Final Fantasy XIV’s A Realm Reborn returns the game to its roots

E3 2013 Final Fantasy XIV's A Realm Reborn returns the game to its roots

Final Fantasy XIV: A Realm Reborn stays true to its name and its lineage: What was originally a failed title, at least according to some players, will soon be revamped into an MMO that harkens back to its hardcore Final Fantasy roots. At this year’s E3, Massively nabbed a hands-on experience of the game’s reboot in the Square-Enix booth, and as the owner of those very hands, I can say it was a thrilling experience.

My demo allowed me to choose between DPS, tank, and healer units. I myself am a lumbering tank in real life, so it felt natural to refill my virtual shoes in an epic battle against Ifrit. Action was quick, incredibly responsive, and a treat. Unfortunately, Ifrit rose into the sky and torched us all, but that’s not the end of the story.

The press were invited to listen to Producer Naoki Yoshida as he spilled umpteen cans of beans on what’s new. His first order of business? Sorting out the PC vs. console wars. Since the game is cross-platform, you might think PC players have a control advantage over console gamers. Not so. “Players who are used to console-based RPGs can use the controller at the same level that someone on a PC game would with a mouse and keyboard,” Yoshida-san said with the help of a translator. “What we think is revolutionary is what we call the cross hotbar. Keyboard and mouse players can perform actions with one click; we have now made it so that players can perform the same type of actions with the controller with just one button.”

The FATE system was fully functional in my demo and incredibly interesting. For those not familiar, here’s the skinny: FATEs are active world events in which characters can interact in random adventures. Perhaps a gigantic boss crushes through the ground and the adventurers nearby are thrown into another epic battle. “[FATES are] quests that will just happen, and players will have the opportunity to play them or not play them. The world has come alive, and the player can be a part of that world,” Yoshida remarked. “Whether its helping out an NPC or defeating some type of enemy, you are rewarded automatically.” Fast-travel isn’t enabled amongst the FATE systems to eliminate the impression that the world is built from nothing but “teleport points.”

E3 2013 Final Fantasy XIV's A Realm Reborn returns the game to its roots

Level syncing was active during my demonstration game; it’s a huge feature for all players regardless of level. In fact, you can actually drop your character’s level to compete with other lower-level players. You won’t just be flicking a level 6 enemy across the map to oblivion without any effort; the level drop will ensure that lower-level content remains a rewarding challenge for all players. The experience and rewards for your true level are retained, however, so you won’t be stuck with a measly one point of experience for your participation.

Another bit of good news? Limit breaks are seeing a return! “In order to activate a limit break, you need to be in a party of four,” Yoshida told me. “Depending on the actual content, there will be limits to what kind of limit break you can undertake.” A limited limit-break? Yep. “If you’re in a party of four in the field, you’re limited to a level one limit break,” he explained. “For some instanced dungeons, maybe you’ll have level two unlocked. It will depend on the content.” You can even get hidden limit break bonuses by winning challenges (and beating the aforementioned Ifrit, provided he doesn’t conjure a mass of hellfire to scorch your face). These hidden bonuses and boosts just keep the environment alive and engaging for everyone. As Yoshida said, “It’s all about being able to play efficiently and find these hidden ways to fill up the gauge.” It’s difficult to coordinate use of limit breaks in battles, so if players are up against a behemoth enemy, communication is the key to timing out limit breaks and using them together to inflict maximum damage.

Yoshida-san also revealed that there’s a new housing system releasing with the first large content patch. Instead of occupying housing “instances,” players can actually purchase land and build upon it in “community-style” housing areas. Readers, if you’re interested in purchasing land for a house early, heed this advice: Save as much Gil as you can.

Stay tuned for more FFXIV Gil content


Final Fantasy XIV beta phase 1 and 2 – FATEs and dungeons

That withdrawal is a very real thing.  I'm missing it.

Do you smell that on the wind, my friends? It smells like June is fast approaching, and more importantly it smells like soon we’ll be able to welcome the third phase of testing with open arms. Which is good, since I am currently going through withdrawal. I wake up in cold sweats, try to change my class in other games, start up the Final Fantasy XIV beta client in the hopes that someone “accidentally” turned the servers back on… you get the general idea.

To help alleviate this, I’m going to talk about the two pieces of the game from the first two beta phases that are in need of the most polish. While there are places to improve elsewhere, FATEs and dungeons have issues that might need a bit more hammering to fix. Or they might be fine and we just haven’t yet seen enough of the game to know everything. Either way, let’s get started with the big addition to the game, the system that had no predecessor in Final Fantasy XIV’s first version: the FATE system.

The FATE-ing is the hardest part

I was just enjoying this mystical enormous crystal and then something attacked me!  Totally random!If you’ve somehow missed the details on this previously, FATEs are FFXIV’s answer to things like Guild Wars 2’s dynamic events, RIFT’s eponymous rifts, or public quests from Warhammer Online for the five minutes anyone plays that game. Rather than being the be-all and end-all to content, here they’re one of many options for players as you run along leveling. Some of them are triggered by players talking to NPCs; others just happen based on other conditions. I’m not sure if those “other conditions” include player behaviors or not, as it’s intentionally vague.

When a FATE starts up near you, there’s plenty of warning. Aside from having a clearly marked boundary on your map and an icon directing you toward nearby FATEs, you also get messages on your screen if an event is starting in the same general area. You rush over, get off of your chocobo, and start smacking whatever needs to be smacked pretty darn good.

In the low-level areas, the FATEs I saw expected everyone to beat on a monster until it dropped, kill a large enough number of monsters to force a retreat, or kill monsters to force a retreat before they reached a certain number of objectives. Much like the quest mechanics, these are not revolutionary implementations of the idea, but they are still solid. NPCs in the area will help out, although I don’t recall any of them appearing to be in real danger.

Success nets you some gil, some company seals, and some experience based on your contributions. Failure nets you nothing. Herein lies the first issue: Most FATEs in the beta rewarded participation in such a way that it felt as if getting a solid reward was nearly impossible unless you were soloing the whole darn thing. This is exacerbated with the fact that high-level players seem to be counted into the overall damage done without getting credit themselves, meaning that if a level 30 character curbstomps the FATE you’re doing, you wind up looking as if you barely helped.

The other major issue at the moment is the same one that plagues dynamic events in all walks of life insofar as they don’t like to cooperate with you. When a FATE pops up and you can just take part, it’s great, but sometimes they spawn when you’re trying to complete a timed levequest or you’re desperately recovering from a rough fight or whatever. There’s no auto-grouping feature at the moment, meaning that things get jumbled and disorganized.

On a whole, they’re a nice addition to a game already full of things to pull you off the beaten path and let you experience something new. But they’re not quite as well-balanced as other content.

Raid sirens

I wouldn't want to live in this environment, but apparently Kobolds love it?The official term for instanced dungeons in FFXIV is raids, since not all of them are necessarily dungeons. But everyone is going to call them dungeons anyway, so I’ve mostly just been jumping ahead of the curve.

Whatever you want to call them, the content you need a group to fight through in the first two phases of beta most definitely falls under the header of “dungeons.” I didn’t get as much time in there as I might have liked, but I did see enough to get a good sense of how both class mechanics had changed and what players can expect from dungeon runs.

One of the major things I found was how different it felt to tank. In 1.0, tanking always seemed to be a matter of fighting with the game to have the tools needed to keep threat on something. Tanking in the beta, by contrast, hit that perfect sweet spot wherein tanking isn’t frustrating but also isn’t easy. If I was dying quickly or failing to hold enemies, that was me screwing up something important.

But let’s discuss the actual dungeons themselves, which are fairly standard. Tam-Tara Deepcroft is where I spent the most time, and it’s clearly meant as an introduction to dungeons as a whole. You fight your way through several groups of weaker enemies, then face off against a handful of bosses. There’s also the possibility for coffers full of valuable equipment along the way. Loot distribution gives players each a chance to roll on equipment, using the time-honored need or greed system.

Unlike FATEs, there’s nothing I can point to in the dungeon design that doesn’t work. The biggest weakness is the fact that the dungeons don’t feel terribly unique. Quests managed to elevate themselves based upon presentation and diversity; the dungeons mostly feel functional without being enthralling. It doesn’t help that the beta had minimal lore on the dungeons, giving us only cursory reasons for exploring them and fighting things. A little more explanation would do wonders.
Less than perfect

Neither FATEs nor dungeons are bad, but both have a couple of issues that could stand to be patched up. Fortunately, once we play around with the duty finder, we may find it alleviates both. But that’s not coming until later, so for now we can only speculate.More information, please attention FFXIV Gil



D3 Preorder Bonuses Announced

D3 Preorder Bonuses Announced
Prepare your couch and consider fortifying your living room, because on September 3, Diablo III will unleash hell on both the PlayStation  3 and Xbox 360! It pays to be prepared against the forces of the Burning Hells, so get your preorder lined up for the PS3 or Xbox 360, as added bonuses are in store for those who take the fight for Sanctuary to their big screen TV.

All preorders of the Xbox 360 and PS3 versions of Diablo III will include the following diabolically enticing items,  available to all five mortal heroes of Sanctuary—be it the Witch Doctor, Barbarian, Wizard, Demon Hunter, or Monk (players who’ve been keeping on top of console-related news will notice that the bounty for preorders has expanded).

For those Diablo 3 PS3 (playstation) and D3 xbox lovers that have been waiting, Blizzard is going to make it worth your while.  On Wednesday, they announced the release date for Diablo 3 PS3 and Xbox360 versions for September 3, 2013. Get ready for D3 on the big screen.

Prepare your couch and consider fortifying your living room, because on September 3, Diablo III will unleash hell on both the PlayStation 3 and Xbox 360! It pays to be prepared against the forces of the Burning Hells, so get your preorder lined up for the PS3 or Xbox 360, as added bonuses are in store for those who take the fight for Sanctuary to their big screen TV.

D3 Barbarian Analysis and Critique

Weapons Mastery
The Barbarian is known for his ability to wield and properly use any weapon in the battlefield including gigantic weapons that only he can wield. I have seen swords that are almost twice the size of the Barbarian. This is great because the bigger 2 handed weapons can make a larger sweep, thereby hitting more enemies at once. The Barbarian can dual wield and use more powerful 2 handed weapons. Bows, crossbows, and fist weapons are the only exceptions in the Barbarian’s arsenal.

The Barbarian is a unique hero. He has to constantly stay in the fight to build fury. Fury can then be spent to unleash more powerful attacks that devastate mobs across the battlefield. This forces the player to constantly fight mobs to achieve battlefield success. Other heroes can take breaks, but if the Barbarian takes a break, he will lose fury and be less effective in the next battle.

The Barbarian has shouts which are skills that help him and/or his team depending on the situation and the shout used. Some shouts improve DPS, others improve defense, and also, some cause mobs on the battlefield to run in terror.

Mega Defense
The Barbarian can take a beating like no other hero. He not only takes 30% less damage (as compared to the Wizard, Demon Hunter, and Witch Doctor), but he can also wear extremely heavy armor and wield gigantic shields. He is the ultimate battlefield tank. All the armor combined with defensive shouts makes the Barbarian a formidable foe on the battlefield.

The Bottom Line
The Barbarian is a crazed madman who fears nothing and takes pleasure from pain and combat. He is a non-stop source of destruction. The Barbarian is one of 2 tanks that are available and will most likely be a part of most 4 man groups as they battle all the way through inferno. Although long range builds are possible, I expect many players to use the Barbarian mostly as a melee tank. Finally, the Barbarian is not only a tank, but he has enough DPS to destroy mobs almost as easily as the Wizard or other high DPS heroes. The Barbarian is truly an “all in one” hero in the world of Diablo 3.

This is an attempt to analyze the Barbarian and see what his role is on the battlefield. Since I have played beta for months, I have a great understanding of the Barbarian and his position.

Diablo 3 Monk Analysis and Critique

Diablo 3 Monk Analysis and Critique
Bottom Line
Monk is probably the best group buff hero but seems to be unpopular due to various reasons. We shall see how this plays out as the Paladin was also very unpopular at first until later when he was the single strongest hero of Diablo 2.

Fighting Style
The Monk uses martial arts to conquer his enemies. He punches, kicks, and dodges while on the battlefield. He can dual wield most any weapon (including fist weapons), or he can use a 2 handed staff. As always, when using 2 handed weapons, the heroes lose attack speed. The Monk is all about speed. He jumps for one mob to the next with lightning speed and punches them with quick and deadly blows. His job is to keep them at bay while other DPS based heroes mo them down. The Monk is believed to have the highest survivability in the game. Some argue that his DPS abilities need improvement but I beg to differ.

Group Buffs, Mantras, and Heals
Also other heroes have minor healing abilities, the Monk has the highest AOE heal in the game. He is one of the few healers in an action RPG game. His heals are massive and extremely useful to the group.

Also, the Monk has mantras which act as group buffs. Some of his Mantras increase damage while others increase defensive abilities. In particular, the Monk can also use a Mantra to regenerate life for the entire group and also reflect damage back to the mobs.

In addition, the Monk has many rune and passive abilities that greatly improve all of these group buffs.

The Monk is quite possibly the most underrated Diablo 3 hero as of 2012. His setup is simple and very basic yet he is also a very solid group player. The Monk is, like the Barbarian, a tank. His main stat is dexterity. Rather than absorbing damage, the Monk avoids it through various spells and mantras. The Monk also uses Mantra which can be spent but doesn’t degrade like the fury of the Barbarian.

D3 Developer Interviews

D3 Developer Interviews
As we reported from the Diablo 3 Fansite Summit last month, the Diablo 3 devs were planning to submit themselves to an increasing number of interviews to give us something to talk about and think about over the summer. I’m sure you guys saw our interview posted earlier this week, and if you want more, here they are.

As we reported from the Diablo 3 Fansite Summit last month, the Diablo 3 devs were planning to submit themselves to an increasing number of interviews to give us something to talk about and think about over the summer. I’m sure you guys saw our interview posted earlier this week, and if you want more, here they are.

The first is a text only interview with Josh Mosqueira, Travis Day, and Kevin Martens. It actually went up a few weeks ago, but we missed posting it at the time, so here it is now. (I blame the fact that it was posted on my birthday when I was very drunk otherwise occupied, and out of town visiting relatives.) The interview can be seen on Diablo Somepage and it’s got some good info, plus an almost farcical number of, “we’ve talked about that but can’t give you any details yet” type answers. One quote:

Diablo Somepage: There had been some talk about making the end Act bosses more interesting. I guess it comes down to the balance of the elites versus the bosses, what do you want people to be really striving to go for? Is that something you’re interested in doing, and if so would short-term smaller fixes, like letting them give a Nephalem Valor stack, or provide a big chunk of experience if you kill them with 5 stacks — would those be the sort of things that might be considered?

We are team, the leading of Diablo 3 Power Leveling and Diablo 3 Gold provider.

Kevin Martens: Right, so a couple of notes on bosses. Why you fight bosses versus why you fight elites, has sort of a different balance than previous Diablo games did. Bosses aren’t so much about the challenge in D3 vanilla, as they are about the celebration or the story moment that you have defeated another Lord of Hell. That is different than other games, certainly other games we make right now and other games we’ve made in the past. That’s sort of deliberate; whereas the challenge generally comes in with the elite monsters, which are intended to often be harder than the bosses. That said, every time we make something as heavily scripted as some of the boss fights are, we always think of better versions after we ship, and we always love to go back and fix some of that content. That’s not a super necessarily high-priority thing to do.

When you get your hands on the console game, you’ll find that improvements have been made to some of the boss fights; some of those could possibly be rolled back into the PC version in the future. And certainly new bosses that we make in the future, we’re going to try to learn from what we did with those ones, and make them better. I don’t think we’ll do any like quick, short-term things, in a patch to just give them a stack of Nephalem Valor or something like that. You’re not rewarded in such a way to require you to go kill them very often anyway, it is still better to kill the elites and rares as per my earlier philosophy statement. But yes, they could be better.

Elsewhere, an interview with Josh Mosqueira, Travis Day and Wyatt Cheng was posted on Diablo Fans yesterday. I assume it was conducted over the phone or skype just like ours was, but there’s no audio, so just read the transcript. It’s a straight Q&A that got an unfortunate number the “we’ve talked about that” type replies, but this bit about Paragon Levels caught my eye:
DF: A thing that Travis mentioned once – adding efficiency to the Paragon system. Have there been any talks on what those additions can be?
Travis Day: Yeah, the Paragon system was spectacular for what it was trying to accomplish. Sometimes random can be a cruel mistress and the paragon system’s primary intent was to allow you to feel like you’re acquiring progression and even if you’re not getting too lucky with your item drops. We want to take that and expand upon it even more.

We’ve definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you don’t feel like we’re taking anything away from you if you want to try new characters or try out different play styles within the game. That’s something we’ve looked into a lot.

The protagonist travels to Bastion’s Keep with Tyrael, Leah and Adria to find it under attack by Azmodan’s army. After defeating the demon Ghom, the Lord of Gluttony, the protagonist travels to crater of Mount Arreat to confront Azmodan. Tyrael assists the protagonist in reaching the demonic gate protecting the crater, and destroys it with his sword. The protagonist traverses the depths of Arreat’s inner core to destroy the Sin Hearts, which empower Azmodan and his armies. Azmodan’s consort Cydaea, the Maiden of Lust, attempts to protect the hearts but is defeated. The protagonist confronts and defeats Azmodan, and Leah seals his soul in the black soulstone. With all seven lords of hell trapped within the stone, Tyrael states that the war will be ended if the stone is destroyed. The protagonist returns to Bastion’s Keep, but finds that Adria has betrayed them. Adria reveals she has been serving Diablo from the beginning, and that Leah’s father is Leoric’s son Aidan, the Dark Wanderer (the Warrior player character from the first game and Diablo’s reincarnate body in Diablo II), who was possessed by Diablo. Adria sacrifices Leah and uses the Black Soulstone to resurrect Diablo. Now in possession of all the souls of the Lords of Hell, Diablo becomes the Prime Evil, and begins an assault on the High Heavens.

Also, maybe potentially adding some sort of customization within the paragon system. Sort of in the vein of a throwback at a Diablo II start location. We’ve looked at things like that. We definitely have plans to flesh it our more in time. We don’t need to design it from the ground up. What it does, it does well, and we just need to make it more encompassing.

They’ve mentioned shared DiabloWikiParagon level bonuses before, and with several mentions I’m thinking it’s more like “coming in D3X” than “on the drawing board.” I’m not at all sure I like that idea, though obviously it depends on how they implement it. Later for that debate though. (Literally. I’ll post an article for debate and a vote, once I’ve given it some more thought.)

More generally, it’s nice to see all the new dev interviews of late, huh? There was another one with a streamer last week, if you missed it. It would be even better if they could actually give us some hot new info, but looks like we’ll have to wait until Blizzcon for that. (Which is why I went more for conversation and discussion than just a straight Q&A in the podcast, since I didn’t want to just get a bunch of those rehearsed-sounding “we’ve talked about” type replies you guys are always (justifiably, IMHO) complaining about. 

D3 The Promise of Runes

D3 The Promise of Runes
We usually point to several interesting threads in a Diablo 3 Forum Watch, but this time I’m just highlighting one, with multiple quotes from it. The thread is The Promise of Runes, and in the OP and the 50+ replies a bunch of theory-crafting fans debate the lack of varied popularity in the skill runes in most skills in Diablo 3.

We usually point to several interesting threads in a Diablo 3 Forum Watch, but this time I’m just highlighting one, with multiple quotes from it. The thread is The Promise of Runes, and in the OP and the 50+ replies a bunch of theory-crafting fans debate the lack of varied popularity in the skill runes in most skills in Diablo 3.

Here are some abbreviated quotes from the OP and some of the best points made in follow up. There are 52 replies to the thread now, so I’m not even scratching the surface here, so check out the thread if you’re interested in a lot more theory and criticism on this issue.

We are team, the leading of Diablo 3 Power Leveling and Diablo 3 Gold provider.

The vast majority of skills are hugely dominated by a single rune (though only DiabloWikiZombie Charger has 4 runes used by literally nobody). The question is – does anybody have any realistic ideas of what could really be done about this? (As a side note – the Wizard clearly needs the most balancing help. A full ELEVEN of their skills are used by less than 3% of players, by FAR the worst of any class!)

Bad Ash: I wonder if it would help if you could hotbar a skill more than once? This would allow people to use the same skill with a different rune on its own cooldown. I could see this being game breaking in C.C. but maybe leave C.C. skills out of it?

1) >Some rune effects are holdovers from when the system had “colored” runes that caused a similar effect for each skill
2) Some rune effects are clearly wacky and gimmicky
3) There was clearly no thought given to actually balancing some of the runes for what players would want to accomplish while playing the game — in other words, some runes are the means to ends that don’t exist
4) Some runes probably would’ve scaled better than they did when there were rune ranks, but shoving everything to rune rank 3 or 4 really gimped them
5) I think this is the most important one — because of some kind of art assets / programming complexity crunch in alpha, beta, or some other pre-launch phase, there ended up being too many generic runes that bore everyone to sleep

Themeros: Runes as item drops with levels seemed like a great idea at first, but now I understand how much of a hassle it would be. Some runes would be so expensive and, due to RNG, so limited in supply that normal players would just end up using whatever runes they had, which would lead to frustration and rage. — I want my dual lazors!!!

The hero recovers the sword pieces from the Khazra Den and the Drowned Temple, opposed by the witch Maghda, leader of the local cult known as the Dark Coven. Maghda, however, recovers the third piece before the protagonist does and attempts to force Cain to repair the sword. Leah, however, kills the cultists with a surge of magical power, forcing Maghda to kill Cain and flee with the stranger. Cain, before dying, repairs the sword and tasks the protagonist with returning it to the stranger. The protagonist pursues Maghda into the bowels of King Leoric’s dilapidated torture chambers underneath his manor, rescuing the stranger and returning to him his sword after a violent fight with the Butcher. The stranger’s memories are recovered, and it is revealed that he is the arch-angel Tyrael, the Aspect of Justice. Disgusted with his fellow angels’ unwillingness to protect humanity from the forces of Hell, Tyrael cast aside his divinity to become a mortal and warn Sanctuary about the arrival of the demon lords Belial (Lord of Lies) and Azmodan (Lord of Sin).

IvanE: I disagree that the skill system doesn’t allow any expression – no one is forcing you to use a cookie cutter build except your own internal comparison with everyone else. It’s perfectly fine to do something quirky and less effective, if that floats your boat. I do think, given my earlier posts, that both the itemization and the specific skills / runes themselves are not out-of-the-box enough to really give players a complete sandbox to come up with crazy ways to kill monsters. But I think Blizzard cared too much about balance for that (and failed anyway).

I agree with a lot of the observations made in the thread, but just to do my usual contrarian thing and re-examine the entire premise… do we want skills to be balanced? Obviously we want multiple options for DiabloWikibuilds and play styles, but for some things to be good, other things have to be bad less good. That’s almost the central logic behind items, and maybe it applies to skills as well?

It’s impossible for every skill in a game to be perfectly balanced (at least no game with complexity great than that of Rock-Paper-Scissors has done it yet), but is it more fun if a game has some meh skills, a lot of okay skills, some good skills, and a few great ones? Doesn’t that make it more fun when you reach the level req to start using one of the great skills? Or are skills somehow fundamentally different than items, and with skills you want balance that yields variety, rather than the peaks and valleys of quality that make items fun? 

D3 Developer Interview Round-Up

D3 Developer Interview Round-Up
Over the past month, several designers from the Diablo III development team had the opportunity to sit down with Diablo Fans, Diablo IncGamers, Diablo Somepage, and the folks from TwizzCast to discuss various topics ranging from how console is progressing to “hey, what’s going on with that itemization update you first mentioned back in April?”

Over the past month, several designers from the Diablo III development team had the opportunity to sit down with Diablo Fans, Diablo IncGamers, Diablo Somepage, and the folks from TwizzCast to discuss various topics ranging from how console is progressing to “hey, what’s going on with that itemization update you first mentioned back in April?”

We’ve compiled all the links for you below. To be taken to a specific interview, just click on the corresponding fan site logo.

While we highly recommend reading or listening to these interviews in their entirety so you can get a sense for tone, context, and the questions being asked, here are some of the highlights:

We are team, the leading of Diablo 3 Power Leveling and Diablo 3 Gold provider.

Itemization changes will not be implemented in a standalone patch, nor is there a “patch 1.0.9” planned at this time. Rather, these changes will likely accompany similar improvements made to other systems, class tuning in particular. (Diablo Somepage)

Player feedback is incredibly valuable, and the developers pay close attention to ideas being discussed in the forums and on fan sites. Did you read about that Talisman suggestion? Well, so did Travis Day! (Diablo Fans)

Endless dungeons have not only been considered, but have also been prototyped and tested internally. It’s not yet decided whether or not an endless dungeon will be added to the game, but the development team understands there is a desire for players to test their characters and face ever-increasing challenges. They’re currently looking at a variety of different systems and features that could potentially fill that niche. (IncGamers)

Expanding the Paragon system is definitely on the table. A few concepts currently being explored and/or worked on include decoupling level bonuses from individual characters and making them account-wide, incorporating some form of stat allocation alongside existing level bonuses, and increasing the level cap (eventually). Note that if any of these changes are implemented, they would apply retroactively as well. (Diablo Fans)

The Mystic is likely to make a triumphant return, and with her the opportunity to modifty items. While it’s not yet final what sort of services this particular artisan will provide, some possibilities include: adding a property to an item, exchanging one property for another, and/or re-rolling the stat range for an existing property. (IncGamers)

The protagonist, Leah, and Tyrael travel to the city of Caldeum. The protagonist leaves to track down Maghda at Alcarnus as per orders from Cmdr. Ashaera, while Leah and Tyrael search for evidence of Belial in the city sewers. The protagonist heads to Khasim Outpost to try and pass the gate, but a suspicious man tells him/her to speak with Cpt. Davyd in the Command Post. When the hero walks in, Maghda thinks he/she was given as a sacrifice Belial, but the hero cleverly states that the Lord of Lies send her there as bait. Offended by the insult, Maghda orders the Imperial Guards (Deceives in disguise) to mince the hero. Thankfully, Cpt. Davyd and the Iron Wolves reclaim Khasim Outpost from the serpent demons, and the hero is given access to Alcarnus. After freeing all of the prisoners at Alcarnus, the hero fights Maghda in her lair and destroys her, avenging Cain, then returns to Caldeum where Leah has learned that her mother, Adria (the witch of Tristram from the original game) is still alive. The protagonist aids Leah in rescuing Adria from the city’s sewers. Adria reveals that the key to stopping the forces of hell is the Black Soulstone, which can trap the souls of the seven Lords of Hell and destroy them forever. The protagonist resurrects the soul of the traitor Horadrim, Zoltun Kulle, in order to recover the Black Soulstone, who reveals that it is hidden in his archives. After recovering Kulle’s body and some of his blood, so that he can open his lair, the protagonist is forced to defeat him after he attempts to take the soulstone for himself. Upon returning to Caldeum, the protagonist finds the city under attack by Belial’s forces. Adria and Leah fight their way to the palace with the aid of the protagonist, revealing Belial as having taken the form of the Emperor of Caldeum to deceive them, and eventually defeat him. Leah traps his soul within the Black Soulstone, freeing Caldeum, after which she receives a vision of the demon lord Azmodan, who is invading Sanctuary from the crater of Mount Arreat (destroyed by Tyrael in Diablo II) in order to retrieve the black soulstone and empower himself.

Expect more Bind-on-Account items in the future! The developers are also looking into ways to incorporate item binding into the game, as a way to help keep items moving out of the economy. (Diablo Fans + Diablo Somepage)

With respect to itemization improvements, the team understands that one of main problems with existing legendaries is that they’re often relegated to “toy status” because, while the’ve got fun effects, they rarely offer comparable upgrades to efficiency-based stats like DPS and EHP. The goal is to make sure that future legendaries don’t just look cool, but that they’re also compelling to use and make your character feel powerful, both visually and mechanically. (IncGamers)

BlizzCon is going to be pretty amazing this year, but prepare for some interesting news to be shared before then, too! (IncGamers)

And that’s just the tip of iceburg. The developers also chatted about self-mode found, increased map diversity, single-target vs. AOE skill diversity (and how to improve it), guest monsters, whether or not having four separate game modes (Normal, Nightmare, Hell, and Inferno) is the best route to end-game, the possibility of translating improved boss and player mechanics from console to PC, guaranteed stats on specific items, ladders, the current status of PvP, and more. Be sure to check out the full interviews (linked above) below for all the details!

After you’re done reading/listening, let us know which interview was your favorite, and why it struck your fancy. We’d also love to hear what topics you enjoyed the most, and if there were any subjects not covered that you’d like to learn more about. 

D3 Wizard Guide

This guide will cover all the wizard skills you’ll need for fast, easy Diablo 3 energy leveling! The Diablo 3 Wizard skill point gain guide with Diablo 3 Speed may be released today. This now offers players the most effective strategies to master the wizard class. Best And Fastest Wizard Leveling Guide In Diablo 3. This guide is so complete and you can get much more useful expertise to creating Diablo3 platinum. Now, you can read information.
Diablo 3 provides officially introduced on May 15th, but your fight to the mortal world began a long time ago. When the various changes taken to the 3rd installment with the Diablo franchise’s were reported, many Diablo authorities and analysts reached work in order to figure everything out in regards to the game. While your Wizard bears plenty of resemblance to the sorceress, there are lots of things in which set all of them apart. In Diablo only two, the sorceresses’ expertise were broken down into fireplace, cold along with lightning. This time around however, to the relief of numerous players aggravated while the immunities for the Hell difficulty, the Wizard has signature bank, offensive, defensive along with passive skills to choose from.

This Diablo 3 Rate Guideline seemed to be essentially created using your intention connected with coaching avid gamers the best way to levels upward their characters as fast as possible; of course, the important Diablo 3 knowledge can be for the Inferno difficulty. Seeing that what sort of Wizard is a completely different category from everything ahead of, avid gamers will certainly sometimes need time along with persistence, as well as the right advice along with guidelines in order to get good at that effectively. This manual has a massive area of that specialized in your Wizard, along with how you can take these to levels 58 without having breaking a perspiration.

Jonathan Bradley Henderson will be the person guiding Diablo 3 Rate, although your identify might not ring almost any warning buzzers for most, he’s a very trustworthy person in your Diablo 3 area and has verified his information about the game time and again. Quite simply, this individual appreciates exactly what he’s talking about within his manual.

Returning to the manual alone, it can be essentially split up into numerous elements, using each category getting their own skill point gain manual. People usually are trained the best way to successfully use their characters by which predicaments, the best way to eliminate your most challenging creatures, that missions along with parts deliver essentially the most knowledge, along with ways to get the most effective products. Because the Wizard largely depends on merging their expertise in several organizations, creating a manual by which every one of the combinations have been completely totally examined could make items move faster. Altogether, Diablo 3 Wizard Progressing using Diablo 3 Rate Guideline allows newbies along with veterans similar being Hell’s most severe headache right away.

In the event you want a fantastic Diablo 3 Wizard Progressing manual. Here is the end on this write-up along with I do think using this practical manual, you can also make an excellent progress inside the Wizard category. Basically, if you need to obtain Low-cost Diablo 3 platinum, you can even pay a visit to your web page and have trying. I think you’ll discover it can be great to make acquire with us. Expect there is a wonderful moment along with all the best. 

D3 The Best Class

100s of people will provide you with advice on how you can perform Diablo 3. Just use the internet here and find out just how much participants are generally creating. Yet are you aware just how much in this will be many phony and pointless? Sadly, many people throw away hours wanting to master the sport. Then, each goes and throw away more time wanting to help make inappropriate assistance prove useful.
When i felt a new ethical obligation as a gamer to really attempt to write content pertaining to participants that are jammed within this large cesspool regarding undesirable and pointless assistance!

Look at Diablo 3 pwnage by simply Conor Nash – It is surely the best All-in-One Category Guidebook pertaining to Diablo 3. Let’s chat data. I most certainly will chat pertaining to myself personally. When i leveled 1-60 inside 5 days to weeks regarding 1 hours taking part in moment. I have many 5 degree 59 personas! How should everything else allow you to get any better in Diablo 3?

I’ve got to indicate that we am just an average gamer usually. I did not really think of as being a Diablo 3 dominor. Yet, till When i attempted Conor Nash’s manual! Right now, I feel pride inside myself personally and my buddies are inside amaze regarding me!