Co-Optimus.
Encontre Jogos Co-Op.
Por recurso.
Navegue pelo site.
Diablo 3.
Co-Op Online: 4 Jogadores + Campanha Co-Op + Modos Co-Op.
Diablo 3: Reaper of Souls Expansion Pack anunciado.
Nova classe, novo sistema de saque, clique no mesmo clique.
A Blizzard anunciou o primeiro pacote de expansão para o Diablo 3. Intitulado Diablo 3: Reaper of Souls, o pacote adiciona uma nova classe, um novo Ato à história do jogo, um sistema de recompensas e novos modelos e dois novos modos de jogo.
A história é uma extensão, de certa forma, dos eventos de Diablo 2. Malthael, o Arcanjo da Sabedoria caído, desapareceu após os eventos descritos no final de Diablo 2. Em Reaper of Souls, ele retorna como o Anjo da Morte e agarra o Black Soulstone. Os jogadores vão rastrear Malthael e pará-lo antes que ele solte o caos irreversível no mundo.
A nova classe é chamada de Cruzada e está sendo anunciada como "tanque ambulante". Armaduras pesadas e armas combinadas com magia de batalha fazem com que o personagem reforce qualquer grupo cooperativo.
Existem algumas grandes mudanças em alguns dos principais elementos de jogabilidade. O limite de nível está sendo aumentado para 70 em todos os personagens, permitindo que você desbloqueie mais habilidades. O sistema exemplar agora possui uma conta ampla, permitindo que você aloque pontos de status para qualquer personagem. Há um novo artesão disponível para permitir que você personalize e altere seus equipamentos também. Dois novos modos de jogo, Loot Runs e Nephalem Trials, também estão sendo adicionados, os quais parecem ser modos de jogo mais curtos baseados em desafios. Por exemplo, Loot Runs são de 15 a 20 minutos de masmorras aleatórias.
A maior mudança, no entanto, é o sistema de saque do jogo, que agora se comporta mais como a versão do console. Loot drops será mais inteligente e mais afinado com o seu personagem. Então, embora você não veja tantas gotas, verá gotas melhores que são realmente utilizáveis, por isso você gastará menos tempo vendendo. Claro que isso também significa que você estará gastando menos tempo negociando com seus parceiros co-op.
Não há data marcada para o Diablo 3: Reaper of Souls, mas mais detalhes serão revelados na BlizzCon daqui a alguns meses. Atualmente, a expansão é listada apenas para o PC, apesar da versão do console estar em apenas duas semanas.
Diablo 3: Reaper of Souls revisão: escudo humano.
Por Arthur Gies em 04 de abril de 2014 às 14h30.
Reaper of Souls é o mais recente exemplo de disposição da desenvolvedora Blizzard de mudar tudo.
Não é como se o desenvolvedor tivesse ignorado o Diablo 3 desde a controvérsia de seu lançamento em 2012, ou seu sucesso de vendas maciço subseqüente. Apenas alguns meses depois, a Blizzard adicionou o sistema de experiência Paragon e novos ajustes de dificuldade selecionáveis pelo jogador junto com os patches regulares. Mas a Blizzard tem salvado as maiores mudanças para o Reaper of Souls, a primeira expansão do Diablo 3.
A Blizzard tem uma história de fazer grandes mudanças em seus jogos na sequência de um extenso feedback dos jogadores, e o Reaper of Souls não é uma exceção. A muito criticada casa de leilões? Foi. Dificuldades? Mudado completamente. O sistema Paragon? Redefinir e aplicar toda a conta a todos os caracteres. Não há praticamente um aspecto de Diablo 3 que o Reaper of Souls não mude, tudo em nome da satisfação do jogador.
Na verdade, o Reaper of Souls adiciona tanto conteúdo e tantas mudanças ao jogo existente - das quais você não tem que pagar - que eu me perguntei se poderia haver algo muito bom.
NOVA EXPERIÊNCIA.
O sistema de experiência pós-cap do Diablo 3 foi reiniciado para o Loot 2.0 e o Reaper of Souls. O sistema Paragon agora aplica conta ampla - o que significa que cada personagem, independentemente de seu nível base, colhe os benefícios da experiência exemplar. À medida que você ganha níveis exemplares, você atribui um ponto em uma das quatro categorias. Isso adiciona pequenos bônus a personagens de nível mais alto, mas a mudança real pode ser sentida com alts de nível mais baixo - o sistema alterado torna muito mais fácil jogar com novos personagens e nivelá-los mais rapidamente, e jogar mais dificuldades desafiadoras mais cedo.
A maior parte das adições de Reaper of Souls a Diablo 3 veio no final de fevereiro, gratuitamente, na forma de "Loot 2.0", uma reformulação significativa dos mecanismos e sistemas subjacentes do jogo. Esse patch recebeu o nome de mudanças na "taxa de queda" de Diablo 3 - a taxa na qual os itens aparecem no mundo e os tipos de itens que os jogadores encontrarão. Embora a Blizzard tenha anteriormente ajustado as quedas de itens de Diablo 3 em resposta à entrada de jogadores, o Loot 2.0 aumenta drasticamente a quantidade de itens lendários, mágicos, raros e os mais cobiçados encontrados em baús e conquistando monstros no jogo.
Os jogadores também encontrarão mais itens especificamente adaptados à classe de personagem que eles estão usando quando encontrarem aquela engrenagem - os caçadores de demônios encontrarão armas e acessórios que freqüentemente têm bônus em suas habilidades únicas, assim como bárbaros, feiticeiros e o resto.
Esta mudança por si só adiciona um ciclo de recompensa mais consistente, e jogadores que investiram dezenas de horas em busca de armas poderosas e armaduras pré-Reaper of Souls não serão capazes de se esconder atrás de suas ferramentas existentes. Espelhando os movimentos da Blizzard em World of Warcraft e suas muitas expansões nos últimos dez anos, todos os equipamentos de pré-patch agora estão obsoletos. Uma hora depois, meu caçador de demônios de nível 60 estava lidando - sem exagero - com um dano por segundo a mais de mil por cento do que antes.
Esta drástica renovação dos pares de economia de itens de Diablo 3 com uma revisão completa da árvore de habilidades de cada classe de personagem. Várias habilidades foram substituídas inteiramente. Outros foram transferidos do uso secundário limitado para as chamadas habilidades primárias que servem como ataques principais que podem ser usados infinitamente. Os modificadores de runas que você desbloqueia para ajustar suas habilidades também viram mudanças consideráveis e reequilíbrio.
No Diablo 3.
De um milhar de pés, Diablo 3 se assemelha mais a Diablo Past, mais ou menos. Ainda é um jogo definido quase inteiramente clicando em coisas - você clica no chão para mover seu personagem até aquele ponto, clica nos itens para pegá-los, clica nos inimigos para matá-los. Inimigos produzem pilhagem gerada aleatoriamente. Saque, mais do que níveis ou progressão de personagem, continua sendo o coração de Diablo 3.
Enquanto tudo isso é familiar, Diablo 3 rapidamente faz escandalosos desvios dos jogos anteriores. Pontos de habilidade e atributos estão fora. Em vez disso, os atributos de cada classe aumentam automaticamente quando um novo nível é obtido e novas habilidades são desbloqueadas ao longo do tempo em níveis específicos.
As poções são uma coisa do passado - substituídas por captadores de globo de saúde descartados por inimigos abatidos. Rolos do portal da cidade? Foi. Armas mágicas já têm suas propriedades expostas. Itens raros e exclusivos exigem apenas tempo de espera para identificar, em vez de um recurso esgotável.
De certa forma, esses movimentos são reminiscentes das filosofias básicas que pareciam dirigir o Diablo 3 em 2012 - para criar um jogo mais ativo, com menos viagens de ida e volta para vender itens, menos gerenciamento de poções, mais combate, etc. As mudanças de Souls no básico de Diablo 3 contribuem para uma corrida armamentista mais acelerada.
O outro lado do eterno conflito de Diablo também não mudou - as tropas de elite e os chefes viram uma mudança nas formas como causam dano e os lacaios com quem aparecem, e a tendência dos chefes para ataques e combinações de mortes por um tiro. parece menos prevalente do que eram antes. Pelo menos, até o ato 5.
Enquanto tudo que eu acabei de discutir agora é parte do Diablo 3 com ou sem comprar o Reaper of Souls, a Blizzard não está dando tudo.
Reaper of Souls continua a história de Diablo 3 com um novo ato em Westmarch, como o anjo Malthael encena um plano para acabar definitivamente com a guerra de almas que agiu como um cenário fictício para a série como um todo. A história aqui é um pouco menos clichê do que o jogo principal, e também consegue trabalhar em uma boa quantidade de novos bastidores e desenvolvimento de personagens para personagens principais e para cada classe selecionável de jogadores.
Isso inclui o Crusader, uma nova classe capaz de lidar com enormes quantidades de dano e tomar ainda mais. Mas cada classe recebe mais coisas legais através do Reaper of Souls, com um aumento do nível de 70 e novas habilidades ativas e passivas. Há um tema consistente nessas novas habilidades, quase todas focadas em danos e muitas delas.
O resultado de todas essas mudanças e ajustes no sistema é um jogo imediatamente mais gratificante. Onde as lutas e progressões de Diablo 3 foram uma grande modernização da fórmula RPG de ação, o Reaper of Souls faz com que pareça medido e austero em comparação. É tudo sobre mais: mais ouro, mais saque, mais ação, mais monstros e tudo bem agora.
LICITAÇÃO FECHADA
A casa de leilões - dinheiro real ou não - desapareceu completamente de Diablo 3. Mas a Blizzard não parou por aí. Toda a economia do jogo foi selada com mais força, já que os itens lendários e definidos agora estão atrelados à conta, impedindo a venda de itens ad-hoc e a negociação entre os jogadores quase totalmente. A brecha? Você pode trocar legendaries e definir itens por um curto período de tempo com jogadores que estavam em seu jogo quando você os encontrou. Juntamente com o aumento das quantias de ouro e itens que caem no modo cooperativo, isso incentiva o multiplayer em Reaper of Souls e Diablo 3 ainda mais.
O MÍSTICO
Reaper of Souls foca na gratificação quase instantânea é mais óbvia em seu novo artesão, o Mystic. O místico permite que você "re-role" um atributo específico de qualquer item, supondo que você tenha os materiais necessários. Para jogadores mais específicos, o místico também mudará a aparência de qualquer item, transmogrificando sua aparência para a de outro item do mesmo tipo que você encontrou - novamente, assumindo que você pode pagar o preço.
O novo modo Aventura é a mais pura destilação dessa ideia. No modo aventura, a história e os objetivos da narrativa se foram, substituídos por recompensas espalhadas pelo mundo do Santuário. Desbloqueado depois de completar o quinto ato, o modo aventura leva a ideia não-oficial do jogo de corridas de chefes, corridas de missões e saques que os jogadores aplicaram a Diablo 3 desde o lançamento e o codifica.
Em particular, o modo de aventura é um ótimo modo para jogadores cooperativos - é fácil escolher o tipo de missões que você deseja executar sem esperar para chegar a partes específicas na campanha principal. E as fendas do Nephalem que você ganha o direito de abrir completando recompensas são os cadinhos de combate definitivos para grupos maiores. Desta forma, Reaper of Souls parece ainda mais adaptado ao jogo cooperativo do que antes, o qual é auxiliado pelo sistema de dificuldade refeito. Normal, Nightmare, Hell e Inferno foram substituídos por Normal, Hard, Expert, Master e seis níveis de dificuldade Torment - cada um dos quais escalar para os níveis de personagem em um jogo.
Tudo isso contribui para um jogo que parece novo, implacavelmente jogável, mesmo depois de ter marcado mais de 100 horas no jogo antes entre as plataformas. Onde eu já tinha o meu preenchimento do jogo por um tempo, o Reaper of Souls me puxou com sucesso, me fazendo interessado em jogar todas as classes pela primeira vez desde o beta de pré-lançamento.
Minha única preocupação depois de passar 30 horas adicionais com o Reaper of Souls é a fadiga. É mais fácil perder horas e horas de tempo no loop do Reaper of Souls, mas descobri que precisava de intervalos mais longos entre as sessões do que em Diablo 3 em 2012. Há muita coisa acontecendo em todos os momentos agora, tantas explosões e flashes luzes, tantos itens mágicos, tantas decisões de elaboração, tantos objetivos diferentes que às vezes me senti um pouco sobrecarregado. A experiência pode às vezes parecer muito rica, como comer sobremesa para o jantar - e isso me faz pensar como o desejo da Blizzard de dar aos jogadores tudo o que eles sempre disseram que queriam vai dar uma centena de horas de brincadeira a partir de agora.
É claro que a maioria dos desenvolvedores cometeria crimes para que os jogadores fizessem esse tipo de pergunta sobre seus jogos. Reaper of Souls é uma expansão da Blizzard, um exemplo da disposição do desenvolvedor de reexaminar todas as decisões para fazer um jogo que os jogadores antigos possam encontrar de novo, e novos jogadores podem entrar com a mesma facilidade. Mesmo depois de distribuir grandes pedaços de suas melhores mudanças de graça, o Reaper of Souls demonstra o tipo de complemento que faz com que outras expansões pareçam mesquinhas em comparação, revigorando um jogo já grandioso.
Reaper of Souls foi revisado usando um código de varejo comprado pela equipe da Polygon. Você pode encontrar mais informações sobre a política de ética da Polygon aqui.
Últimas revisoes.
Discussões ativas.
Polígono Anual: Fora do Tópico: 2018.
Como você verifica a velocidade de carregamento do seu site?
Polígono mensal: fora do tópico: janeiro de 2017.
Anime, desenhos animados, quadrinhos! Situação vol. 4 n º 11: Mythos.
Coleções do Build do Path of Exile por KerbLave (2018)
&cópia de; 2018 Vox Media Inc. todos os direitos reservados & bull; Projetado e desenvolvido em casa.
Diablo III.
"Dizem que, no final de tudo, encontraríamos um novo começo. Mas à medida que a sombra rasteja novamente pelo mundo e o fedor do terror flutua em um vento amargo, as pessoas rezam por força e orientação. Elas devem reze pela misericórdia de uma morte rápida, pois vi o que a escuridão oculta.
& # 8212; Leah, narrando o trailer cinematográfico. (src)
3 de setembro de 2013 (Xbox 360 / PlayStation 3)
2014 (Xbox One / PlayStation 4)
Diablo III é uma parcela da série Diablo. Após anos de rumores, o jogo foi oficialmente anunciado em 28 de junho de 2008 às 12h18 da tarde (CEST) na Blizzard Worldwide Invitational em Paris (WWI08), na França.
O jogo foi lançado em 15 de maio de 2012.12: 01 AM PST. As versões do console foram lançadas no ano seguinte.
A versão para PC só é jogável online e não suporta mods. Não possui suporte de controlador. [1]
O jogo recebeu um pacote de expansão, Reaper of Souls, em 2014.
Visão geral.
Diablo III é um jogo RPG de ação hack and slash (ARPG). Ele mantém a perspectiva isométrica de seus predecessores.
Requisitos de sistema.
Processador: Intel Pentium® D 2.8 GHz ou AMD AthlonTM 64 X2 4400+
Vídeo: NVIDIA® GeForce® 7800 GT ou ATI Radeon ™ X1950 Pro ou melhor Mac OS: Mac® OS X 10.6.8 ou mais recente.
Processador: Intel® Core 2 Duo.
Vídeo: NVIDIA® GeForce® 8600M GT ou ATI Radeon ™ HD 2600 ou superior Todas as plataformas HD Space: 12 GB de espaço disponível em HD.
Memória: 1 GB de RAM (1,5 GB necessários para usuários do Windows Vista® / Windows® 7, 2 GB para usuários Mac®)
Drive: unidade de DVD-ROM.
Internet: conexão de banda larga à Internet.
Display: resolução mínima de 1024 × 768.
(Nota: Esteja ciente de que algumas conexões sem fio não atendem aos requisitos mínimos necessários para ser uma verdadeira conexão com a Internet de banda larga. Os resultados sem fio sempre serão terríveis.)
ESPECIFICAÇÕES RECOMENDADAS DO SISTEMA.
PC OS: Windows Vista® / Windows® 7 (Service Packs mais recentes)
Processador: Intel® Core 2 Duo 2.4 & # 160; GHz.
ou AMD Athlon ™ 64 X2 5600+ 2.8 & # 160; GHz.
Memória: 2 GB de RAM.
Vídeo: NVIDIA® GeForce® 260 ou ATI Radeon ™ HD 4870 ou superior Mac OS: Mac® OS X 10.7 ou mais recente.
Processador: Intel® Core 2 Duo.
Memória: 2 GB de RAM.
Vídeo: NVIDIA® GeForce® GT 330M ou ATI Radeon ™ HD 4670 ou superior [2]
Versão do console.
O jogo foi portado para os consoles domésticos Xbox 360 e PlayStation 3, e terá uma versão para o PlayStation 4 em uma data posterior. A porta é baseada na versão para PC, incluindo atualizações recentes como nivelamento Paragon, novas armas lendárias e brigas. [3] As diferenças / adições do console incluem:
Avatares: As camisetas temáticas do Diablo III estão disponíveis para avatares de jogadores no Xbox Live e PlayStation Network. [4] Buffs: A adição de power globes e o buff do Nephalem Valor. [5] Nephalem Valor foi removido mais tarde. [6] Controles: O jogo é jogado através de controladores [7] Combate: Uma função de bloqueio de alvo e evade foi adicionada. [8] Co-op: O jogo pode ser jogado cooperativamente através de Xbox Live / PlayStation Network, através de LAN / System Link, ou em co-op offline couch [9] Itens: A versão PlayStation 3 recebe cinco itens exclusivos & # 8212; Jornada do Herói, Amuleto de Drake, Manoplas de Leorico, Asas Angélicas Carmesins e Anel de Leah. [10] Conectividade: O jogo não requer uma conexão online para jogar.
O jogo acontece no Santuário, o mundo da fantasia negra da série Diablo, vinte anos após os eventos de Diablo II. Deckard Cain e sua sobrinha Leah estão na Catedral de Tristram investigando textos antigos sobre uma profecia sinistra. De repente, uma misteriosa estrela caindo do céu atinge a Catedral, criando uma profunda cratera na qual Deckard Cain desaparece.
O personagem do jogador, conhecido como Nephalem, chega em New Tristram para investigar a estrela caída. O Nephalem resgata Caim a pedido de Leah e descobre que o objeto caído é realmente uma pessoa. O estranho não tem lembranças, exceto que ele perdeu sua espada, que foi quebrada em três pedaços. Embora o Nephalem recupere as peças, a feiticeira Maghda apanha os cacos e tenta capturar Caim para forçá-lo a consertar a espada para seus próprios fins. No entanto, com uma demonstração descontrolada de poder, Leah força Maghda a fugir, e ela sequestra o estranho. Caim, morrendo da tortura de Maghda, usa sua última força para consertar a espada e instrui o Nephalem a devolvê-lo ao estranho. O Nephalem resgata o estranho e devolve sua espada, fazendo com que ele recupere suas memórias. O estranho então se revela como o anjo caído Tyrael. Enojado com a falta de vontade de seus companheiros anjos de proteger a humanidade das forças do Inferno, Tyrael deixou de lado sua divindade para se tornar um mortal e avisou o Santuário sobre a chegada dos senhores demônios Belial e Azmodan.
Para vingar a morte de Caim, o Nephalem rastreia Maghda para a cidade de Caldeum, que é controlada por seu mestre, Belial. O Nephalem mata Maghda e resgata a mãe de Leah, Adria. Adria diz a Tyrael e ao Nephalem que a chave para parar os demônios é a Black Soulstone, que pode prender as almas dos sete Lordes do Inferno e destruí-los para sempre. Para obter a Black Soulstone, o Nephalem ressuscita o louco Horadrim, Zoltun Kulle. Kulle revela seu esconderijo e completa a inacabada Soulstone, mas é morto pelo Nephalem depois que ele tenta roubá-lo para si mesmo. O Nephalem mata Belial e prende sua alma dentro da Black Soulstone, liberando Caldeum. Como Leah estuda na biblioteca de Caldeum para encontrar mais respostas sobre o Black Soulstone e Azmodan, ela recebe uma visão de Azmodan, que lhe diz que ele está enviando um exército das ruínas do Monte Arreat para pegar o Black Soulstone para si mesmo.
Tyrael, Adria, Leah e o Nephalem viajam para o Bastião de Bastion, a única linha de defesa entre as forças de Azmodan e o resto do Santuário. Com os outros ficando para trás para proteger o Black Soulstone, o Nephalem sai da fortaleza para o Monte Arreat. O Nephalem mata Azmodan e prende sua alma no Black Soulstone. No entanto, Adria trai o Nephalem e pega a Black Soulstone com as sete almas dos Lordes Demoníacos dentro. Ela revela que ela tem sido agente de Diablo desde o início, e que o pai de Leah é o Dark Wanderer, que a concebeu enquanto estava sendo possuído por Diablo, fazendo dela o recipiente perfeito para a forma física do demônio. Usando Leah como sacrifício, Adria ressuscita Diablo. Tendo as almas de todos os Senhores do Inferno dentro dele, Diablo se torna o Primeiro Mal, o demônio mais poderoso existente, e começa seu ataque ao Alto Céu, os anjos defensores não sendo páreo para ele.
Tyrael e os nephalem seguem Diablo ao alto céu, onde a cidade está sob ataque. Os Anjos defensores advertem o Nephalem que Diablo está tentando alcançar o Arco de Cristal, que é a fonte de todo o poder dos anjos. Para evitar que Diablo corrompa o Arco de Cristal e conclua sua vitória sobre os Altos Céus, O Nephalem o confronta e o derrota. Com a manifestação física de Diablo destruída, a Black Soulstone é mostrada caindo do Alto Céu, aparentemente ainda intacta. Após a batalha, Tyrael decide se juntar aos Altos Céus, mas permanece como um mortal, dedicado a construir uma aliança permanente entre anjos e humanos.
O Diablo III incorpora o motor de física Havok e permite que os jogadores utilizem o ambiente para ajudar em sua missão. Por exemplo, paredes enormes podem ser reduzidas a entulho para esmagar monstros por um golpe direto. Até monstros usam o ambiente (como os Ghouls escalando as paredes para alcançar o jogador). Muitas outras partes do que parece ser um ambiente de fundo transparente são destrutíveis. Algumas áreas dilapidadas também colapsam (com ou sem prejudicar o jogador) automaticamente quando o jogador se aproxima ou passa sob parte de uma estrutura.
A interface do usuário, incluindo a tela de personagem e o inventário, é funcionalmente semelhante ao seu antecessor, além de atualizações gráficas e mais detalhes nas guias de expansão, e será muito familiar para os jogadores de Diablo II.
Algumas estatísticas (e suas barras de interface do usuário) foram removidas, incluindo Stamina (e, portanto, Walking). A barra de experiência está agora na parte inferior da tela, abrangendo todo o painel da interface do usuário. Algumas outras estatísticas foram alteradas ou adicionadas, mas no geral permanecem semelhantes ao que costumavam ser.
A alocação de estatísticas é alterada para o sistema Paragon, permitindo que os jogadores aloquem estatísticas excessivas após atingir o nível máximo (60 ou 70 com expansão), mas antes disso, as estatísticas principais são distribuídas automaticamente. Os níveis de Paragon continuam a aumentar sem limite após atingir o nível máximo e são compartilhados entre todos os caracteres do mesmo tipo em conta.
As poções têm menor importância por causa da introdução dos Globos de Saúde, derrubadas por monstros mortos. Eles reabastecem a Vida perdida quando são recolhidos e não podem ser armazenados. Apenas uma (infinita) poção pode ser equipada, utilizável a cada 30 segundos, mas poções podem conceder efeitos especiais além de restaurar a Vida.
No jogo cooperativo, o saque é descartado para jogadores individuais (o jogador não pode ver o que os outros recebem). Isso foi feito para incentivar o comércio entre os jogadores em um grupo e reduzir o roubo. O jogo cooperativo continua sendo o núcleo do multiplayer, com um recurso de drop-in e drop-out para que um possa compartilhar seus itens (apenas disponível 2 horas após a queda, e apenas para jogadores que estavam no mesmo grupo quando o item caiu) . Entre os caracteres do mesmo tipo na mesma conta, a engrenagem pode ser transferida a qualquer momento.
Antes do patch 2.0, a Auction House permitia que os jogadores trocassem seus itens por ouro ou dinheiro real.
O modo Hardcore aparece no Diablo III, com funcionalidade semelhante à sua encarnação anterior. A partir do RoS, outra escolha durante a criação do personagem é a participação no Season, que substitui o Ladder.
Os jogadores agora só podem aprender 6 habilidades ativas (+3 ou 4 passivas), mas podem alterá-las a qualquer momento gratuitamente. As Skill Trees se foram, substituídas pela livre escolha quase sem limites (algumas habilidades são limitadas a uma por categoria). Para compensar, as habilidades podem ser aprimoradas com runas de habilidade para mudar sua funcionalidade, e o equipamento oferece novas estatísticas, que melhoram muito a funcionalidade das habilidades (como reduzir tempos de recarga e recursos, aumentar o dano, etc.) em vez de aumentar claramente os níveis de habilidade. Conjuntos também oferecem bônus exclusivos em vez de simplesmente aumentar as estatísticas. Os pontos de habilidade também se foram, os jogadores sempre têm acesso a um número de habilidades com base no seu nível de personagem.
Há quatro slots para habilidades ativadas por teclado, associadas às teclas numéricas de 1 a 4, e duas são as habilidades do mouse (LMB e RMB).
Buffs e debuffs agora são exibidos na interface do usuário. A partir do patch 2.4, eles são agrupados e incorporados em ícones de habilidade para melhor visualização.
Existe agora um mini-mapa exibido no topo do lado direito da tela, substituindo o automap. Um mapa detalhado pode ser visualizado a qualquer momento com a tecla M.
O recurso Action Combat, originalmente exclusivo para consoles, foi implementado no PC em 2.4.
O jogo é projetado de modo que, idealmente, há uma mudança de ativos de arte e monstros a cada quinze minutos ao jogar o jogo. [11]
Como o Diablo II, o Diablo III tem uma estrutura de quatro atos. O quinto ato é incluído no Reaper of Souls.
Ato I ocorre em Khanduras, dentro e ao redor de New Tristram. Ele remonta ao primeiro ato de Diablo II geograficamente e esteticamente.
Ato II ocorre em Kehjistan, um local visitado em Diablo II em seu terceiro ato. No entanto, em Diablo II, os eventos estão centrados em Caldeum e seu deserto circundante, semelhante a Lut Gholein e Aranoch no segundo ato do jogo anterior.
Ato III ocorre nas Terras Dreadlands. Isto se assemelha ao Harrogath e sua área circundante no quinto ato de Diablo II, que ocorreu na mesma região geográfica (então conhecida como as Estepes do Norte).
Ato IV ocorre em High Heavens, um local nunca visitado em qualquer jogo anterior da série Diablo, enquanto no jogo anterior, o quarto ato ocorreu em Burning Hells.
Diablo III apresenta quatro artesãos. Covetous Shen, um joalheiro, Haedrig Eamon, um ferreiro, e mais dois adicionados em Reaper of Souls: uma mística, Myriam Jahzia, e Kanai's Cube operada por Zoltun Kulle.
Os seguidores são um upgrade para o Hirelings, que expandiu o enredo, o diálogo e suas próprias missões. Eles não podem morrer permanentemente, mas o dano fatal irá colocá-los fora de combate por um curto período de tempo.
Diablo III inclui três seguidores diferentes: Kormac, o Templário, Lyndon, o Canalha, e Eirena, a Encantadora. Os seguidores são desbloqueados à medida que o jogador avança no enredo principal. Enquanto apenas um seguidor pode acompanhar o jogador por vez, os seguidores ganham experiência mesmo quando não estão na party do jogador. No multijogador, os seguidores não estão disponíveis.
Os seguidores podem ser equipados com um conjunto mínimo de itens e ganhar opções de habilidade em quatro níveis periódicos. Cada vez que um novo par de habilidades é desbloqueado, o jogador deve selecionar um para o seguidor aprender. Essas escolhas de habilidade podem ser redefinidas e feitas novamente sem penalidade. Os seguidores podem usar itens especiais que lhes dão propriedades únicas, indisponíveis para os jogadores.
Seguidores de curto prazo também existem, como em personagens que seguem o (s) herói (s) para seções curtas da história. Esses seguidores podem não estar equipados pelo jogador.
O Diablo III tem cinco classes, todas com escolha de gênero e uma fonte única de energia para suas habilidades. Os recursos de personalização de caracteres expandidos incluem a escolha do gênero, corantes (para aparência estética), banners e (como do pacote de expansão) Transmogrification, que permitem aos jogadores criar uma maneira única de aparência de seu personagem.
Todas as classes têm 3 tipos de itens específicos da classe. Não há missões relacionadas à classe no jogo.
O Bárbaro retorna de Diablo II como o simples lutador de força bruta, com algumas novas habilidades também. Os mecânicos do campeão parecem muito semelhantes aos do último jogo, com a maioria dos movimentos sendo muito próximos. Os bárbaros usam Fúria para acionar seus ataques. O Witch Doctor invoca monstrocidades de Undead para fazer o seu lance, além de possuir vários feitiços, muitos dos quais se assemelham a Curses. Eles podem ser considerados uma mistura das classes Necromancer e Druid de Diablo II. Eles usam Mana para potencializar suas habilidades. O Feiticeiro é a classe "canhão de vidro" do jogo, com algumas semelhanças com a Feiticeira. Suas habilidades estão focadas em lidar com dano e evasão. Eles usam o poder arcano como fonte de energia. O Monk é uma classe com ataques corpo a corpo rápidos, contando com armas baseadas em punho e daibos, junto com habilidades baseadas em Luz e mantras, semelhantes às auras da classe Paladin. Semelhanças existem com as classes Assassin e Monk dos jogos anteriores. Os monges usam o Espírito como sua fonte de energia. O Caçador de Demônios é uma classe de ataque focada no uso de armas e armadilhas de longo alcance, semelhante à da Amazônia e Assassino. Os Caçadores de Demônios usam o Ódio e a Disciplina como sua fonte de energia. A classe Crusader está disponível no jogo através de sua expansão, parecida com Paladin. A classe Necromancer, um remake do clássico Necromancer, estará disponível como parte de um pacote especializado.
A Blizzard também anunciou a classe Archivist como uma brincadeira de April Fools, ela apareceu para morrer em um único hit e usar magias baseadas inteiramente no uso de livros e pergaminhos. Os anjos não serão jogáveis porque não são nefálicos. [12]
O Diablo III apresenta mais NPCs por ação do que seus predecessores. Esses NPCs, embora encontrados nos hubs da cidade, também são encontrados do lado de fora e podem aparecer aleatoriamente. Em contraste, a interação com NPCs é baseada no diálogo, onde o personagem interage com o NPC, ao invés dos monólogos dos jogos anteriores. Diálogo NPC também pode ser ouvido em segundo plano, refletindo os desenvolvimentos recentes na história.
Dificuldades.
A Blizzard não pretende tornar a jogabilidade do Diablo III mais fácil do que seus antecessores, e quer que o jogo tenha o mesmo nível de dificuldade que o Diablo II, embora seja fácil progredir no início. No entanto, os modos de dificuldade mais difíceis podem ser desbloqueados. Além disso, o jogo pode ser jogado completamente como uma experiência solo e nenhuma seção do jogo requer mais do que um jogador para completar. [13]
O jogo atualmente tem inúmeras configurações de dificuldade & # 8212; Normal, Hard, Expert, Master e Torment, Torment sendo ajustável de I a XIII se os jogadores desejarem mais desafios.
Tela de Inventário do Diablo III a partir de agosto de 2010.
Diablo III expande o arsenal do personagem do jogador aos trancos e barrancos. Muitos itens exclusivos fazem um retorno na forma de itens lendários, essa nova camada substituindo os exclusivos. Conjuntos também retornam. Itens normais, itens mágicos e itens raros também fazem um retorno.
Itens podem ser criados por artesãos, além de cair de monstros.
Slots de armadura em Diablo III incluem o seguinte:
Análise de Gem para Diablo III.
As gemas reaparecem em cinco cores (Rubi, Diamante, Esmeralda, Ametista e Topázio), com mais níveis de potência do que no jogo anterior: as gemas têm 14 níveis de qualidade (19 a partir do patch 2.0 e 10 a partir do patch 2.3) mas apenas os primeiros podem ser obtidos como gotas de monstros, o resto (acima do Imperial) deve ser criado pelo Joalheiro Artisan.
Após muitas iterações, o último estilo de inventário é baseado em grade, mas em menor grau do que o inventário em Diablo II. Itens pequenos ocupam um espaço, enquanto itens grandes ocupam dois espaços. Poções e alguns outros itens (sucatas e ingredientes) são empilháveis.
O jogador também terá um stash baseado em grade similar na cidade para fins de armazenamento, é expansível com ouro.
O Pergaminho de Identificar foi substituído pelo jogador simplesmente clicando com o botão direito em um item não identificado. Itens mágicos e raros não precisam ser identificados.
O Portal Scroll of Town também foi substituído por um botão na barra de ferramentas do jogador, que o transporta diretamente para a cidade.
Os inimigos de Diablo III operam no mesmo princípio de variedade que Diablo II, dividido em mortos-vivos, demônios, animais, etc.
As barras de saúde dos inimigos aparecem no topo da tela quando um jogador as ataca e desaparece quando o combate cessa ou depois que o inimigo morre. No entanto, para Super Uniques e Bosses, é uma barra de saúde separada na parte superior da tela, permanecendo lá independentemente da localização do mouse até que o inimigo seja destruído.
Jogador contra Jogador (PvP)
O Diablo III possui um sistema Battle Arena, para permitir que os jogadores se exibam e enfrentem outros jogadores. Eles fizeram o PVP separado para remover o griefing e ajudar a manter o foco no jogo do jogador contra o monstro (PVM). Isso também permite o balanceamento de PVP sem alterar a experiência do PVM. O PVP não estará disponível no lançamento, já que a Blizzard reitera alguns conceitos básicos de PVP, jogos de PVP e experiência. A empresa declarou que a experiência de PVP para Diablo III não está à altura de suas expectativas ou padrões de qualidade. [14]
Diablo III possui um sistema de missões para Diablo II, embora com mais missões por ato. In addition, random events feature. These are shorter quests not part of the main storyline. dungeons are still randomized but the random map generator has undergone an overhaul. However, there are still hard borders to areas and players must go around some obstacles like crevasses and large fixed objects like trees and inaccessible buildings. Small amounts of experience can also be gained by destroying many destructible objects in a short period of time.
Dungeons are designed via tiles, with a non-standard unit of measurement ("Diablo metric feet"). 18-70 tiles go into the creation of a dungeon in a fixed dungeon. Most of the game's exterior environments have a fixed layout, with the exception of Westmarch, in order to keep the story experience consistent. However, monster, treasure, objective, and event placement can be random. [15]
Checkpoints allow characters that have died to return to the fray quickly, without going through the hassle of returning from town, as was the case in Diablo II. However, in battle with bosses, players may not revive themselves in the boss chamber. While items lose durability after death, a hero retains the items all the same.
Desenvolvimento.
This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.
Pre-Development.
"The Diablo writer's bible had a two paragraph section called "The Future," which had a brief plot summary of what appeared to be Diablo III, and a sentence before stating that the only way it should appear, if it appears at all, is in the context of a vision or prophecy. It wasn't named Diablo III explicitly, but it was pretty obvious what it was. The paragraphs outlined the Second Great Conflict between order and chaos, mentioning that powerful heroes would emerge (and it didn't really go beyond that - the writer's bible did not go beyond a general summary, and it didn't say who would win). Personally, I thought it sounded like a massively multiplayer game. So, when Blizzard started gathering people for World of Warcraft, I nodded sagely and told my friends that Diablo III was coming. let's just say when the actual announcement was made, it surprised the hell out of me."
An outline for Diablo III existed as early as 2000. [16] At this point in time, the Diablo Writer's Bible (a guide for authors who worked on tie-in novels) held a two paragraph section titled "The Future," which gave a brief plot summary on "what appeared to be Diablo III" (in the words of Robert B. Marks). It stated that this material should not appear in any novel bar through means of vision or prophecy. The paragraphs outlined the Second Great Conflict between order and chaos, mentioning that powerful heroes would emerge, but not specifying who would win. [17]
Blizzard North Version.
"The [first version of Diablo III] that I saw was trapped in the exact place that I was concerned about us not going; it didn't feel like much of an evolution from Diablo II. I think there was more concern about being 'true to Diablo' than there was about being fresh and interesting. There was a lot of really good stuff in it, though. A lot of it did go into the current Diablo III in one way or another. There was some great monster design. There was a boss fight in the old build that we've struggled to get as good as it was in that build. But it lacked that high-level feel of identity. People would look at it and say that it felt like Diablo 2.5. That's not the Blizzard way."
Heaven, as envisoned by Blizzard North.
Blizzard North, the developers of the series's previous games, intended to work on a second expansion to Diablo II. The second expansion would have focused more on expanding Diablo II's multiplayer features. However, after a few brainstorming sessions, the team decided not to follow through on the expansion, and instead turn their attention to Diablo III. [18] Work began in 2002 [19] and by 2003, Blizzard North had created some monster models, such as the Flayed Hound and Immolated Warrior. [20] The game was to be an MMO, with a strong focus on PvP and factions. [21] The game would have used a 3D engine, but stay close to the visual tone of the previous entries. [22] However, this version of the game was canceled in 2005, and Blizzard North shut down [20] due to various personal and financial reasons. [23]
According to Chris Hartgraves (a former Blizzard North employee), the original version of the game was to take place primarily in Heaven. [23] Comments from an art director on the project corraberate this statement. Hartgraves further claimed that the storyline/gameplay would involve Hell trying to take over Heaven. Comparisons were made to World of Warcraft in terms of the game's size and playability. References to guild halls were made also. Every single item in the game was to have a "light" and "dark" version, but apart from a visual change, their stats remained the same. [24]
Screenshots released in 2011 showed the presence of an "Angelic Lands" zone within Heaven, and zone simply referred to as "Keep." The player would encounter archangels in Heaven, including Tyrael (these angels had a very different visual style from their Diablo II versions, said style being carried on to the current Diablo III game), and fight creatures similar to Winged Fiends. At least one class was available, an individual equipped with a sword and shield in a vein similar to the Paladin of Diablo II. The inventory tab was similar to previous games, with health and mana potions numerically assigned and located on the bottom of the screen. [22]
Matt Uelman worked on the score of Blizzard North's version of Diablo III. Reportedly, his music for the game was "big and powerful," shifting away from his previous style. His take on the game's music influenced the game's direction under Blizzard North. [25]
Blizzard Irvine Version.
Blizzard Irvine took over development of the game in 2006, effectively rebooting it, [23] though the game wasn't officially announced until two years later. [19] possessing a development team of around 60-65 individuals. [26] The reason for the delay was that there was a lot of debate within Blizzard as to what kind of game Diablo III was going to be. In fact, several versions were scrapped and rumors link these difficulties to the dissolution of Blizzard North in 2005. [27] After Jay Wilson started work on the game, the developers spent over a month brainstorming the game. During this time the also studied and played other games in the genre, especially the previous Diablo games. [28]
During development, Diablo III was codenamed "Hydra." [29] In 2007, Paul Sams reaffirmed Blizzard's dedication to the setting. [30]
A build Blizzard worked on prior to publically announcing the game was never shown to the public. Jay Wilson has referred to this build as "Diablo 2.5." [31]
In 2008, the game was officially announced. [19] In that same year, there were fifty people on the game's development team. [32]
Subsequent Development.
Upper management within Blizzard gave the game's development team free reign in regards to the design of the game. [33] A key concern within the team was stagnation, of building a game too similar to its predecessors. [34]
Content was being generated in regards to the tech and game engine, which was indicated as "really solid" by August 2008. At that time, most of the design team was still on Act I, refining and improving the quests and flow and some of the big game systems that hadn't been announced yet. Blizzard was not moving through the acts in a linear fashion, and would often revisit previous ones. [35]
Context/lore-wise, the game is based around black and white rather than gray morality. The idea is that if one sees something, it can be slain, without asking why; the player is killing monsters, not people.
The game's music was expanded upon, using a full orchestra, choir, and several additional musicians. [25] The game's soundtrack was recorded in a concert hall. The composers decided to "go big" with the score, reflecting the game's epic nature of good vs. evil. 87 instruments were used in the orchestra. [36] The music partly operates on a 'by location basis, using specific tracks for specific areas, [25] and different choirs were used for Hell and Heaven-themed music. [36]
The game entered its "crunch period" towards the end of 2011. [37]
Console Version.
"A lot of the timing of skills on console felt off, because instead of focusing on your cursor, your eye, you're focusing on your character. So we essentially went in and tweaked every skill in the game."
Despite compatible gameplay, Blizzard stated in 2008 that it had no intention of releasing the game on a console. [38] However, Xbox 360 and PlayStation 3 version were eventually released. [39] The success of Hearthstone: Heroes of Warcraft gave Blizzard an impetus to release a console port after seeing the viability of gaming platforms outside the PC. [40]
The console team was initially small, consisting of three individuals. [37] The lead designer of the team was Josh Mosqueira, who previously worked as design director on Company of Heroes at Relic. [39] The PC and console versions influenced each other (in terms of development) and ideas from one version can be carried into another. [41] Blizzard gave Mosqueira's team liberty to overhaul everything for the console version. They took advantage of this freedom, changing the skills of every class to account for the new control scheme.
When the PC version entered its crunch period, the console team (which had grown to eight people) were transferred to work on the PC version. After the release of the main game, the console team returned to work on their version of the game. [37]
As soon as a direction for the game was chosen, the art style that would be used came under discussion. Initially the game as a whole was set to be dark and gritty, but it was found that monsters blended in too well with the background. [27] The game's original art style got "good, but not great" responses internally. A second art style was chosen, and received a much more positive response within Blizzard. This art style was similar to the one the game possessed when it released. [28] However, the choice was not universally greeted with enthusiasm from the public after it was showcased, and a petition was created by players to force Blizzard Entertainment to change their art direction for the game. Blizzard underwent three art revisions, finding that a purely dark style was too drab. As the case was, the "sunny" art style was said to represent the early parts of the game. This was to establish contrast between the game's early and late stages, things "feeling worse" as the game moved on. [42] The game utilizes a "painterly" art style. [43]
An artwork divide existed between Diablo III and its predecessor in that they use(d) 3D and 2D art styles respectively. This required new technology and stylistic methods. To best demonstrate this, the decision was made to start the game in New Tristram, a familiar abode from previous games. That, and because the region is steeped in Medieval fantasy, it would serve as good contrast to the more exotic locations found later in the game. [44]
The closed beta launched on September 20, 2011. [45] As it developed, a number of patches were written.
The open beta was launched April 20, 2012 at 12:01 p. m. (PDT) and ended Monday, April 23 at 10:00 AM (PDT).
The beta was intended to be a short demo of the game, in order to avoid story spoilers. [46]
Expansions.
It was stated in 2008 that Diablo III would have a number of expansion packs. [47] In 2014, the first expansion pack, Reaper of Souls , was released.
In early March, 2014, it was stated that there was a "fairly decent list" that the Diablo III development team wanted to do with the property. This included dealing with the issue of Leah, and "the ultimate end to the saga of the humans, angels and demons." [48] It was stated later in the month however that the future of the franchise is "up in the air," and while Reaper of Souls will continue to be supported, Blizzard is evaluating whether the game will receive further expansions, [49] and has surveyed some players to gauge interest in a possible second expansion. [50] In 2013, Travis Day stated offhand that a "Diablo IV" will be made at some point in the future, predicting that Blizzard would be working on the game by 2018 (though also joking that its release date would come "twenty years from now" (2033). [51] As of May, 2014, Blizzard's development model was to release expansions and free patches rather than DLC. [41] At BlizzCon 2014, Josh Mosqueira refused to confirm or deny the existence of a second expansion. [52] A second expansion was planned to be announced at BlizzCon 2015, but was scrapped and its content released for free. [53]
By late 2015, Blizzard was hiring for positions for a new Diablo project. By June, 2016, Blizzard had opened a position for a game director. [54] The position openings were either filled or removed by September, 2016. [55] In January 2017, Julian Love stated that in regards to another main series installment, "I think everyone wants that." [41] In February 2017, David Brevik stated that "there's no doubt in my mind" that there would be a Diablo IV. [56] At BlizzCon 2017, Brandy Camel confirmed that Blizzard was "exploring what's next" for the franchise, but that they had nothing to show (to the public) yet. Diablo content creators were asked for feedback on what they speculated would be in the works. [57] In December 2017, Goldman Sachs stated that a Diablo game was predicted to release in 2019. [58]
Blizzard considered abandoning the isometric perspective of previous games and have Diablo III with a camera setup similar to that in World of Warcraft . However, the isometric perspective was stuck with. [21]
The combat design and physics engine of the game are most attributable to Jay Wilson. [41] The game's difficulty was designed to mirror that of Diablo II. The idea was that players would play through the game once on Normal mode, then once on Nightmare mode, then Hell mode. A fourth mode, Inferno, was designed as well, intended for players who had hit the level cap. [37]
Skill Trees [59] and Fatalities were cut from the original game.
The Paragon system was added later to introduce extra leveling for those who had reached the level 60 cap. [60]
The game was designed to have a lot of randomness, and that drop rates would be low in order to encourage item searching. [46] The Auction House was removed in 2014. [61]
In 2014, competitive PvE was being looked into, even beyond Ladders and Tiered Rifts. [41]
As of February 2015, Blizzard is considering implementing microtransactions into the game. However, this model will not be used for European or North American regions. [62] [63]
Originally, conversations with NPCs would use highly detailed models appearing close to the screen, rather than text boxes being employed. The idea was later abandoned. [64]
Dynamic weather was once present in the game, but scrapped. [65]
The Talisman system once existed as an extra means of character customization, but was removed. [66]
"I believed, and still believe to this day, that a hyper competitive e-sport would have been one of the worst things that could happen to Diablo 3, and would have been almost unavoidable with the direction we were going. Remember when I mentioned that the Game Director is not all powerful? One of the examples is that it is near impossible to resist the tide of public and company pressure when applied to something like this. The result would have been outcries and demands for game balance in a game that ‘should’ be all about crazy and insane impossibilities. It’s my opinion that Diablo works best when it embraces a very whimsical approach to game balance. That’s one of the reasons that the stepped difficulty system works so well in Diablo, because when players get overwhelmingly ridiculously powerful they can just keep cranking up the knob until the game is challenging again. This kind of approach to power creates wild imbalances that can be corrected from patch to patch, but they are generally corrected with a hammer (everyone gets a new uber set!), not the scalpel PVP needs."
In regards to player vs. player (PvP) gameplay in Diablo III, there were two opinions during development as to how it should be approached. The first was allow structured dueling of some form, but not try to make it a serious, balanced, competitive mode. The other opinion was to try and make an e-sport. The team generally fell behind the idea of making something closer to an e-sport. Within the team the mode was pretty popular, but outside of the team the reception was a lot more mixed. Jay Wilson took a dim view on the idea, convinced that PvP would demand game balance that would harm singleplayer and co-op gameplay. The issue was balance, in that PvP would require a curtailing of some abilities, while PvE gameplay allowed for more "whimsical" possibilities. As singleplayer and co-op were the game's focus, the idea for PvP was dropped. During development, some ideas for some team-based player vs. monster vs. player type gameplay, but these weren't pursued. [66]
In 2012, it was stated that PvP would be added in a later patch. [14] As of August, 2015, this is doubtful—the developers found that trying to balance PvP would adversely effect the PvE of the game, including item design. [67]
Similarly to PvP, there was no serious talk about a hostility feature in the game, similar to Diablo II. [66]
The class abilities of the game were designed before their backgrounds. [41] There was a fair amount of debate in Blizzard as to whether each class should have both genders available, or whether to stick with the single-gendered classes from the previous games. Adding more genders meant having to create custom models, more weapon design, more art, etc. Despite the cost however, Blizzard decided to go ahead with the dual gender option, as in the knowledge that gamers come from both genders, they wanted to make a choice available. However, genders do not affect a class's available abilities. [68] Ultimately, both genders were made available for each class.
It was decided that the classes of Diablo III would be actual characters with backstories, rather than the classes of the previous games which were seen as archeatypes rather than actual individuals. [69] Initially, Blizzard did not intend to bring back any of the classes from the previous games, feeling that the other classes could not be improved on. With entirely new classes, Diablo III could stand on its own. The Barbarian was an exception to this, as it was felt that the class had a lot of room for development. As such, it is the only returning playable class from previous games. [70] Blizzard considered bringing back old classes for future expansions. [47]
It was initially intended that the classes have a 7 skill limit. This was reduced to 6 during development. [71] The class design intended that there be 3-5 iconic skills for each class. [72]
The game's classes are reguarly played by the developers in order to gauge the game's difficulty. This is cross-referenced with player feedback concerning balance, builds, and what monsters are killing them. [73]
For Diablo III, it was deemed that explaining with mood is preferable to explaining with dialogue. The writers have to compromise when writing their story because it has to fit from a gameplay perspective and can't be too expensive, art-wise. [41] It was decided that Diablo III would employ dialogue rather than monologue for the conveyance of quest information. The backstories of the characters would be reflected through their art design, and the way they viewed the events of the story. [69] Chris Metzen worked on the plot. It was decided that the game would end the overall story that began in the first game, but not end the story of the setting itself. [74] Among the game's themes are loss, regret, and being able to pick up the pieces and move on. [75]
Elements of the storyline were altered based on imput from the art and design teams. At least one third of the game's story was rewritten at some point to account for these changes. [69]
Effort was made to make the setting its own unique world rather than being derivative of Earth-history. This involved the lack of iconography with real-world sources (burning crosses, pentagrams, etc.) [76]
Diablo III was going to have branching storylines. Leonard Boyarsky, the game's lead world designer and co-creator of the Fallout series, believes that this was one of the reasons why Blizzard brought him onboard. However, he came to believe that player choice couldn't be factored into an ARPG, partly due to how quickly its story moves, but mainly because of the multiplayer aspect. Players would have had branching conversation choices and a 'corruption' system would have seen players gain access to different conversation options as their characters fell from grace. However, the design team couldn't find a way to implement it due to the multiplayer issue.
In the end, Boyarsky and the team decided to strip the game's story down to a linear one, and one easily skippable at that. However, he reflected that the game "came down too hard" on players uninterested in the story, that the mechanics of the game's original complexity hadn't been removed from what was now a linear story. [77]
Skovos and Ureh were originally in the game but were cut due to their inability to "fit in." [41]
The original idea of Jay Wilson was to evolve the Diablo setting through Diablo III's story in such a manner that the series would be able to lead into an MMO game. This idea has since been dropped. [78]
Critical Reception.
Diablo III had a positive reception from news sites, gaining normalized rankings of 87.64% and 88% on Metacritic and Gamesrankings respectively. [79] [80] Criticisms included the use of the game's DRM and the consequent server issues that stemmed from it, [81] along with the lack of a PvP mode. [82] The Auction House was a controversial addition. [83]
Cinema Blend: 4/5 [83] G4TV: 4.5/5 [84] GameSpy: 4/5 [85] Game Informer: 9/10 [86] Games Radar: 4/5 [87] IGN: 9.5/10 [88] PC Gamer: 90% [89] Polygon: 10/10 [90]
Player Reception.
"Honestly, I think that they did a lot of the things the best they could, it was a very different game than I would have created, the team and personalities, the people, the talent and all the design philosophies of the people that worked on it in Irvine, we called them Blizzard South, those people have their own style and the their own way they like to design. It was very, very different from the Blizzard North."
Negative player reception to the game was noticable—news sites made note of a flurry of 0/10 and 1/5 scores on Metacritic and Amazon respectively. [91] Forbes argued that the scores should not be taken as objective feedback, but were still a valid protest vote against the game's DRM. [92] "Error 37" (a notice that stemmed from connectivity issues) became an Internet meme. [93]
David Brevik, the series's creator, expressed a dim view on the game. He expressed the idea that Blizzard South did not have the same experience with the ARPG genre that Blizzard North did, that they had concentrated on elements that they were more interested in (e. g. story) that were not shared by Blizzard North. He was also critical of the game's loot system, and reflected that "some of the decision they have made are not the decisions I would make." [94]
The poor player reception was noticed at Blizzard. Josh Mosqueira described Team 3's office as being "akin to a funeral home" due to the poor player feedback, even as the sales figures broke expectations. In a talk at the 2015 Game Developers' Conference, Mosqueira described the following issues as being key to the poor reception:
The beta had not gone on long enough to allow Blizzard to gain longterm feedback. "Randomness is king" was a poor idea, and sacrificed too much fun. They had tried too hard to make a sequel to Diablo II, rather than making Diablo III its own game. The drop rates were too low—they had misjudged player psychology, beleiving that a hard search would be welcomed. [46]
Diablo III sold 6.6 million copies within 2 days of launch—figures that Blizzard's sales team had initially expected within a year. [95] As of May 2013, Diablo III had been played by 14.5 million unique players, according to Blizzard's released statistics. [96] As of June 2014, Diablo III and Reaper of Souls had combined sales worldwide of more than 20 million copies. [97]
PC Gamer.
Diablo III's controversial in-game gold and real-money auction house has been such a point of contention that even the game's former lead designer admitted that it "really hurt the game" . While it will remain for upcoming expansion Reaper of Souls, an updated loot system - which will go live for all players via a free patch just before the expansion launches - has been created specifically to draw players away from the trading post, and back towards the streets and corridors of gib-prone monsters.
When asked about the loot system changes, lead content designer Kevin Martens told us that, while trading is a perfectly legitimate way to get an item, playing the game should always be the most effective. "It is fun to go buy something instantly, the instant gratification feel, that sugar high," he said, "however it's not the core fantasy, it's not the most fun and by the endgame, for a variety of reasons, they tend to check the auction house first and play the game second."
"That's not what we intend, and we do want to address that, so the loot system and the enchanting and crafting systems are both intended to cut the legs out from the auction house; to make it unnecessary to go on it to some degree, where the most fun way to play the game becomes the best way to play the game."
'Loot 2.0' will add "smart drop" items, which are tuned to your character. More legendaries are also planned, with extra effects, such as a staff that can spawn hydras from dead bodies. A new artisan, the Mystic, will be introduced, letting players transmute items - transferring the stats of one over to another. In addition, the new Loot Run mode will randomly generate a new 15-20 minute dungeon, letting you go treasure hunting without repeating the same locations.
Martens explained how the new system will ensure that the most efficient method to get gear is also the most fun. "So we say 'Oh, you want efficiency? How about efficiency, like Loot Runs, how about you definitely get the best gear from there. Mathematically, that's the best.' Then they can stop doing that Alkaizer run in act three that everyone does."
Lead writer Brian Kindregan noted the benefit of keeping people away from Diablo 2's risky third-party trading sites, but clarifies that "we want the Auction House to be your last resort, right?"
"You play the game to have the fun, get the loot," Kindregan said. "If you can't find one particular thing, you craft it. If you can't craft it, okay, then you go to the auction house."
Despite its problems, Blizzard have no plans to simply cut the auction house. "Trading's not invalid," said Martens, "it's just that its been skewed so if you're a character who's spending money maybe you're getting eighty percent of your gear from the Auction House, and 20 percent in game. It should be the reverse at best. It's more fun to kill monsters. It's the same thing I said about Loot Runs. If you wan't the best gear, let's put it in a place in-game where you're killing monsters."
For more details, check out Tom's run-down of the expansion's new features .
Recomendado.
O presidente da FCC, Ajit Pai, está sob investigação por causa do acordo de mídia de US $ 3,9 bilhões.
Senador dos EUA pede a ESRB para tomar medidas em caixas de saque, sugere FTC poderia se envolver (Atualizado)
Os melhores mouses para jogos.
O melhor mouse para jogos sem fio.
Cadeiras de jogos para PC recomendadas.
Os melhores gabinetes de PC de torre média ATX.
A melhor placa-mãe Z270.
Final Fantasy XII: A revisão da Era do Zodíaco.
Revisão dos defensores da Aegis.
Reino vem: revisão de libertação.
Revisão de Crossing Souls.
O Ryzen 5 2400G da AMD é uma ótima opção para um PC de jogos econômicos.
Boletim informativo do PC Gamer.
Inscreva-se para receber o melhor conteúdo da semana e ótimas ofertas de jogos, escolhidas pelos editores.
Sem spam, nós prometemos. Você pode cancelar a inscrição a qualquer momento e nunca compartilharemos seus dados sem sua permissão.
A PC Gamer é parte da Future plc, um grupo de mídia internacional e líder em editor digital. Visite nosso site corporativo.
&cópia de; Future US, Inc. 1390 Market St, Suíte 200, São Francisco, Califórnia 94102.
Legendary.
Legendary (AKA "leg") items are the (potentially) highest quality items in Diablo 3 and Reaper of Souls. Legendary items are orange in color and announce themselves when dropped by 1) creating a loud *clang* sound effect, 2) sending up a beam of orange or green light, and 3) creating a star or asterisk icon on the minimap. Set Items are another type of legendary item and act just the same, except their beam coloration is green and they appear as an asterisk * on the minimap.
Legendary gear (legendary or set or crafted) is designed to be the top quality of gear in Loot 2.0 (the system operational in D3v2 and Reaper of Souls)[1]. Back in Diablo 3 vanilla, rare items could spawn equivalent or better than legendaries in many slots. This is no longer true and Legendary items are now always better at the top end, when found with a good combination of affixes on the item.
Most characters wear a mixture of rare and legendary gear while leveling up, but once they reach the end game at level 70, the goal becomes finding or crafting legendary or set items for every slot, since legendaries have higher potential stat rolls, special legendary affixes, and set bonus properties that make better than any Rare items can possibly be.
Legendary items in Reaper of Souls and D3v2 are all Bind on Account and can not be traded, sold, or given away except to other players who were in the game when the item was found, or for up to 2 hours after the game ends. (The legendary trading exception.)
Ancient Items were added into the game in Patch 2.1.2 after extensive testing on the PTR. These are level 70 Legendary Items with a special "Ancient" designation which grants higher values to most of the affixes on the item, including the damage roll on weapons. Ancient Legendary Items can be big upgrades over non-Ancient versions of the same item since they will have higher values to most affixes, but ancient items are not guaranteed to be better since they might not roll with ideal affixes for a specific character or build.
Appearance Edit.
Ancient items look identical when the drop; there is no way to tell if an item has rolled ancient until it is ID'ed. Once identified, Ancient items have an orange border (green for set items) around the outside of the item tooltip, and say "Ancient" in the item name.
Frequency Edit.
A small % of level 70 legendary items from all sources found on Torment 1 or higher will spawn as Ancient.
Ancient items can come from all sources; monster or chest drops, gambling, Horadric Caches, or crafting. (Crafting can produce Ancient, including an Ancient Hellfire Ring or Hellfire Amulet.) The odds increase on higher levels of Torment, from around 1.5% on Torment 1 up to 10% on Torment 6 (from monster drops). It's not yet known how the odds of an item being ancient are set for Gambling or Crafting, since if they were tied to difficulty level, players would just create Torment 6 games to do their gambling and crafting.
Affix Values Edit.
Not all affixes are affected by Ancient. Those that are will always roll with higher numbers on an Ancient item. Exemplos:
Mainstat or vitality rolls at 500-750 on normal legendary gloves and 751-1000 on Ancient legendary gloves. Mainstat or vitality rolls at 416-500 to normal legendary rings and 501-600 on an Ancient legendary ring. ResAll rolls 80-100 on normal armor and rings, and 101-120 on Ancient armor and rings.
Not Ancient Boosted Edit.
Some affixes are not boosted by occurring on an Ancient item, and these include many of the most powerful affixes in the game. Affixes not affected by Ancient include:
Value by Item Type Edit.
One major point of debate concerning Ancient Items during their PTR testing was the varying utility by item slot. An ancient item of the same type with good affixes was always a big upgrade, but since Ancient items are as random as all other items, in the game, they were more or less likely to be useful depending on the item slot.
Ancient weapons were the most useful, with guaranteed much higher damage than on any non-Ancient item.
Ancient Armor was sometimes a big upgrade, with potentially much higher rolls to mainstat and vitality and resistance, but with so many potential affixes on armor it's quite rare to find an ancient piece with bonuses to the properties a character requires. For instance, a typical build would require shoulders with +mainstat, +vitality, +res all, and +%damage to a specific skill. A non-ancient item with all of those would never be improved upon by an ancient version of the same item with only 2 or 3 of those properties.
Ancient Jewelry is the least improved by Ancient, since most of the best modifiers on jewelry, including crit hit, crit chance, +elemental damage, attack speed, and socket, are unaffected by Ancient. The only likely boost on top end jewelry is to the +mainstat, which is nice to increase with Ancient, but is only worth a couple of hundred points to stat, and thus never worth using at the expense of any of the other affixes. Few players on the PTR testing of patch 2.1.2 were able to find ancient versions of jewelry that were upgrades over non-ancient jewelry, since players found at least 10x more non-ancient legendary jewelry items and it usually takes dozens of pieces of jewelry to find one with close to ideal stats.
There are many hundreds of legendary items, including Set Items and Crafted Items. See all of them in the huge, multi-tab navigation box at the bottom of this page. A listing of just the Legendary items by type for quicker reference:
Others Legendary Items:
During Diablo 3 vanilla, Legendary items had tightly-designated stat ranges, and thus fell into a clear hierarchy of quality. Players in the end game could find legendaries of level 60, 61, 62, or 63, and in almost every case the 61 legendary was better than the 60, the 62 was better than the 61, and so on. This created a system where well-geared characters knew that 90% of legendaries were "trash" even before identifying the item, since most legendary items could not roll with top level stats, and in many cases good Rare items were better than Legendaries. (And 9.9% of the remaining 10% were also trash, if they didn't roll with good random modifiers.)
Loot 2.0 reworked Legendaries in several ways, improving them across the board. (These changes all apply to Set items and crafted leg/set items as well.)
Legendaries roll with bigger/better stats than Rares. The numbers are simply larger. Legendary affix values scale to your character level. Thus a legendary that can first drop from a level 30 target will be a great item (random rolls permitting) if you find that same item at level 50, or level 70, since the numbers scale to be appropriate for your character. Many legendary items (including all of the best and most scarce) have legendary affixes, specially-powerful orange text properties inherent to the item that can not be obtained on other items.
The result of these changes, especially the scaling, is that all legendaries you find, whatever your character's level, have a very good chance to be an upgrade at the time.
It also means that legendary items of the same level are equivalent in value, aside from the luck of the roll and if they have a legendary affix. All the items of the same type pull from the same pool of primary and secondary affixes, with numbers in the same range, so which item is best generally depends on the luck of the RNG on which affixes spawn. And enchanting allows the player to change one affix (though not the legendary affix) to customize the gear to their purpose.
Loot 2.0 added some new legendary items to Diablo 3, but the main change was the legendary scaling, which made every legendary that dropped potentially a top quality item, better than any Rare could be.
Reaper of Souls was where the real expansion of Legendary and Set Items took place though, with dozens of new items added, most of them Item Sets that can only drop at level 70, with the most powerful set as Torment-only, where they only drop on the Torment1-6 difficulty levels.
In addition to new legendaries and sets and every type, Reaper of Souls also added legendary follower items for followers, and even legendary potions with special bonuses on top of their normal healing function.
The full list of Legendary and Set items in Reaper of Souls is too large to be easily read on one page, so see it in the navigation box at the bottom of this page, where multiple tabs can hold all the content without becoming a massive scrolldown.
Legendary drop rates as of Patch 2.0.5 Reaper of Souls and Diablo 3. The increase is 15% per difficulty level above Torment 1; the actual numbers are larger than 15% since it is a cumulative bonus and is factored into the overall legendary drop rate equation.
These figures are no longer accurate, since the D3Y2 buff was made permanent. We do not yet know the exact new figures, but add +100% to everything, at a minimum. See details below:
Normal: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts. Hard: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts. Expert: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts. Master: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts. Torment 1: +15% Legendary drop bonus, +44% bonus in Nephalem Rifts. Torment 2: +32% Legendary drop bonus, +65% bonus in Nephalem Rifts. Torment 3: +52% Legendary drop bonus, +90% bonus in Nephalem Rifts. Torment 4: +75% Legendary drop bonus, +119% bonus in Nephalem Rifts. Torment 5: +101% Legendary drop bonus, +151% bonus in Nephalem Rifts. Torment 6: +131% Legendary drop bonus, +189% bonus in Nephalem Rifts.
These numbers were increased by a special community buff during Diablo 3's week-long Second Anniversary event. The buff added +100% to legendary drop rate, though Blizzard declined to explain just what that meant, and where in the item drop formula the 100% fit.
Due to popular request, Blizzard decided to make the +100% buff rate the new normal drop rate for legendaries, once the community event ended. [2]
Legendary Pity Timer Edit.
Blizzard has tweaked the legendary drop rate repeatedly during testing, most notably in the "doubled it" buff noted above. The game (in D3v2 and RoS) also has a Pity Timer that ensures a player never goes more than about two hours without finding a legendary item. Travis Day spoke about it in January 2014:[3]
And before anyone responds saying TWO HOURS IS TOO LONG! let me say that we know as time goes on and we patch content or players get better gear and find better specs that will not be the reality. Higher difficulties do in fact increase your chance to find legendary items, coupled with people playing in coop also increasing the rate that everyone overall finds items, etc. Our final target is roughly in the 90 minute range for advanced players. This doesn’t factor in crafting items, trading with friends in coop or any of the other means that we already know players can use to accelerate their legendary acquisition rate.
A comment the next day confirmed that the pity timer does not run all the time and can not be exploited by standing in town. It only counts when players are triggering "could have dropped a legendary" events, such as killing monsters and opening chests.
Magic Find Edit.
Magic Find is present in D3v2 and RoS, but much decreased in value, post-D3v. Only 10% of a character's Magic Find value is applied to the legendary drop rate, so a character with 50% Magic Find would only gain a 5% boost to legendary finding. Furthermore, in the Loot 2.0 system, Magic Find is very rarely found as an item bonus, is no longer granted by leveling up or via Paragon Points (it was in the Paragon 2.0 system during development, and during the Reaper of Souls beta test)
This is a major change from the first 2 years of Diablo 3, when Magic Find was of huge importance. During D3v, most players felt that 300% Magic Find was required for a decent legendary drop rate, and well geared characters with high Paragon levels aimed for 400% or more. This was not hard to obtain with sufficient play time, since each Paragon level granted a 3% bonus to Magic Find and Gold Find. The total Magic Find from equipment + Paragon levels was hard capped at 300%, but additional Magic Find added by Monster Power, Fortune Shrines, multiplayer bonuses, and Nephalem Valor added to the gear bonus with no hard cap limitations.)
See the Magic Find article for more details on changes to that property over time.
Some items drop more often than others. This was true in Diablo 1 and Diablo 2, and it's always been true in Diablo 3, though the developers have never shared the exact stats or weighting. That changed to a considerable extent in early May 2014 when Diablo. IncGamers revealed the weighting for each legendary item, revealed via datamining by a Korean gaming site.
The full list of more than 500 items is far too large to include in this page but can be viewed in forum posts:
The odds are only relevant for smart drops. Most item drops in Reaper of Souls are smart drops, in which only the appropriate item types and specific items will drop for each class. For instance, a Wizard will only find boots from item sets the wizard can use, and not from sets designed for other classes. Not all drops are "smart drops" and about 15% of all item drops are completely random. This means any class can potentially find any item or legendary item.
The item drop odds have been tweaked many times in patches, and the overall odds change each time additional legendary items are added to the pool. Even aside from specific items being made more or less likely to drop, the total number of possible items changes the odds. For a hypothetical example, if there were 8 legendary boots (including set boots) that could drop for a Monk, each boot would have a 1/8 or 12.5% chance of dropping. If a patch added two more legendary boots that could drop for a monk, each boot would then have a 1/10 or 10% chance of dropping, thus making any specific boot slightly harder to find even while the total amount of legendary boots seen by that Monk remained constant.
The Rarest Legendary Items Edit.
All legendary items are weighted to drop as a % of the items of that type. The game first selects a type of item for a legendary drop, then picks which item of that type will drop. If a Smart Drop (about 15% of all drops are not smart and are totally random) then the weighting is applies to determine which of the items of that type will drop.
Gambling with Blood Shards is always "Smart" and characters will never get random legendary items that way.
Prior to Patch 2.1.2, all items were weighted as 1/1, 1/2, 1/5, or 1/10 odds to drop from a Smart Drop. The following items were all the rarest, at 1/10th chance of dropping. This was relative odds to other items of that type. See the Hand Crossbow drop odds in the table to the right for an example. Calamity was weighted at 1/10, Natalya's Slayer and K'Mar Tenclip were weighted at 1/2, and all the rest were 1/1 (There were no hand crossbows set to 1/5 drop rate.)
The following items were all the rarest to drop, all set to 1/10th rarity, prior to Patch 2.1.2, which boosted all the drop rates of these items to the next tier at 1/5. (One exception: The Star of Azkaranth was initially set to 1/50 drop rate, the only item with such scarcity in the entire game.)
The Infernal Machine.
Diablo 3 classic:
• Follower cannot die.
• All skills enabled.
• Follower cannot die.
• All skills enabled.
• Follower cannot die.
• All skills enabled.
• Increases Resist All by 50–100 for 5 seconds.
• Burst through Waller walls for 5 seconds.
• Increases Life per Hit by 1500–3000 for 5 seconds.
• Increases Life per Kill by 4000–8000 for 5 seconds.
• Restores extra 25000–45000 Life over 5 seconds.
• Increases Armor by 10% for 5 seconds.
• Restores 10-15% of your primary resource when used below 25% Life.
Diablo III.
Reaper of Souls™ First Look: Paragon 2.0.
Patch 2.0.1 will introduce our updated Paragon leveling system (often referred to as "Paragon 2.0"), adding even more end-game character advancement and replayability. This update will affect all Diablo III accounts across all regions as the patch is implemented, and is currently available for testing on the Patch 2.0.1 PTR and Reaper of Souls Closed Beta.
For those of you who haven't yet experimented with this new system, here's a first look.
What's Changing?
The initial implementation of the Paragon system introduced in patch 1.0.4 was designed to provide players with additional end-game progression, offering bonuses for experience gained past the standard level cap. This system was created to accompany and complement the more innate item-based progression in Diablo III, which is all about finding powerful artifacts and putting them to use against the demonic legions of the Burning Hells.
While the original version of the Paragon leveling system achieved its many goals, with time players would max out at level 100 and no longer feel rewarded for vanquishing evil. With patch 2.0.1, we're making three big changes to the Paragon system that are aimed at giving you greater control over your hero, promoting variety in build options, and offering more character customization than ever before.
Change #1: Goodbye Level Cap.
The first change we’re making with Paragon 2.0 is removing the level cap, so you will always be able to earn Paragon experience once you've reached max level. Play as much as you like—you'll always be able to earn more Paragon levels!
Change #2: Shared Paragon Levels.
The second change is that Paragon levels are now account-wide per game mode (i. e. Normal and Hardcore). All Normal heroes on an account will share a Paragon level. Similarly, all Hardcore heroes on an account will share a Paragon level. After patch 2.0.1 goes live, any Paragon experience you gain on your Normal or Hardcore heroees will contribute to your account's Normal Shared Paragon level or Hardcore Shared Paragon level, respectively.
We made this change so players wouldn't feel obligated to continue playing the same hero over and over again in order to maximize their farming efficiency. We want players to have fun with the game, to experiment with different classes, and to feel rewarded for their time investment, regardless of what hero they’re playing. We also want everyone to fully enjoy the new content coming in Reaper of Souls—including the Crusader class—without feeling as though they’ve "wasted Paragon levels" on a previous hero.
While only max-level heroes can earn shared Paragon experience and contribute to your account's shared Paragon level, all heroes (regardless of level) will be eligible to receive Paragon Points—our third major change to the Paragon leveling system.
Change #3: Paragon Points.
As noted, the third change is that the rewards for gaining Paragon levels have drastically changed. In Patch 2.0.1, the static Magic Find, Gold Find, and class stat bonuses awarded for each Paragon level are being replaced by spendable Paragon Points.
In the new system, whenever you gain a Paragon level, you will receive a Paragon Point to allocate at your discretion. Paragon Points are earned in four separate categories: Core, Offense, Defense, and Utility, and the Paragon level you earn will determine the category in which that Paragon Point can be spent. Paragon level 1 will give you a point to spend in a Core stat, Paragon level 2 will give you a point in Offense, Paragon level 3 will give you a point to spend in Defense, and Paragon level 4 will give you a point to spend in Utility. Paragon Point progression for all future levels will follow this same pattern (sometimes referred to as round-robin).
In addition, each category also four different attributes. Spending points in these attributes will provide specific bonuses for your hero.
Core points can be spent on your class's primary stat, Vitality, Movement Speed, or bonus Class Resource.
Offensive points focus on increasing your damage output and efficiency, and include Attack Speed, Cooldown Reduction, Critical Hit Chance, and Critical Hit Damage.
Defensive points include stats that help improve your survivability. Options include bonus Life percentage, bonus Armor, Resist All, and Life Regeneration.
Utility points include more specialized stats that allow players to refine their builds. These points can be spent on boons like Area Damage, Resource Cost Reduction, Life on Hit, and Gold Find.
At present, all attributes in each category other than core stats (Strength, Intelligence, Dexterity, and Vitality) have a cap on the number of points that can be allocated to them, which also means there is a cap to the total number of Paragon Points you can accumulate in three of the four categories. By the time you reach Paragon 800, you will have maxed the number of points that can be allocated to the Offensive, Defensive, and Utility categories and all future Paragon levels you earn going forward will grant you a Paragon Point in the Core stat category instead.
Additional Details:
The new Paragon system is account-wide; all heroes will benefit from the gained bonuses, including your newly created characters! Your account's Paragon Point pool is not shared between your heroes. Instead, heroes on your account will each get their own set of Paragon Points to spend independently (e. g. you can spend your Paragon Points differently for each hero). To provide an example, if your account's Normal Shared Paragon level is 100, all Normal heroes on your account will each get 100 Paragon Points to distribute as you see fit. All heroes will be able to contribute to Shared Paragon levels equally. There are no bonuses or burdens for Paragon leveling multiple heroes of the same class. Be sure to experiment! You can reset your Paragon Points at any time without having to pay a single gold coin. Respecs occur on the hero level, not the account level, so respeccing on one hero will not reset your Paragon Points on other heroes.
To provide an example, here's a new level 1 hero. This hero will begin with a Shared Paragon level of 127 as well as 127 Paragon Points, which can be allocated at will to the four different categories.
Transitioning to the New System.
Heroes who have gained Paragon experience under the old system will transition seamlessly to the new system. When Paragon 2.0 goes live with patch 2.0.1, we'll being adding up all the Paragon experience on each of your heroes and then using that combined total (the total amount of Paragon experience you have, not the total number of Paragon levels) to determine your Shared Paragon level. Again, this will be broken down by game type—Normal and Hardcore.
Players can distribute their earned points through the Paragon interface, accessed by clicking the "Paragon" button located in your hero's character sheet.
Additional Details:
Please note that legacy Paragon levels will not convert to Paragon 2.0 levels on a one-to-one ratio, and that the number of Paragon levels is not being totaled, just the amount of Paragon experience. The Paragon experience curve has changed with patch 2.0.1 as well. With the transition to Paragon 2.0, your Shared Paragon level will be at least as high as the highest Paragon level hero on your account. We have also decided that the valiant deeds of Hardcore heroes who died beyond level 60 deserve commemoration. Dead Hardcore heroes will contribute their cumulated Paragon experience to an account's Hardcore Shared Paragon level total. After Paragon 2.0 goes live, if you are level 60 and do not have the Reaper of Souls enabled on your account, you will continue to earn Paragon experience in the new system. This is because you are still technically at the level cap. However, if you are level 60 and decide to enable the expansion on your account, you will stop earning Paragon experience. This is because the expansion increases the level cap to 70. Once you reach level 70, you will start to accrue Paragon experience again from where you left off. (So, basically: Only max-level characters will be able to earn Paragon experience. If you don't have the expansion, max-level = 60. If you have the expansion, max-level = 70.) Under Paragon 2.0, if a character dies or is deleted, the amount of Paragon experience it contributed to your Shared Paragon level will not be lost. This is a benefit of having Paragon experience stored at the account level, rather than at the character level. Lastly, you will keep the portraits you have already earned in the first version of the Paragon system.
Try Paragon 2.0 on the PTR.
You can experience the new Paragon system coming in patch 2.0.1 on the PTR. Check out how your heroes feel with new stats, play around with different stat builds by spending Paragon Points, and check out the new Paragon progression curve. Once you’ve tried it out, visit the PTR forums to leave your feedback—we'd love to hear what you think!
No comments:
Post a Comment