The armies of the Burning Hells are about to become a lot more hellacious. In patch 1.0.5, we'll be introducing Monster Power, a new system designed to give players more control over how challenging enemies are in each difficulty setting. Similar to the "Players X" command in Diablo II, Monster Power gives Diablo III players the option to increase the health and damage of monsters according to different "power levels" -- and in return, they'll receive scaling bonuses to their adventure stats (including experience, Magic Find, and Gold Find) as well as more drops.
The option to adjust Monster Power will be available to all players starting at level 1 through the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties. Here's how the system works....
Monster Power will be disabled by default, so before you can make any adjustments, you'll first need to enable the system. To do so, open up the Game Menu, click the Options button, and then click the Gameplay tab. You'll see the Enable Monster Power Selection box on the right side of the screen -- check that, and then click Accept.
Once enabled, the option to set Monster Power will appear in the lower portion of the Quest Selection window next to the Difficulty drop-down menu. You can choose from Monster Power 1 (MP1) all the way up to Monster Power 10 (MP10), or you can opt for No Monster Power (the default setting) to play the "normal" challenge level for your chosen difficulty. Monster Power can be adjusted separately for each hero and difficulty, and can be changed at any time through the Quest Selection interface.
At the launch of patch 1.0.5, Monster Power will be available in both solo and private multiplayer games. Whenever you join a private multiplayer game, your hero will temporarily adopt the Monster Power level set by the party leader, and it will return to the previous setting you selected as soon as you leave the group.
(Please note that you will not be able to adjust Monster Power in Public Games at the feature's launch, though we're looking into the possibility of adding that ability in the future.)
Starting at MP1, each level of Monster Power will increase monster damage and health by a scaling amount depending on difficulty. To reward your audacity, your hero will receive bonuses to experience, Magic Find, and Gold Find (which will stack above the 300% cap).
For Normal, Nightmare, and Hell, the bonuses look like this:
In Inferno, in addition to increased experience, Magic Find, and Gold Find, whenever a monster dies and drops an item normally (whether it be gold, a potion, or a piece of gear), the monster also has a chance to drop an additional bonus item. The chance to drop a bonus item will scale up with each MP level as detailed in the table below.
In Inferno at Monster Power 1 or greater, monsters in every Act will also be bumped up to level 63 and share the same high-end item drop rates. This means that no matter which act you're progressing through, the monsters in that act will all have the same shot at dropping items level 61-63, including crafting recipes, Legendary items, and set items.
While monsters in Inferno will all be level 63 at MP 1 through MP 10, their skills, abilities, and attributes will still vary from act to act. This means that certain Acts or Chapters may still be more difficult for you than others based on what monsters and Elite packs appear in each, but -- since the rewards will be identical across the entire difficulty -- where you choose to play is ultimately up to you and your personal play style.
Now that we've explained the mechanics, let's delve a bit deeper into the design philosophy. The intent of Monster Power is not necessarily to make the game "unbeatable," but to provide better ways for players to measure their progress as they become more powerful. We've designed the system around this idea, with two primary areas of focus:
Monster Damage vs. Monster Health
Since the goal of this system isn’t to make the game ultra-hard, with each Monster Power level there's a heavy emphasis on increased monster health rather than monster damage. This is because, in general, it's more fun to find ways to maximize your damage than it is to be forced into taking every available form of damage mitigation. We also didn't want to create situations where "hard to beat" could become "impossible to beat" because players couldn't survive long enough to make any progress. In our testing, we found that while scaling up monster damage certainly made some fights more challenging, it did so in unfair ways…and also made it quite easy for heroes to be one-shot. Increasing the health of monsters, on the other hand, allowed the game to scale up in difficulty more naturally and in a way that still felt manageable.
Efficiency
By now, some players have reached a point where they can kill monsters so fast that even Inferno provides almost no challenge, and enemies die as soon as they appear on the screen. For these players, the bottleneck for efficient farming is actually the speed at which they can traverse the map rather than how well they can dispense with enemies.
This is where Monster Power can shine. Players who can clear every Act of Inferno without much problem can increase their Monster Power for a more enjoyable and interesting challenge -- as well as better rewards -- and keep pushing their limits all the way up to Monster Power 10. Will some players be able to kill Diablo on Monster Power 10 as soon as 1.0.5 goes live? Absolutely. Will that be the most efficient Monster Power level at which to farm items? For most, probably not. Monster Power allows each individual decide what that "sweet spot" is for them.
In Diablo III, your character's power can grow by multiple orders of magnitude, but up until now there hasn't been a way for you to truly put that potency to the test. The Monster Power system provides a new outlet for high-powered heroes to truly see how far they've come and tangibly experience just how epic the gear they've collected is.
Different players want different levels of challenge, and with Monster Power you'll be able to determine what the right level of challenge is for you. Whether you're in it for the guts, the glory, or simply the goodies, we're excited to offer players the opportunity to face the forces of evil on their own (possibly slightly insane) terms.
The Halloween season has finally arrived, and we’re ready to cut straight to the heart of the holiday. If you're dying to pick up a knife and hack, gash, slash, and jab at something, then you might be excited to hear that as of October 11, Blizzard's 2012 Halloween Pumpkin Carving Contest has officially begun! Unleash your magical axes, psi blades, chitinous claws, and other creative cutlery to carve up Blizzard-themed jack-o'-lanterns of epic awesomeness. If you're unclear as to what epic awesomeness looks like in the flesh, you can check out last year's winners for some inspiration.
We'll choose ten of the grandest Cucurbita to earn one (1) World of Warcraft Monopoly Collector's Edition.
Don't delay; start carving right away! The ninth annual pumpkin carving contest ends on October 29, so be sure to check out the contest page for rules and eligibility and get straight to slicing.
PTR Maintenance - 10/11/2012
Set Items on Followers
As it stands currently, in order to receive the benefits of set bonuses, the set items need to be equipped on your main character. Set items equipped on Followers will not contribute to set bonuses.
We’re aware that this isn’t ideal, and we’re looking into some possibilities that would make using set items on Followers a more appealing choice in the future.
I am curious on what they have planned for making Set items more appealing to use on Followers. The majority of my playtime is solo with a Follower, so any addition to followers is welcomed.
A few more patch 1.0.5 changes were posted today.
Bosses
Demon Hunter
Monk
Witch Doctor
Wizard
Crafting
Items
Monsters
User Interface
General Bug Fixes
Today we saw Blizzard discussing the issue that Legendary Items do not properly roll the item affixes that the online Game Guide states they should have. The assumption here is that a lot of the current legendaries in the game were bugged. Vasadan had a few things to say on the topic and ended the day with a statement saying that the Game Guide is inaccurate and does not correctly display the correct stats an item can have.
Hello all,
I just wanted to post this as there has been a lot of confusion regarding Legendary items.
The Game Guide currently has some mistakes and misleading information in it. I will be working with a team on fixing these mistakes.
Thank you for your patience with this.
One item that got a lot of attention is the helmet Mempo of Twilight that on the official Game Guide states that the item is suppose to have One of 3 Magic Properties.
A quick scan of the auction house will clearly show you that the helmet does not always have one of those stats. Vasadan confirmed that the helmet is suppose to always have one of those stats and that it is fixed in 1.0.5.
Hey guys, I did some more testing in the PTR build. I spawned in 30 Mempos. All 30 had above 170 of a Primary Stat. Three of them had well over 200 of a Primary Stat.
Picture 1As of right now this is working as intended in 1.0.5. I do not know what to say about the 1.0.4 Mempos other than that all new Mempos dropped in 1.0.5 should be in line with the stats I am showing you above. 1.0.4 Mempos rolled correctly when we tested them for 1.0.4 and these 1.0.5 Mempos are rolling as expected. There was no bug logged between these times nor a documented game change.
I am going to put in a bug to see what the developers say regarding Mempos of Twilight not being able to roll 200 of a Primary Stat as a single affix. We'll see what they say.
I truly appreciate your patience with this. It is hard to have a conversation with people over a forum.
What will be the end result of this? Will other Legendaries be "fixed" too? Or is at as Vasadan said that the Game Guide is wrong and Mempo of Twilight is the exception. Remember, not only will level 58-62 legendary items be better in 1.0.5 due to being able to roll level 63 stats on their "Random Magic Properties", but with this new information even current level 63 Legendaries could change next patch.
Oh since we are on the topic of Legendary items changing in 1.0.5, I should also add the fact that the Nagelring and Unity legendary rings will be able to drop finally as they do not exist in 1.0.4.