![]() We'll be able to share more information on the specific changes we're making after 1.0.3 launches. When we're done, high level Legendaries should be flat out better than blue items, they'll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. Legendaries won't change in 1.0.3, but it's still something we're actively working on. ![]() Note that the drop rates vary slightly by item type the table below represents an approximate aggregated rate of all item types:Īs you can see, players who would rather murder monsters 4x as fast in Inferno Act I can do so knowing they have a chance at amazing items, and players who want a challenge can kill in Acts III and IV in Inferno and be rewarded with a higher drop rate.Īs previously mentioned, we're going to be reviewing Legendary items in a future patch. Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. If you would rather chain-pull elite packs in Act I rather than 3 minute cat-and-mouse in Act IV, we'd like you to be able to do that and know you can still find the best items in the game. We're shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable. For a lot of people they would rather do something frustrating or boring in Hell Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a "top-tier" upgrade, rather than fight hordes of monsters in Inferno Act I. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. Unfortunately this has caused two main issues. ![]() The way the game is currently set up, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. The ilvl (item level) of an item determines the statistical budget for its power. Today we wanted to follow up and provide concrete info on some of the changes we've been working on, and give everyone a heads up before the 1.0.3 patch hits later this month. Last month we gave you a glimpse into how we were taking in initial feedback on the game, and ideas for some potential system changes we could make. The damage nerf, combined with the item level drop rates, should make things significantly more obtainable without putting in 40 hours a week farming. As someone who's up against it right now, yeah, it's a bit steep. It shouldn't come as much of a surprise to anyone that Inferno is getting nerfed a little bit. The damage and health of monsters in Inferno Act II, III, and IV is being reduced. Repair costs are going up four to six times their current cost, at level 60 (to combat graveyard zerging).īonus monster damage per additional player in coop play is being removed.įive stacks of Nephalem Valor will guarantee only one rare now per boss (down from two).įive stacks of Nephalem Valor will guarantee all champion and elite packs give at least one rare drop.Ī legendary item buff is coming in a future patch.ĭrop rates are being increased for item level 61 through 63 gear in Hell Act III through Inferno Act IV. ![]() Senior Technical Game Designer Wyatt Cheng took to the Diablo III site today and announced a series of design intentions for Diablo III's upcoming patch 1.0.3 They really hone in on some of the problems with the endgame, while correcting styles of play that Blizzard doesn't see as desirable. ![]()
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