Patch 1.0.5 will soon be available for testing on the PTR. Once the PTR is up and ready, we'll enable posting in this forum and the PTR Bug Report forum so you can share your feedback and report any issues you may experience while playing.
In the meantime, be sure to check out the patch 1.0.5 PTR patch notes and the information below to find out how to set up your PTR account.
How to Participate:
To participate in the public test, you must have a Diablo III game license attached your Battle.net account that's in good standing (i.e. it hasn't been suspended or banned). While the 1.0.5 PTR will only be in available in English, French, German, and Korean languages, accounts from all regions are eligible to participate.
You will also need to create a PTR account by logging in to your Battle.net Account Management page. We will be enabling PTR account creation soon (we'll provide an update once it's available), and once it's up you'll simply need to select your Diablo III game license and then click "Create a PTR account." After you've created your account, you'll be able to download the client from the Diablo III landing page, or from your Games Download page in Account Management.
Please note that will not be able to log in to the PTR client until it's live.
Character Copy:
The option to copy your existing Diablo III characters from your live account to the PTR will become available once the PTR is live. Only one region per account can be copied at a time, however, so if you choose to copy characters from your account in a different region please note that any previously copied PTR characters will be lost.
We'll be providing more details, including an FAQ, once the 1.0.5 PTR is available, so stay tuned!
Games DownloadThis is something I have been wanting since my World of Warcraft days.
In the coming months, we're planning an update to Battle.net that will give you more control over your online presence when playing Blizzard games. Soon, World of Warcraft, StarCraft II, and Diablo III players will be able to select "Appear Offline" as one of their Battle.net social-status options (along with Available, Busy, and Away) for those times when they want to wander Azeroth by their lonesome, dominate the galaxy in radio silence, or slay demons in solitude. When you choose this option as your status, all of your Real ID friends, BattleTag friends, and character-level friends will see you as “Offline†in their friends list whenever you’re logged into a game.
The “Appear Offline†status option will be added to World of Warcraft, StarCraft II, and Diablo III separately in future updates for each game. For Diablo III, we expect to add the feature in a patch after 1.0.5. For World of Warcraft and StarCraft II, we expect to add the option sometime after the release of each game’s upcoming expansion.
Thanks for your continued feedback, and we’ll share more information on the availability of this new feature in the months ahead.
Source: IGN
The September 2012 Item Giveaway is now closed. All winners have been chosen, notified via website notification and e-mail, and are are listed on the contest page. Congratulations to everyone who won!
Please visit the contest page for a list of winners.
Winners should send a private message to Anuiran containing their BattleTag to claim their prize. If winners do not contact Anuiran within 3 days, their name will be removed and each winner after them will be bumped up a slot. In the event that a winner has already been given a prize after being bumped up to a higher prize-tier, they will be contacted and given their additional prizes.
Prizes will be handed out at any point when both the winner and I are online. If you need to set up a certain time to meet your schedule I will do my best to meet it.
We're taking a close look at defensive skills vs. incoming monster damage in 1.0.5. We’re going to be changing a few defensive skills for each class, including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity. However, we're also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is:
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Why are we doing this? The reason is not complicated. High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forego these "mandatory" skills will find themselves more survivable than what you would currently experience on live. Overall, these changes result in a huge buff in the player’s favor.
Just how mandatory are these skills?As it is now, Energy Armor is used by 83% of level 60 wizards. Also, take a look at the distribution of the War Cry skill on level 60 barbarians:
In developing Diablo III, defensive skills were made potent because we wanted to ensure they would be attractive. In some regards, we were too successful. Many players feel compelled to grab every defensive skill available to them, which can take away from some flexibility in using different build options.
This also creates problems for a class that may have less defensive skills. When one class has massive defensive buffs, abilities like Mortar, Arcane Enchanted, and Plagued can feel pretty modest, and at the same time feel overly punishing to a class without them. We’re all in favor of people being able to build their character for survivability, but there needs to be a balance.
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So the stated goal is to make sure the combination of the defensive skill nerf combined with the reduced damage from monsters still results in an overall buff to players. Let's bust out some math! As previously mentioned, Energy Armor is one of the skills being impacted. The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%.
The benefit of these skills is greater at higher levels of Armor and Resistance, so let’s assume very high numbers of each. Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy:
Based on this it’s clear that in order to ensure 1.0.5 is a net buff for all wizards we’d have to reduce incoming monster damage by at least 21%. Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).
Let’s do another example with the barbarian. War Cry Impunity is being reduced from 50% resistances to 20%.
As it happens, we’re going to reduce all damage in Inferno by at least 25%. Players who want to be the toughest damage mitigators in the game can continue to use defensive skills and get a sizable bonus for doing so. Players who want to use other skills can do so without sacrificing such a massive amount of survivability. Class builds that don't currently use heavy mitigation skills such as Smoke Screen-focused demon hunters or Gargantuan-tanking witch doctors will find their survivability has gone up considerably due to reduced incoming monster damage.
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Here's a quick rundown of what's changing in terms of defensive skills in 1.0.5.
Alright, so let's recap. Defensive skills are taking a hit in 1.0.5, but incoming damage from monsters is also being reduced. Taken together, the changes mean Inferno is going to be easier. For some of you this is totally cool; you welcome an easier Inferno because it’s about efficiency and not difficulty. For others, you may be skeptical but you're at least intrigued at the possibility that you'll be able to drop some defensive skills and discover some new builds. However, for others, Inferno is currently already too easy. Maybe you don't use any defensive skills; maybe your gear is so good you dropped War Cry - Impunity weeks ago. For this last group you may be wondering "Another Inferno nerf? But I crave more of a challenge, not less!"
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For people in this last group, 1.0.5 is bringing the "Monster Power" system. The details of this system will be outlined as we get closer to 1.0.5, but in short this is a callback to the Diablo II â€players X†option, allowing you to increase the level of challenge for increased rewards. Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways.
We’re going to lock comments here, and ask that you instead head to this forum thread to let us know what you think.
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Wyatt Cheng is a Senior Technical Game Designer for Diablo III, and he’s annoyingly excited about Netrunner being re-released as a Living Card Game. It’s really starting to get on everyone’s nerves.