Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1. We feel like Act I Inferno is in a pretty good place. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II.
As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect such as reduced combat effectiveness.
Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs.
We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns.
The downside of that approach is that it introduces yet another hidden modifier on an item property and many people dislike hidden modifiers , and complicates the already difficult decision of item gearing. We previously hinted that Blacksmith and Jeweler costs are coming down, and overall it will be far more reasonable to train them up and craft items.
The most dramatic reduction is on the combine costs for tier gems. Class tuning is not a major focus for 1. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while.
Diablo III patch 1. Check out the full patch notes below to learn about all the latest changes. Important: Please note that you will not be prompted to download patch 1. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed.
Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1. The latest client patch notes can be found here. Visit our Bug Report forum for a list of known issues. Hotfixes made in addition to changes in patch 1. If you are experiencing technical issues with the patching process, connecting to Battle.
Skip to Main Content Skip to Footer. The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client Fixed a bug where The Lyceum in the Southern Highlands was not appearing.
Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings Fixed a bug that was allowing players to temporarily pick up items that belonged to another account Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location i.
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