During the development of patch 1.0.7, a Wizard bug relating to Arcane Power on Crit was introduced when we fixed a bug that was causing Blizzard to not proc it at all.
The good news is, as of patch 1.0.7, Blizzard can now trigger Arcane Power on Crit! The bad news is, by fixing the bug with Blizzard, we introduced a new bug that was causing Archon: Disintegration Wave, Disintegrate, Energy Twister, Meteor, and Ray of Frost to trigger Arcane Power on Crit twice per proc rather than once per proc, resulting in a higher than normal proc rate. We plan on fixing this bug very soon, and wanted to give you a heads-up about it.
DaDaDom, Gubear, rimmi2002 and are this weeks winners.
Contest is now over.
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That’s one of the reasons we added the Monster Power system: it allows players to further tune how challenging enemies are in each difficulty setting, regardless of level. Also when Travis Day spoke about allowing Legendary items to scale up in our recent Developer Journal: Itemization Update, that means they will be able to drop at lower levels too. We’ll be looking not only at letting low-level Legendaries drop at higher levels, but we’ll also be allowing higher level Legendaries to drop at lower levels. In addition, the targeted drops we mentioned in the Itemization Update are intended to improve the level up game as well.
Below are some specific examples we’re considering which we feel will benefit all players, regardless of level:
We are looking to improve co-op farming efficiency in 1.0.8. Co-op play in general is a big focus of the 1.0.8 patch and efficiency is definitely one component of that. Co-op is already more efficient for some players, but this is the exception rather than the norm. The degree of co-op efficiency depends heavily on the co-ordination of the party, skill builds, and the relative gear level of the teammates. Since launch we've made some modest changes to encourage co-op play but there's still room to go farther. At the same time, we don't want to go so far as to make multiplayer feel "mandatory" for those who prefer to play solo, but we still want to err on the side of being co-op favorable.
There's also a number of hurdles to co-op play beyond raw efficiency, so we'll be looking to alleviate/solve some of those hurdles too. The Identify All feature in 1.0.8 is an example of this. Sometimes the trip back to town to sort through a bag of gear is enough of a hurdle to make somebody feel playing co-op isn't worth it. Nobody wants to be in the dungeon fighting monsters while your teammate is off in town identifying a full inventory.
Lots of good comments here! Just a few quick points
1. As a point of clarification, "dropping less loot on the ground" is not slated for 1.0.8. It's part of our general philosophy for beyond the 1.0.8 timeframe.
2. I really like the suggestions that don't make multiplayer feel mandatory. Suggestions along the lines of "I don't want to feel penalized for playing with my friends" or "provide a small bonus to overcome the logistical overhead" are in the scope of what we're thinking.
3. We totally see the appeal of having more than 4 players in a game, but it has its downsides, and the big one is that the screen becomes so crowded you can't tell what's going on. It's important that a player can discern important information from the game world and make tactical decisions based on this information. We know some of you may disagree and you'll always want 8 players, and I can respect that. This is something we've debated heavily though, and feel strongly about.
4. We've discussed the "leecher" problem. Nothing to share yet but it's definitely rough when it happens.
Thanks for all the great discussion thus far!