Finally the floodgates on patch 1.0.4 are about to open.
Blizzard Quote [source]
The Diablo III developers have been hard at work on some exciting new features and updates for the game. Many of you have asked for more details, and we're busily preparing several developer blogs filled with information on what's coming in patch 1.0.4. In the meantime, here's an overview of the information we're planning to share here on the Diablo III community site in the not-too-distant future.
Please keep in mind that this list isn't set in stone, but it should provide a useful preview of what we'll be revealing in the days ahead.
- System Changes, by Wyatt Cheng
Senior Technical Game Designer Wyatt Cheng is preparing a high-level summary of some of the system changes planned for 1.0.4.
- Legendary Item Improvements, by Andrew Chambers
Senior Game Designer Andrew Chambers is working on a blog detailing all the ways we’re making Legendary items stand out.
- Magic Find Update, by Jay Wilson
Following up on earlier discussions, Game Director Jay Wilson will be providing an update on how Magic Find is evolving in patch 1.0.4.
- Class Changes, by Wyatt Cheng
Wyatt will also be providing a preview of the changes we’ll be making for each class in 1.0.4 (and the philosophy behind those changes).
- Patch Notes, by Lylirra
Of course, this is all building up to the actual patch 1.0.4 release, and we’ll be releasing the full patch notes shortly before the update goes live.
We're also planning to run some interviews and developer chats surrounding patch 1.0.4, and we’ll be sharing those on the Diablo III front page. Be on the lookout, as we'd love to get you involved in any live chats we host.
As always, your constructive feedback is very much appreciated. Stay tuned for the updates to follow!
Comments (1)
Some highlights:
"So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap."
"To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63"
"We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs"
"That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%"