in the character's inventory, its followers' inventories, or the Shared Stash, as well as Legendary Gems socketed in items in those locations
When Transmogrifying an item with existing visual effects into a Legendary item, the original item's visual effects will no longer be displayed in addition to the Legendary item's visual effects
Torment-only Set items can now be restored to their original appearance after being transmogrified
Class-restricted appearances can now be applied to any item of the same slot
If an item that has been transmogrified with a class-restricted appearance is equipped on a class that isn't normally able to equip the item to which the appearance belongs, the base appearance will be used instead
For example: You can Transmogrify your Barbarian's Vile Ward to look like Raekor's Burden, but if you use that same Vile Ward on your Crusader it will still look like a Vile Ward