Diablo - Diablo Twitter: With Patch 2.6.0, Elective Mode will be toggled on for all players.


Diablo Twitter: With Patch 2.6.0, Elective Mode will be toggled on for all players.

Posted: 19 Jun 2017 11:29 AM PDT

Died in HC, not complaining but anyone got any idea what killed me?

Posted: 19 Jun 2017 08:15 AM PDT

Necromancer beta has ended

Posted: 19 Jun 2017 02:33 PM PDT

Playing through campaign again in years. Having a blast!

Posted: 19 Jun 2017 01:31 PM PDT

Reading all those books again, watching all the videos, taking my time and experiencing the story with a trusted hero. Man Diablo 3 is such a good game if you take your time and look closely.

submitted by /u/zork-tdmog
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In the interest of setting expectations to a reasonable level...

Posted: 19 Jun 2017 05:00 PM PDT

Below I've copied one of my comprehensive feedback posts on general necro issues from the beta forums. This is as-is, from a couple months ago. In quotes I will leave updated thoughts or impressions as necessary:

General Class and Philosophy Feedback - long

What a wonderful opportunity to be invited to the beta test! I have to say I really like almost everything about the necromancer so far. The art is wonderful, the skills are interesting and thematic and definitely have a dark, visceral feel. Additionally the sets, skills and items have added exciting new ways to play. My personal favorite right now is the way Plague set + The Johnstone interacts with Land of the Dead... and I've got high hopes that the Blood set will eventually give us a build centered around stacking vitality and life% in a meaningful way. That said, there are certainly some stray nails sticking out of the coffin which need to be hammered down. Here's my take on general issues with the class and the design philosophy. I don't necessarily think that ALL these issues need to be addressed for the class to feel 'done'; this list describes something that is 'perfect' - a standard which is never really achievable.

My hopes for the Plague and Blood sets have not come to fruition yet, unfortunately. That said, the necro is fun and enjoyable. I think only the most cynical among us wouldn't enjoy playing it at least for a while.

Too much stacking

There is just too much stacking going on overall with the necromancer. Damage reduction, movement abilities, affixes, sets, passives - everything stacks, many with short durations that feel questionably useful. It's just too much on balance, and makes the class feel too snowball-ey.

Inadequate Damage reduction

Overall damage reduction feels too poor and unreliable. Damage reduction is hampered by stacking mechanics, a poor ability to avoid being hit, and a weakness to CC due to having no CC breakers and CC immunity existing only on long cooldowns. The extent of this problem is currently being masked by ultra-high damage builds which can kill mobs and RGs too quickly for DR to matter. Anecdotally, I was using the Inarius set in a GR45 (T10) with the neck that increases bone armor stacks, the belt which increases DR from Decrepify and the ring which increases DR depending upon remaining life. So that's 3 DR items and 2 skill slots (Bone Armor and Decrepify) dedicated to DR and when I got to the rift guardian Perdition he one-shot me over and over. I could have tried for 3 hours, it wouldn't have mattered; he was completely unkillable, a 45GR rift guardian. That is the state of Necro damage reduction right now.

  • Additionally I have concerns with the use of short duration complete damage immunity on long (30s+) cooldowns. At best, these types of mechanics play very poorly in hardcore mode or in the presence of any latency. At worst they get exploited to achieve permanent immunity and make gameplay uninteractive (as is happening currently). I think the design should go in a different direction.

Unfortunately not much changed here. Stacking DR mechanics is going to be a rude awakening for a lot of folks :( Developers did hopefully fix Rathma's Shield passive that everyone was exploiting to get high GR clears. I still expect someone to find a way to exploit it on live, though.

Limited and inadequate movement

Movement options are too sparse for the necromancer, and do not address all the movement needs of a character in D3.

  • Fast movement is currently solely dependent on In-geom and Blood Rush. The other movement options are stacking buffs with short durations that are not powerful enough. I attempted to stack 3 different movespeed buffs (Fueled by Death passive, Bone Armor - Harvest of Anguish, and Lost Time offhand) but it still just felt like a walkspeed build and the buffs fell off so quickly. If I'm stacking 3 different movespeed buffs I expect to be moving FAST.

  • Necro doesn't have enough ability to avoid hits during combat. The class should either be able to avoid taking damage or be tough enough it doesn't need to. Right now neither one is true.

  • There is no current movement solution suitable for speed bounty runs where a lot of non-combat movement is optimal.

Some suggestions to address these issues:

  • Move the affix of Steuart's Greaves (+50% movespeed after casting Blood Rush) to a Blood Rush rune. Increase the duration to 5 seconds for semi-permanent uptime.

  • New rune suggestion: Golem - Death Worm - (Active - 30s cooldown) The golem transforms into a giant worm and eats the necromancer. Movement speed is increased by 100% while you slither along the ground. Lasts 10 seconds or until cancelled (damage while moving at dev's discretion)

  • New ability suggestion: Burial (15s cooldown) - The necromancer consumes all minions and buries himself in the earth. Movement speed is increased by 150% while underground, moving unimpeded through doors and obstacles. Lasts 5 seconds +1s per minion consumed (or until cancelled)

Not addressed at all, unfortunately. Necro does not have a viable speed build for fast bounty runs.

Crowd control woes

Crowd control is punishing. This is true for all classes, but the necromancer suffers more right now because of issues with limited combat movement (ability to avoid) and inadequate damage reduction. Additionally, the CC immunity that is available is tied to extremely long cooldowns, and there is no CC break ability at all.

  • Suggestion: Add CC break ability (0-1s immunity + break existing) to short/medium cooldown skills like Bone Armor, Blood Rush, etc.

No changes here either.

Too much resource management/too many spells to target cast

Necromancer has a lot to manage. Both Life and Essence must be actively managed, pets must be managed and recast, corpses must be clicked near, and curses must be cast in addition to managing cooldowns and dodging spells. I believe all of this interaction is a bridge too far and instead invites frustration and automation. To give two examples - I absolutely love everything about Corpse Explosion - Final Embrace, but finding the time to cast it while also spamming spenders and avoiding attacks is tricky, plus the life cost requires active healing management. Second - when using Devour it is more beneficial to the player to use numlock autocast and pick the most powerful rune instead of using the aura rune. I think this is problematic design.

Suggestions:

  • Allow all Corpse and Curse skills to be toggle-able between aura and cast mode. This would be amazing, and would allow complete rune freedom. I realize this also requires new technology, and may not be implementable in the near-term.

  • Add a passive skill which turns all Corpse and Curse skills into auras. Second best option, but somewhat limiting - this would limit Corpse skills to one per build because of overlapping auras.

This was addressed a little bit. Life costs for Blood skills were cut in half and an indicator was also added to show you the current target of Corpse Lances.

Pets and sets do not support each other adequately

The necromancer is supposed to be the 'Commander of the Dead' but this fantasy is in jeopardy. Only one set provides a bonus to pet damage skills. Pet skill actives, passives, and durations do not adequately support the goals of the other sets enough to warrant choosing them over generator, corpse, or curse skills. If pet skill damage is not buffed by sets and if pet skills and abilities are not closer aligned with set playstyle goals then 3 out of the 4 sets probably won't use any pets at all.

Suggestions:

  • Make Command Skeletons a Primary skill which generates resource and has an active component on a short cooldown.

  • Reduce the cooldown on Golem Active abilities to medium length (15-30s)

  • Allow Simulacrum to cast Primary and Curse spells in addition to Secondary spells

  • Add supplementary damage bonuses to the 6pc bonus of the Inarius, Plague, and Blood sets. The damage bonus will be half as effective as the 'focused' bonus and will buff all other damage, including pet damage.

Command Golem was reduced to a 45s cooldown, which is still too long imo. Additionally Moribund Gauntlets cause the golem to shed one corpse every second. It is still hard to fit Golem into your build as a utility skill, though, given mandatory skills necessary to proc set bonuses or provide damage reduction.

Curses/Generators/Channeling are not broadly supported by sets

Curses likewise are not mentioned by any set bonus, which feels like a missed opportunity to support a core thematic element. Generators also are only supported by one set bonus, but because there is no passive Essence regen generators are used more frequently for necro than other classes. Thus generators should be more broadly supported in set mechanics and especially damage bonuses. Finally, Necro has only one channeled skill, Siphon Life, which is a generator and cannot proc Mantle of Channeling or Taeguk. Has channeling fallen out of favor with the dev team? This is the second class in a row with no channeled spenders (Crusader has none either).

All this is still true, unfortunately.

Please share your thoughts, I'd love to hear them. Try and avoid hyperbole as much as possible to keep the discussion realistic.

TL;DR - Necro is a fun class, but if people go into it expecting the polish they see from the other classes and sets I am worried their expectations will not be met; thus the reason for this post. Appreciate what is there, worry not what isn't and you'll be okay. For casual players I recommend sticking to the Rathma and Inarius sets this season - they are the most well-rounded. Blood and Plague sets still need a little bit more iteration.

submitted by /u/skepticones
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Fanart (Diablo I) "Moreina 2" by Artemis Morgan

Posted: 19 Jun 2017 07:07 PM PDT

http://artemismorgan.deviantart.com/art/Moreina-2-687427124

Hey, I painted Moreina (before she became Blood Raven) from Diablo I. I have this whole head-canon about Moreina and Kashya that has absolutely no grounding in any reality whatsoever, but this head-canon has turned Moreina into my favourite character from any Diablo game.

There's also a link to the painting process in the image description, if anyone is interested in that.

Anyway, thanks for your time!

submitted by /u/artemismorgan
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Questions for those who played the Necromancer on the PTR

Posted: 19 Jun 2017 04:41 PM PDT

Hey there,

I never got an invite to play on the ptr :(

I was just wondering what the necromancer played like, does it feel fluid and comfortable to play?

I saw that the Haedrigs gift will be the pet set for the necromancer - are the pets derpy or is the AI alright and how active is the necromancers playstyle with this build - is it comparable to the Diablo 2 variant of a summoner necro?

How do Necromancers feel when pushing? From what I understand they use life when casting spells, do they have any good passives etc to help with their survivability?

Thank you in advance for taking your time to answer :)

submitted by /u/Bartsainty
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tech support- help me with random freezes for about 10 secs

Posted: 19 Jun 2017 04:46 AM PDT

I am writing this here because i've tried sending blizzard a ticket and nothing happens and i've tries numerous things online and none of them helped me

Ok here it goes: my game freezes for about 10 seconds at random times I've found a video online that shows a similar problem https://www.youtube.com/watch?v=hjGjbP_D5D4. I believe that it's not an FPS issue because when the game doesn't freeze it's constantly staying at above 150 FPS and even in the busiest zones it never drops under 60. I've been looking online for solutions but none of the suggested ones seem to do it for me Here is what i've tried:

Set priority of the game to realtime in the task manager, set affinity to 1,2,3 and all 16 cores, Force Vsync and trilinear buffering from the nvidia control panel, uninstalled nvidia experience, Stop the game sound, set max foreground fps to 60, 144 or remove the limit all together, Tried borderless fullscreen and windowed mode as well,

Edit: The issue is resolved. I was playing the game with sound off just music. When i turned the sound on as well it ran like a charm for 3-4 hours this solved it for me i have no idea what is the game coding but it sounds super insane that something that requires more from your machine would make it work better. Thanks to all of you kind folk for spending your time on my issue and have a nice day of killing the hordes of hell!

submitted by /u/trolsopol
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Elective Mode Update! Auto Switch at L24

Posted: 19 Jun 2017 04:14 PM PDT

Are there any Diablo progress blogs?

Posted: 19 Jun 2017 06:00 PM PDT

I was just wondering if there are any blogs run by players showing/discussing their progress through the season. I thought it would be interesting to see other's views over a longer period than just a snapshot of it.

Would it be something you'd want to read, or is it just me?

submitted by /u/Pip_Pippy
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Anybody else getting Error code 1016?

Posted: 19 Jun 2017 07:53 PM PDT

Not letting me join anything

submitted by /u/BonfireinRageValley
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Do we know the names of the player characters from D I / II / III?

Posted: 19 Jun 2017 03:30 PM PDT

As in, the Necromancer from D2 is Xul (I think?), and he's also in HotS. Do any others have names, or are they just "Nephalem"? 🤔

submitted by /u/CMDR_Mistwind
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Rathma compared to Zunimassa

Posted: 19 Jun 2017 06:49 PM PDT

Could anyone enlighten me on how the feel of these two sets differ? Does the rathma set feel more like the D2 summoner? Do you feel like anything is lacking from either that the other has?

Just curious, pretty hype. The necro will naturally offer other builds as well but it feels like these two sets are very similar compared to what we have at the moment.

submitted by /u/zhv
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Bought the game 3 weekends ago

Posted: 19 Jun 2017 12:21 PM PDT

Really only play on weekends cuz of my job and my baby. Running Ulianas set EP/Seven Sided Strike. Can't get the Lions Claw or The Fist of Az'Turrasq if my life depended on it. Was switching to the Innas Set EP build I still have two more Innas set to get but already have the staff. Anyways now that you guys know the backstory I have no clue what to put in my Kanais Cube for the Legendary Power. Tried reading some stuff on it I think I understand it just looking for suggestions from you guys. Thanks.

submitted by /u/Fingerfairies
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Red Soul Shard

Posted: 19 Jun 2017 01:55 PM PDT

Hello, is there a way to obtain the Red Soul Shard transmog now? Thank you.

submitted by /u/wyvorn1
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Seasonal character transition?

Posted: 19 Jun 2017 12:33 PM PDT

I read the "Season ten is ending soon" and understand Season 10 ends this friday and Season 11 starts on July 23rd. I get how gear will transfer.

What I didn't see answered is WHEN do season characters transition to regular? Does that happen Friday at 5? Downtime the next day to make it happen? Or do those characters go into timeout for the next month while we wait for S11 to start? I assume its friday but wanted to check.

submitted by /u/vckadath
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Started playing yestarday. Just finished the game on expert at paragon 26, and I'm not sure what to do or where to go from here. Any advice?

Posted: 19 Jun 2017 12:06 PM PDT

WEEKLY RAGE THREAD - 06/19/17

Posted: 19 Jun 2017 07:00 AM PDT

REMEMBER THE RULES:

  • POST IN ALL CAPS
  • VENT YOUR FRUSTRATIONS
  • ALL POSTS MUST BE DIABLO RELATED

ENJOY!

submitted by /u/GharbadTheWeak
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DH M6: Zoey's Secret + Garwulf vs. Zoey's Secret + Unity

Posted: 19 Jun 2017 08:01 AM PDT

Hi, everybody. This is my first time seriously going for the stash reward in a season, and as I'm running out of time I want to make sure that I make the best decisions. Currently, I'm refining my build a bit, and a significant question has come up.

It's possible to wear Unity with an undying follower or to wear Cloak of Garwulf in a Marauder's Build (via a Ring of Royal Grandeur) to increase the damage reduction of Zoey's Secret. Which setup provides better toughness?

I understand that the Unity setup would multiply with the Zoey's Secret reduction rather than add to it, but beyond that I'm not confident in my calculations, so I wanted to ask you all. However, here is my attempt:

Zoey's Secret with 7 companions (raven, spider, bat, boar, 2 ferrets, wolf) = 7 x 9 = 63% damage reduction. Unity halves the remaining 37% damage, leaving 18.5% damage to impact you.

Zoey's Secret with 9 companions (raven, spider, bat, boar, 2 ferrets, 3 wolves) = 9 x 9 = 81% damage reduction, leaving 19% damage to impact you.

Unless I'm making an error or misunderstanding how to calculate this, it seems like a toss-up, with the caveats that two extra wolves make for useful crowd control and that your follower would have room for an additional legendary affix that might be significant for utility or damage. Given this, I would probably choose Garwulf over Unity.

There are other considerations, though; I'm not sure yet about the Endless Walk set vs. Bastions of Will, and assuming a cubed Convention of Elements bonus only the Endless Walk provides room for a Ring of Royal Grandeur. Still trying to figure all this out, but having a clear answer about Garwulf vs. Unity would be a very helpful step. Can anyone confirm my toss-up conclusion?

submitted by /u/internisus
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Been out of the game since Season 2, what have I missed?

Posted: 19 Jun 2017 05:30 AM PDT

Friends and I are getting back into the game. I haven't played since S2 I think, what is new? I vaguely know of something called ancients and kanai cube, and I'm sure all my builds are hideously outdated.

Anyways, what have I missed and where should I start from here? Plan to get back into it before the Necromancer release so I can grind one of those out to level 70 and start gearing it up.

submitted by /u/odinnz
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PTR leaderboard

Posted: 19 Jun 2017 12:45 AM PDT

Hi, Any1 has a website where I can check ptr leaderboards online? Updated regurlarly? Or do I have to check ptr ingame?

Thx! Jason

submitted by /u/Jason1088S
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