Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. While many people are playing co-op, it's still a minority of games. ![]() To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements. Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. A tentative release date of the fourth week in August.Problem affixes like Fire Chains and Shielding are being adjusted, and Invulnerable Minions is gone, baby, gone. Repair costs of high-end items will be reduced by about 25%. Use of two-handed weapons will be encouraged by new sets of affixes. Weapons of ilvl 61 and 62 can now roll weapon damage that extends to numbers currently reserved for ilvl 63+. ![]() To close the gap between normals and elites, elite HP will be reduced slightly. Normal monster HP is increasing by a slight amount, but the chance of finding rare items on normal monsters is being increased by a factor of four. No more Out Of Time enrage timers on elites or healing to full after you die a few times. Monster health will now be a flat increase of 75% health (per player), regardless of the game's difficulty level. ![]() Magic find and gold find will no longer be averaged in multiplayer games. Some major features of the patch are below, with the whole blog after the cut. What's missing from this particular post is specifics about the sweeping class changes the devs have been talking about, but apparently that's going to be a whole 'nother blog, so fear not. Blizzard has been promising for a while that Diablo III's patch 1.0.4 would be a Capital B D Big Deal for the game, and a blog post from developer Wyatt Cheng seems to reinforce that notion.
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