|
source: http://us.battle.net/d3/en/blog/5825330/
// May 23 // MonstersMehtan the Necromancer and his skeletons can no longer be used to kill other monsters which have been kited to their location before or after the "Restless Sands" event
// May 22 // General - Players will now receive an error message when attempting to remove a gem from an item with no sockets (rather than disconnecting)
- Players will now properly have their casting interrupted when attacked while performing resurrect on a fallen group member
- Resolved over 30 game and service crashes affecting players
ClassesDemon HunterActive Skills Smoke Screen: Duration reduced from 2 seconds to 1 second (tooltip will still show 2 seconds)/Skill Rune - Lingering Fog: Now increases the duration of Smoke Screen to 1.5 seconds (tooltip will still show 3 seconds) MonkActive Skills Fists of Thunder:/ Skill Rune - Quickening: Fixed an issue that was causing spirit regeneration to incorrectly trigger off critical hits from other sources, such as Sweeping Wind Mantra of Healing: Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)/Skill Rune - Boon of Protection: A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch. WizardActive Skills Arcane Torrent:/Skill Rune - Cascade: Fixed an issue that was causing Arcane Torrent to fire 3 new missiles per kill instead of only 1 new missile per kill + Number of new missiles generated from this rune will now cap at 10 missiles Energy Armor:/Skill Rune - Force Armor: Amount of damage absorbed from a single attack will now cap at 100% of a player’s maximum Life Items The rare chest in the Town Cellar in Alcanus will now only spawn 50% of the time, down from 100% Players can no longer dual-wield two-handed weapons
// May 18 // ClassesMonkActive Skills Serenity:/Skill Rune - Tranquility: Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second Encounters- Players will no longer remain invulnerable to attacks after defeating Diablo.
- Players can no longer become stuck during Diablo’s Shadow Grab ability if a player blinds Diablo while Shadow Grab is being cast.
Items - Equipping a shield on a follower as a demon hunter will no longer disconnect you from the game.
QuestsAct I: Players can now always interact with Karyna during the quest and quest step "Trailing the Coven : Talk to Karyna" when they resume from a save. Act II: The Enchantress will now always appear during the quest and quest step "Shadows in the Desert : Disrupt the Hidden Conclave." Act IV: Tyrael will now always be present for the in-game cutscene during the quest and quest step "Prime Evil : Climb to the Pinnacle of Heaven in the Silver Spire."
Don't worry, Act III is still sadly exp-farmable. Witch Doctors still suck balls and prove to be the most skill-technical class [/self-boast]
|
Oops, formatting sucks balls. I'll fix that!
|
Not 2 seconds, 1.5 seconds .
|
Well, this changes pretty much everything as a DH  Now i need to find new Builds :/
|
Roffles
Pitcairn19291 Posts
Oh man, not even 2 seconds on Lingering Fog, but 1.5.
|
On May 24 2012 02:27 Zudimi wrote:Well, this changes pretty much everything as a DH  Now i need to find new Builds :/
When I get home I'm gonna try this:+ Show Spoiler + when I get home, thoughts?
Using SS to deny death on those moments you go "Oh fuck".
|
Thanks for making this 
The Blizz forums are a mess trying to find an official source with all the info together.
|
Fixed the formatting, let me know if it makes sense!
|
Well they completely wrecked one of the few viable monk builds for inferno, but it needed to be done. It was clearly not supposed to work the way it did.
It looks like wizards won't be able to do their super low vitality BS build anymore, but I'm not sure if the DH SS nerf was enough. I can still see them soloing content way above their gear level in inferno. We will see I guess.
|
Wizards won't be able to do much at all... Force Armor is pretty much complete junk now, forcing us to stack vitality again. And if we want to REALLY survive, we're going to stack a whole ton of it. Even then, Wizards just die so quick. I don't know how they expect us to get past Act 2 Inferno.
I'm gona sit on my bank and wait around while people experiment before I buy a whole new set of gear on the AH. Until then, I am going to have nightmares of Molten/Mortar/Vortex/Jailer
|
Is there still a good way to farm equipp/gold fast, except just questing, after they disabled many of the good stuff
|
On May 24 2012 02:55 Zudimi wrote: Is there still a good way to farm equipp/gold fast, except just questing, after they disabled many of the good stuff
Funny thing is, they still haven't fixed the Act IV farm yet. It's the best one too.
|
On May 24 2012 02:57 unDef wrote:Show nested quote +On May 24 2012 02:55 Zudimi wrote: Is there still a good way to farm equipp/gold fast, except just questing, after they disabled many of the good stuff Funny thing is, they still haven't fixed the Act IV farm yet. It's the best one too.
It's been hit or miss the few times I do it.
|
The Act IV farms are good but Act II chest was the best, 30seconds for 6-8 items (3-4 of them being rare) was how many people made millions
|
What is clear from this(to me) is that people were not supposed to be advancing in inferno nearly as quickly as they were. They were using unintentional and broken builds/abilities to basically turn invincible because only the most serious grinders are geared enough to be getting through inferno act 1 in a "real" way. Everyone else was just exploiting these loopholes.
I know everyone expected to go through inferno almost as fast as hell, but I don't think that is what Blizzard intended at all. They basically want you to farm act 4 hell or early act 1 inferno for hours and hours to be able to get enough decent gear to progress. Whether this is fun or just "bad game design" is up to you, but it is a Diablo game. It is supposed to be about grinding content for a small chance at getting decent gear.
Personally, I'm on the fence as to whether I want to farm Skeleton King like it is beta again, or just play a different class or take a break all together (I'm currently playing a monk). I'll probably do a mix of all of the above.
Edit: I expect them to continue to play build/content whack-a-mole, as more broken combinations and more exploitable pieces of content are found. Get it while the getting is good I guess...
|
On May 24 2012 02:51 unDef wrote: Wizards won't be able to do much at all... Force Armor is pretty much complete junk now, forcing us to stack vitality again. And if we want to REALLY survive, we're going to stack a whole ton of it. Even then, Wizards just die so quick. I don't know how they expect us to get past Act 2 Inferno.
I'm gona sit on my bank and wait around while people experiment before I buy a whole new set of gear on the AH. Until then, I am going to have nightmares of Molten/Mortar/Vortex/Jailer Yea, now wizards have to put up with the same BS that everybody else does.
Glad they fixed the monk stuff. I didn't like the idea of having to abuse glitches to get further in the game.
|
So happy with the patch notes. Wizards finally have to come up with a real build and not abuse force armor.
Welcome to the club guys.
|
Eh, we can still cast a lot of crystal skins with critical mass. I think all will be fine.
|
Misery loves company, funny how non wizard people are so happy that now wizards must suffer like they do. If everyone suffers then it's equality right?
|
Oh man, they really fucked demon hunters and wizards lol.
As as DH, this is how I feel right now -
+ Show Spoiler +
|
|
|
|