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Stress test dal 12 al 14 maggio https://news.blizzard.com/it-it/dia...-per-l-uscita-con-lo-stress-test-di-diablo-iv
Here's some notes I took from the livestream. I hope it's helpful. I'll update if I missed any details or made any mistakes.
Sacred/Ancestral Items
No plans for Couch Co-Op on PC, and no plans for M+KB on console.
You can do some simple things on your mount, like pick up herbs.
No plans for WASD movement currently.
Lastly -- they had to make sure Ashava was doable at level 20. If you have trouble, go down to World Tier 1 for Server Slam.
D4 Livestream Recap Notes
Here's some notes I took from the livestream. I hope it's helpful. I'll update if I missed any details or made any mistakes.
Sacred/Ancestral Items
- These start dropping in World Tier 3
- They can have a large power swing on your character. Seem to affect both rares and legendary/unique items.
- You can get lucky and get one early on, and as a rare this has high trade potential
- Example given was finding one around level 50 and being able to use it all the way to level 70
- Unclear exact differences between sacred/ancestral. Ancestral seem to have large affix ranges? Similar to Ancient version of items in D3?
- Some of these have been slightly retuned followed Open Beta.
- Some cannot drop until higher levels.
- "Nightmare Tier" (WT 3?) is the first time they can drop.
- They are very, very rare (said elsewhere that you may only get a handful in a full season)
- Intended to be huge chase items
- Can open up entire new build paths for your character
- One of the main end game activities.
- These are great for target farming certain item types.
- Enemies drop Cinders
- You spend these Cinders on Helltide Caches, with each one tied to a specific item slot.
- So if you're going for a Shako, you may be looking for Helm caches.
- Mentioned that entering a helltide you might first look and see where the caches are and make mental notes before farming.
- Only last 1 hour and they rotate around Sanctuary.
- If you leave the zone, you lose all your Cinders.
- Similarly, if you die, you will permanently lose half your Cinders.
- Different events and bosses can spawn in Helltides... including the Butcher.
- Specific crafting materials only come from Helltides, so you will need to do this to upgrade your end game gear.
- Sigils are gained from another event (missed the name, not helltides)
- Stone lists the # of Revives you'll be allowed for that dungeon
- Also lists types of damage modifiers
- Nightmare dungeons are a great place to farm sacred & ancestral gear
- Furthermore, you will run Nightmare Dungeons as the primary place to upgrade your Glyphs
- Only a handful of dungeons (the number 30ish was thrown around) will be able to become a Nightmare dungeon in a given season.
- This was later elaborated as they want each season to rotate the active layouts, objectives, even monster families each season.
- The pool is limited because they want players to learn and familiarize themselves with these dungeons, without having to memorize all of them.
- Nightmare dungeons can go over level 100, and they mentioned it would be interesting to see how high people could go.
- Four types of nodes on a board - Normal, Magic, Rare, and Legendary
- The normal nodes are the attribute related nodes giving a bonus to a specific stat
- Magic nodes give a bonus similar to an affix you'd see on a magical item (Ex: +8.5% Crackling Damage). There are several on a board and can be valuable when added up.
- Rare nodes typically have a powerful passive effect with a bonus effect.
- Bonus effects are unlocked if you meet a certain requirement.
- Example given for a Rare node was +32% damage to elites, with +14% movement speed for 4 seconds after killing an elite... Bonus effect: Another +16% damage to elites if requirements met
- This example node had a requirement of 260 dexterity to unlock the bonus effect, which is how stat nodes may be important in gaining bonuses on rares.
- The other node was the Legendary node. Every board has one and it's basically unique to that board.
- Legendary nodes feel similar to legendary aspects on items. (not sure)
- Boards also have Glyph sockets (mentioned earlier for Nightmare Dungeons).
- Glyphs can be leveled up and add bonuses to your character based on where it's slotted.
- Personal opinion honestly feels like the Jewel + Cluster Jewel system from PoE, if it helps you understand better.
- A level 1 Glyph could give you a small bonus. (Ex: 3% more poison damage for every 5 int within range of the Glyph. Poisoning damage has a 10% chance to deal double damage over their duration.)
- Higher level Glyphs could have more powerful effects, where they increase the % values of surrounding nodes (Improving nearby rare nodes was mentioned here)
- Certain glyphs may have requirement bonuses to be unlocked (One example shown was 10% more damage for 4 seconds after using a defensive skill)
- As you level glyphs, how they affect nearby nodes may get stronger, and their radius of affected nearby nodes can grow
- Rhykker added it felt like every board had a certain theme to it, like a Necromancer may go heavy into their Summons board. Additionally it could be interesting to decide what board to connect next in terms of pairing with your main skill.
- There are 220 Paragon points by level 100, and nodes can be refunded through gold.
- They reshared the patch note changes from the previous Open Beta.
- Specifically want to help Melee builds, which is why they made changes to Barbarian survivability and Druid.
- Rhykker -- who played a new version of the end game -- said Druid may be his favorite class now with Barbarian as his 2nd favorite.
- They mentioned they want Necromancers to have a more active summoning playstyle, with an economy around summoning minions and using corpse piles effectively.
- Meanwhile, they've retuned/reduced large outgoing damage from bosses that unfairly target and destroy Summons (and druid companions)
- Every class should have an option to get out of Crowd Control.
- Sorceress Hydras was specifically looked at and received small changes (did not specify what exactly)
- Mentioned earlier, there was some small changes to certain legendary items
- They addressed putting a limit on movement abilities (like Teleport) on Ultrawide monitors
- They also addressed world boss farming where players would kill Ashava and quickly look for new instances (didn't elaborate but no longer seems possible)
- On this note, your first world boss kill will give the most loot but future kills in a week will still given loot, albeit reduced.
- "Ambushes" have been added when backtracking.
- Dungeon layouts with terrible layouts were changed
- Hoarfrost Demise and Kor Dragon Barracks specifically shown, with objectives on or near the path.
- Lots of sad faces and smilie faces on graphics.
- Killing all monsters objective now operates on a threshold. Example given was needing to kill 50 zombies and having only killed 49, then looking everywhere for the 1 monster in the corner you missed. This feels bad and is anticlimactic.
- Instead, after a certain threshold of kills, the remaining monsters will now seek you out.
- Separately, the Anima collection objective now grants buffs to your character like resource cost reduction and movement speed.
- This was added early in development because there wasn't an easy way to reset dungeons.
- Unfortunately players were using it for unintended behavior.
- This included HC characters using it as an easy escape from a bad situation.
- Personal anecdote: I used it to farm good layout dungeons for XP
- They added they didn't really intend people to reset partially cleared dungeons to farm earlier sections.
- As long as every is outside the dungeon, it will reset naturally and organically.
- This time to reset is about 60 seconds.
- For a partially completed dungeon, its a little longer... around 150 seconds.
- No mention of any kind of max dungeon cap whatsoever.
- Will run May 12th - May 14th (they said about 48 hours)
- Intended to smash the servers as much as possible to get ready for launch
- Level Cap will be 20, reduced from Open Beta's 25. Still Act 1.
- Same rewards from previous weekend with an additional reward.
- Killing Ashava at level 20 will give a Mount trophy of Ashava's horn (they showed a video of this).
- Mentioned your horse can have cosmetic armors and trophies (big Witcher 3 trophy vibes)
- Ashava's Horn trophy is exclusive to beta
- Ashava's first spawn is May 13th at 9am PDT and will spawn every 3 hours following (they mention around 9 total spawns)
- Q: How Long to get through the battle pass? A: Likely to finish the battle pass before you even finish all the content a season has to offer.
- Q: Will every season have a rotating set of nightmare dungeons? A: Basically yes, to keep rotating different experiences (layouts, objectives, monster families)
- Q: Any plans to keep interest for people not wanting to play seasons? A: (missed this answer, sorry :(... but they said the full experience will be seasonal play)
- Q: Was the skill tree designed to be able to add new passives and active skills? A: Yes, this is just the beginning of classes. We'll be looking at new ways to add new playstyles, new passives, even potentially new skills. Though it's likely these would be part of future larger scale updates (expansion sized, not necessarily seasons). We also do have a lot of customization options to add but they may not involve the skill tree.
- Q: How will seasons work with Altars of Lilith? Can you expand on previous comments? A: Renown resets on a season basis. Altars will be isolated between Eternal/Seasonal Play and Hardcore. Unlocking Altars in a Season will unlock them for all future seasons. Added that in terms of Renown resetting to 0, that "there are more activities that give you renown than you need to achieve 100%" (seems to imply you will "finish" Renown in an area without having to 100% everything there)
- Q: Any other item types related to big end game activities, similar to crafting materials in Helltides? A: World bosses have a high chance to drop Scattered Prisms, which are used in crafting for adding sockets.
- Q: What kind of item farming is available in terms of target farming? A: Certain monster families have a higher chance to drop a certain item type. This is a separate additional item drop that doesn't compete with normal drops. Example given was that Skeletons as a family have a chance to drop Crossbows. Someone farming for a Unique Crossbow may farm a bunch of Skeletons for it. Every monster family seem to have a chance for a certain slot.
- Q: Will the game get any more changes between Server Slam Weekend and Release? A: No, this is the launch version of the game, though all the changes from Open Beta are in it, as well as DLSS 3.0 (but not Ray Tracing yet).
- Q: Overlay vs. Minimap, thoughts? A: We feel like players are always going between killing monsters & navigating. Unfortunately, when people play with an overlay map... it's basically always on. We want killing monsters & navigating to be more separate, cleaner functions. We're trying to help with this with arrows on the corner of your screen, etc. We're open to feedback so let us know.
- Q: Will all dungeons be one floor or will we ever see multi layered/depth dungeons? A: Our engine has come so far at this point that honestly a lot of dungeons already have multiple levels... you just probably didn't realize it. Having said that, yes, we can absolutely support future dungeons with separate levels.
- Q: Will there be PVP instancing to separate Solo vs. Group players? A: No... not at all. You will see 4 player Gank Squads. "Fields of Hatred are not a place for honor; they're a place for slaughter." There are buckets of instancing to prevent a level 100 player from being with a level 25 player. Otherwise it's not meant to feel fair. However, there are two fields of hatred and they are quite large, so you have a high likelihood of avoiding a certain group of players. There is also an alert when acquired currency of crystals are being converted to dust (the system for successfully escaping with your currency). So everyone will know it's happening.
No plans for Couch Co-Op on PC, and no plans for M+KB on console.
You can do some simple things on your mount, like pick up herbs.
No plans for WASD movement currently.
Lastly -- they had to make sure Ashava was doable at level 20. If you have trouble, go down to World Tier 1 for Server Slam.