about 1 year ago - Diablo - Direct link

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1435s season 2 will be our biggest update to
1437s Diablo 4 since launch with a new quest
1440s line events to play as you drive back
1442s The vampiric Horde Unholy vampiric
1444s powers to wield and new endgame
1446s encounters to test your skills and
1448s players will need to harness the enemy's
1450s own blood magic against them to end this
1452s new evil before it's too late in Diablo
1455s 4 the season of blood in season 2 the
1458s people of sanctuary have a new danger to
1459s face Invasion by an army of vampires
1462s this shadowy vampire cult has laid claim
1464s to large areas of the world and have
1466s begun abducting innocent citizens to use
1468s in their dark rituals everyone's lives
1470s are at risk including your own in season
1472s 2 players are going to uncover a plot
1475s led by a new ancient vampire named Lord
1477s zir who's awoken recently Lord zir is a
1480s remnant of a lost age before they were
1482s humans in sanctuary it was inhabited by
1484s the first born children of anaras and
1486s Lilith who are known as the Ancients but
1489s because of anari's actions the Ancients
1491s had their powers drawn away from them
1493s but some among them were not strictly
1495s subject to a true death zir and his Co
1498s cohort were banished to sleep for an
1499s eternity in the city the Ancients but
1501s due to the events of Diablo 4 the city
1503s began to awake with dire consequences
1506s for the humans living on the surface
1507s above during the evance of season 2 the
1509s player is going to contract a vampiric
1512s curse but they're not under Lord zier's
1514s control which gives them a unique
1516s opportunity to Strike Back Against The
1517s Cult and stop lord zier's plans we'll
1519s encounter a variety of new characters
1521s this season including band of vampire
1523s Hunters one with a particularly shadowy
1526s past seek out Army kill as many as you
1529s can Aris is a professional vampire
1531s Hunter she's crossed and recrossed the
1533s Wilds of sanctuary putting an end to the
1535s undead since long before the events of
1537s Diablo I I need to go after the
1540s magistrate and you're going to have to
1541s come along Aris is played by actor Jemma
1543s Chan it's exciting to see more film and
1545s television actors lending their talents
1547s to the Video Game World Gemma brings a
1549s wealth of experience to the table from a
1551s wide variety of roles she was a great
1553s choice to breathe life into this
1554s character of a world weary but
1556s determined vampire Hunter with a lot of
1557s emotional complexity that's a bite
1561s mark you're changing aren't
1564s you no from the depth of that wound you
1566s should have already she is strong she's
1570s compassionate towards others but she's
1572s also witnessed a lot of horror in her
1574s life so she's pretty emotionally guarded
1578s and stubborn and fixed in her worldview
1580s oh you're going to change I'm sorry but
1583s whatever's preventing your Cravings
1585s won't last forever and never do she
1587s realized is that the player character
1590s has these vampir traits which makes him
1592s a useful tool but potentially disposable
1595s one this is madness perhaps that's what
1598s it
1599s takes one of the core seasonal Mechanics
1602s for this season are vampiric powers
1604s vampiric powers can be acquired by
1606s defeating blood Seekers and minions of
1607s Lord zir in order to acquire potent
1609s blood which allows you to unlock or
1611s upgrade vampiric Powers when you collect
1613s all of these various Powers they have
1615s costs which are going to be detailed as
1616s part of the pack system so armor pieces
1618s that you collect during the course of
1619s the season are going to have these packs
1621s associate with them there are three
1623s types of packs and you can use the Boon
1625s they provide in order to fuel the blood
1627s seals for various vampiric Powers you
1629s can combine the power of different blood
1631s seals in the sanguin circle so long as
1633s you have the appropriate combination of
1635s packs in order to power them one thing
1637s we've really tried hard to do is to
1639s provide powers that enhance every build
1641s so that there's no one right way to play
1643s when pursuing that vampire fantasy
1645s there's one in particular that I like
1646s where as the player dashes they turn
1648s into a cloud of bats they'll curse
1649s creatures they pass through along the
1651s way as you kill those creatures you're
1652s going to actually steal their souls when
1654s you use certain abilities on your
1655s character all of those souls are
1657s Unleashed dealing devastating damage to
1659s nearby creatures there's also an ability
1661s called Rising Moon where you can stack
1663s basic skills and after you reach a
1664s maximum number of stacks you go into a
1666s vampiric blood rage if you can't get
1668s enough of bats there's even a vampire
1670s power that allows you to summon a bat
1671s companion they'll take a bite out of
1673s your enemies and have a chance to stun
1675s them Lord zier's Army is pushing across
1678s sanctuary in an event called the blood
1680s Harvest which will always be active
1682s somewhere on the map but will change
1683s locations in a cyclical way blood
1685s harvests are large scale open world
1687s events where vampires have overwhelmed
1689s an area in the hopes of enslaving the
1691s populace harvesting their blood and
1693s siring more vampires players will
1695s venture into these areas to rescue
1697s prisoners stop Sinister rituals and hunt
1699s for high value enemies of course they'll
1701s be rewarded for their efforts with a
1703s variety of new items as well as the
1705s potent blood that fuels their vampiric
1707s powers
1710s in season 2 the season of blood we're
1711s going to be adding five new returning
1714s endgame bosses for players to engage
1715s with once they get into World tiers 3
1717s and four players be able to earn the
1719s materials to summon these bosses by
1720s completing Whispers And by completing
1722s hell tide events we have some new
1724s enemies with powerful Elemental attacks
1726s giving players more reason to seek out
1728s and equip gear that enhances their
1730s resistances what sets these new in-game
1732s bosses apart is that they offer a new
1734s way to farm uniques so if there's a
1736s build defining unique you're after
1737s you'll be able to Target Farm specific
1739s bosses and our most challenging boss
1741s that we're going to be adding as part of
1742s season 2 is also going to have an
1744s opportunity to drop extremely rare
1746s unique items that players have been
1747s hunting
1750s for we're also going to be adding some
1752s quality of life updates in season 2 the
1754s first of which is we're going be taking
1755s our gem system and making so when gems
1758s drop for the player you're actually
1759s collecting materials they're going to be
1761s stored differently they're not going to
1762s go into your inventory the same way to
1763s help alleviate some of the concerns
1765s about inventory space to players you've
1766s talked about before as long as you
1768s finished the prologue you can now choose
1769s to skip the rest of the campaign and
1771s dive straight into creating a seasonal
1773s character if you previously unlocked a
1775s mountain diablo 4 will be immediately
1777s available to use when you begin your
1778s journey through the season of blood and
1780s we've made it so that Renown rewards
1782s persist through Seasons so that the
1783s reward is now account bound as we do
1785s with every new season we'll be adding a
1787s new season journey and a new battle pass
1789s filled with new like vampiric themed
1791s Cosmetics for them to collect and we'll
1793s also be adding some new town portal
1794s Cosmetics both in the free and paid
1796s versions of our battle pass in season 2
1797s too we'll also be making a number of
1799s other changes to the game updating
1801s unique powers and items reviewing
1803s legendary aspects for different classes
1805s we're going to be updating stats like
1806s our resistance values across the game
1808s and a number of other balance tweaks to
1809s make sure the game is as fun as possible
1811s for players one of the most exciting
1813s things for me about working on seasons
1815s is that uh Sanctuary is a big place and
1817s there's a lot going on the prime evals
1820s and the Angelic forces are still very
1822s much in play but I think players are
1824s going to enjoy seeing some more human
1826s scale dramas play out Diablo 4 second
1829s season will be our largest content
1830s update yet but we're only getting
1832s started along with providing new quest
1834s lines powers and events each season
1837s we'll continue to improve upon
1838s established systems by listening to
1840s player feedback to make your adventure
1841s in sanctuary the best it can be we're
1843s incredibly excited for you to explore
1845s more corners of sanctuary so come join
1847s us in the
1856s hunt
1860s Diablo for campfire chat I am Adam
1863s Fletcher I'm the uh Community lead here
1865s for the Diablo franchise and I'm joined
1867s by two people here one of them familiar
1869s face one of them a new face yeah feel
1871s free to introduce yourself you guys hi
1873s everyone I'm Charles Dunn I'm an
1874s associate game designer working on the
1875s live balance team and hey everybody I'm
1878s Adam Jackson I'm the league class
1879s designer for Diablo 4 and as you guys
1882s know like last week we talked a lot
1883s about season 2 we actually revealed on
1885s kind of like all the details about
1887s season 2
1888s uh we went into a bunch of different
1890s updates that are going to be coming with
1892s season 2 and then this stream was
1894s specifically for class updates talking
1897s about resistances talking about updates
1899s to damage buckets and more we actually
1901s have a lot to talk about hopefully
1904s hopefully you guys like numbers cuz I
1906s brought some designers uh uh hopefully
1908s you guys like uh to hear about all these
1910s these changes that we're going to be
1911s going through but at the same time we're
1913s also going to be talking about uh some
1915s future updates that are coming for the
1917s game as well we will talk about the
1919s first update that's going to be hitting
1920s after season 2 launches which is uh
1923s patch one to1 uh so we'll be uh hitting
1926s on that at the end of the actual stream
1929s but before we kind of like jump into one
1932s 121 I know that you guys have a lot to
1935s talk about regarding classes resistances
1938s damage buckets unique
1940s items take it away Adam yeah totally so
1944s uh yeah we can start jumping to slides
1945s so the class team and really the whole
1947s deal four team has been very busy with
1950s uh improving the game so our strategy
1952s for the season of blood is kind of a
1954s five-point strategy uh the high level
1956s goal here was we were focusing on
1958s addressing player feedback and really
1959s making systemic improvements to the game
1961s we wanted to improve the whole
1963s foundation of the game from the ground
1964s up as much as we could so our strategy
1967s for the season of blood firstly we want
1969s to update Elemental resistances uh we've
1971s heard feedback that you know they
1972s weren't quite hitting the mark that we
1973s wanted to and so we're making some
1975s changes there we're also looking to make
1977s niques more exciting and impactful uh
1980s we're also going through every class uh
1982s systemically and looking at improvements
1983s to address commonly talked about issues
1985s that we've kind of heard from the
1986s community and from playing the game
1988s ourselves uh we're also updating damage
1990s buckets and the underlying math of how
1991s the game works to make it a little more
1993s uh even and have better parity between
1995s builds and classes and then the final
1997s one is really making all these changes a
1998s bonus and making it feel like this is a
2001s a large Improvement to the gra to the
2002s game from the ground up so I think we'll
2004s take it away with Charles first to talk
2005s about Elemental resistances yeah let's
2007s talk about resistances So currently in
2010s the season of the malignant on live
2011s right now resistances are calculated in
2013s a way called inverse multiplicative so
2016s what this means is that if you have say
2018s 20% poison resistance and then you grab
2021s another piece of gear that has 20% more
2023s your character stat sheet will actually
2024s show that you have 36% poison resistance
2027s and that's because there's a diminishing
2029s returns on the more resistance you get
2031s it will never quite get you up to 100%
2033s it's always kind of like 20% of the you
2036s know the remaining amount
2038s so it doesn't quite get you up to 100%
2040s um and this means that you can stack
2043s resistances essentially infinitely
2045s there's no hard cap you know you could
2047s get resistance on every piece of gear
2048s and it would contribute to reducing that
2051s damage that you're taking additionally
2053s right now armor contributes both to uh
2056s Elemental damage reduction it kind of
2058s gets factored into this calculation and
2060s it also reduces the physical damage you
2062s taken uh from just enemies regular
2064s attacks instead of uh the elemental
2066s attacks so going forward into the season
2068s of blood resistances are going to change
2071s how they're calculated and they're now
2073s going to be additive so that means if
2076s you have the 20% poison resistance and
2077s you have another piece that has 20% more
2080s you're going to have 40% resistance on
2082s your character stat sheet exactly as you
2084s would expect although since this adds up
2087s uh additively now we do need to add a
2089s cap so the resistances are going to be
2091s capped at a baseline of 70% so your
2093s character can stack as up to 70%
2097s resistance
2098s there are some effects in the game that
2100s allow you to go up to 85% with various
2103s um effects that increase your max
2105s resistance but those are ra rather rare
2107s because they are quite
2109s powerful additionally armor is also
2111s going to only affect physical damage as
2114s it used to do both it's now only going
2116s to be calculated when you're taking
2118s physical damage and not when you're
2119s taking Elemental
2121s damage additionally to kind of make
2124s everyone have a baseline level of
2125s resistances we're going to be updating
2127s rain
2127s so that they have all resistance at all
2130s times uh ring amulets already have all
2132s resistance but Rings used to have two
2135s separate Elemental resistance they could
2137s have say fire resistance Plus Cold
2139s resistance now they'll have all
2141s resistance along with one random one
2144s such as fire
2146s resistance and in order to really make
2148s sure that your character can survive a
2149s lot of these Elemental damage that the
2151s monsters are going to be thrown out at
2152s you you definitely want to be able to
2153s stack a lot of this resistance but
2155s there's a lot of options to get it you
2156s can get it through gear affixes through
2158s Paragon points skill tree nodes uh as
2161s well as consumables and and variety of
2162s other
2164s sources so let's talk a little bit about
2167s the overall impact that you're going to
2168s see as a player uh first and most
2171s importantly resistances are going to
2172s matter a lot more in season of blood
2175s they are just going to be a very
2176s important part of uh building your
2178s character you're definitely going to
2179s want to look to try to cap up at that
2181s 70% Mark as you're getting into the late
2183s game and fighting the most dangerous
2184s monsters they're also going to be a
2186s little bit more complex there's a little
2187s bit of a puzzle to solve here with
2189s hitting that cap you going to want to
2192s get you know
2194s resistance yeah resistance stonks for
2196s sure you're going to care about them
2198s you're definitely going to want to be
2199s caring about resistances as you're
2200s building your character in in season of
2202s Blood let's talk a little bit about our
2204s overall goals for the elemental
2206s resistance system and I think it's
2208s important to talk about goals when we're
2209s talking about these really big systemic
2211s changes because as we're going through
2213s and tuning a lot of the numbers and the
2215s balance of everything that's coming in
2217s season of blood I mean there's a lot in
2219s season of blood obviously um we are
2222s going to be looking at the tuning and
2223s balance of these systems through the
2224s lens of these goals so if it turns out
2227s that some of our exact tuning you know
2230s maybe isn't hitting these goals then
2231s we're going to be re-evaluating them and
2232s that's why we really want to share our
2234s goals for these systems with you so the
2237s first one is that we want this system to
2238s have an end point players should be able
2240s to hit that 70% cap at roughly level 80
2244s for most resistances this isn't going to
2245s be something that you're chasing up to
2247s level 100 and you need absolute best
2249s possible gear in order to hit this cap
2251s it's going to be something that's very
2252s achievable for most players as they're
2254s getting into the late game around level
2257s 80ish our second goal is that all
2259s players even if they're not paying too
2261s close attention to this shouldn't fall
2263s too far behind that's why we're adding
2264s the all resist to rings and amulets this
2267s is a fail safe to ensure that players
2269s will always have some baseline minimum
2271s amount of resistance so they're not
2272s getting completely destroyed by
2274s Elemental damage if they're not really
2276s optimizing this
2278s and finally this is going to be a puzzle
2280s to solve for players as you're building
2282s your character and there's a lot of
2283s paths to solve it this isn't a situation
2286s where you need the absolute best
2288s possible gear to solve this it's that we
2290s give you a lot of different options you
2292s can get affixes of resistance through
2293s Paragon Elixir gems in particular is
2296s very
2297s important uh and it's all about
2299s optimizing your character to find the
2301s best way for you to reach the resistance
2303s cap rather than can you reach it at all
2306s I really want to highlight this Elixir
2307s here we've updated all of the elemental
2309s resist Elixir so that they also include
2311s you can see here a maximum uh poison
2315s resistance increased by 6% and that's
2317s really impactful especially because the
2321s uh the resistance that you get kind of
2325s in excess of 70% is disproportionately
2328s valuable just to give you an example
2330s let's say you're going from 0%
2332s resistance up to 5% resistance what that
2336s means is well you're taking 5% less
2338s damage you would have taken 100 damage
2339s now you take 95 but if you're already at
2342s say 70% resistance at the cap and you go
2346s up to 76% resistance what that means is
2349s if you were to take 100 poison damage
2352s well you at 70% you would have taken
2354s actually 30 but now at 76 you're only
2357s taking 24 because you have 76%
2360s resistance and that's actually a 20%
2363s damage reduction you're gaining a lot
2365s more effective life whenever you add
2368s that extra cap at the end so really
2370s getting to that cap and pushing above
2372s the cap is a great way to give you a a
2375s better Fighting Chance against some of
2376s these uh late game bosses who are all
2379s have these Elemental effects and uh yeah
2383s these uh these Elixir are going to be a
2385s key Part Of Your Arsenal to take on
2387s those late game
2390s bosses all right uh I think we want to
2393s move on to the next to the uh to uniques
2396s yes Adam take away yeah so firstly uh
2399s talk a little bit about those goals
2401s really quick something that is really
2402s important to me and the team is that you
2404s know when we're talking to you about the
2406s updates we're doing to the game that you
2407s understand kind of why we're making
2409s these changes and what our goals are
2411s because you know you're going to see as
2412s we go through all these we're changing
2414s like a lot of how the underlying math
2416s and other systems of the game work and
2418s you know the odds are high that we don't
2419s nail everything perfectly but if you
2421s understand what we're trying to do and
2423s we're more transparent about that than
2424s when you're having discussions with each
2425s other when you're giving feed back to us
2427s they can just be a little bit more high
2428s level and better sources of information
2431s when you also understand why we're doing
2433s things so now moving on to uniques uh
2435s let's get into it so generally uh we
2438s feel and we've heard the feedback that
2439s they're just not exciting enough for the
2441s endgame Chase items they're supposed to
2443s be really really awesome and cool
2445s they're they're just not hitting the
2446s Markle all the time uh too often players
2449s really don't feel good when they drop
2450s and really what uh is an alarm Bell for
2453s for me personally is that you know when
2454s there's a unique fig your build and it's
2457s intended to be good for that build let's
2458s say like a fireball unique for a
2460s fireball Sorcerer And then a fireball
2462s sorcerer doesn't even want that right
2463s like we don't want that situation to
2465s happen whether it's because the unique
2466s effect isn't good enough or the stats on
2468s the gear aren't good enough uh we want
2469s to make sure these are exciting and
2471s awesome and attractive to get so we did
2473s a giant pass and we updated nearly every
2475s single unique in the game uh not all of
2477s them but pretty
2479s close so we have a four-fold strategy
2481s and I'm going to go through here using
2483s some fake examples of kind of what we
2485s did and then we're going to go through
2486s some real examples of actual changes
2488s that we made to the game so the first
2490s one and by the way we're also not just
2491s doing this in season a this is kind of
2492s how we're going to be looking at making
2494s uniques uh unique uh going forward so
2497s first one is adding new stats to them so
2499s as an example here you know increased
2501s tornado duration isn't really a stat
2502s that exists in the game that can be on
2504s gear but it could potentially exist on a
2506s unique uh the next one is giving larger
2509s existing stat ranges so as an example
2511s here you know bonus fire damage would
2513s normally roll between let's say 15 and
2514s 25% I just made these numbers up but you
2517s know on a unique it could be between 30
2518s and 45% or some even higher number right
2520s like we can mess with those ranges and
2522s make them uh more
2523s attractive the next one is overriding
2525s slot rules so the example here you know
2528s weapons normally can't Ru cooldown
2529s reduction which is a really powerful
2530s stat on an item but on a unique it
2532s potentially
2534s could and then the last one is updating
2536s unique effects um this is really like
2538s actually updating the the special thing
2540s that the unique does that adds to your
2541s player power so the example here you
2543s know a unique can normally require
2545s hitting enemies from behind on Tuesdays
2547s but now it'll just work when you hit
2549s enemies right we we just make it easier
2551s and more
2552s consistent I love damage on Tuesdays
2554s it's my favorite epics me too Tuesday is
2556s a good day yeah all right so now let's
2558s do go through some actual changes so the
2560s first one is fist of Fate this is our
2562s our favorite random item where
2564s everything's just lucky hit and
2565s chance-based um one of the the issues
2568s with this unique is that you know
2569s because a lot of your stats on your
2571s gloves are damage related and this one
2573s doesn't really give you that direct just
2575s damage power we're taking one of the
2577s lucky hit effects and changing it to a
2579s new stat that doesn't exist anywhere
2580s else in the game that's basically a
2582s chance to give you a damage buff for a
2584s certain amount of time so now this will
2586s make up for some of that you know not
2587s giving you your you know skill rank
2589s stats or other things but now it gives
2591s you some
2592s damage uh next one we've got the grasp
2594s with Shadow this is a rogue unique
2595s that's themed around Shing sh Shadow
2598s clones to do damage uh you can see on
2600s the left that's the old version The
2601s Shadow clone damage range was between
2603s you know 14 to 21% and now it can roll
2606s between between 31 and 52% so it's much
2611s higher and next one we've got hellhammer
2613s we've actually got a couple of things
2614s going on here uh you can see here first
2617s one is again increasing the stat ranges
2619s the damage to burning enemies goes from
2621s 14 to was at 28% and now it's going to
2625s 42 to 70% so a lot more damage to
2627s burning enemies and then the next one is
2629s actually overriding the slot Rule and
2631s adding a new stat that can't normally be
2632s on weapons which is ranks to upheaval
2635s and when we start going later in the
2636s presentation you're going to learn that
2638s skill ranks are really really powerful
2640s in the season of blood and going forward
2642s so this is going to make this item much
2644s more attractive than it used to
2646s be and then the last one updating unique
2648s effects this is another Barbarian unique
2650s ancients oath so before it was that
2652s steel graphs launched two additional
2654s chains which it's still doing is pretty
2656s neat um and before it was that it slowed
2658s enemies that got hit and you know we
2660s found really that adding a slow to
2662s enemies isn't really quite uh the
2664s powerful effect that we want so instead
2665s of doing a slow
2667s um now it's going to give you a whole
2668s bunch of multiplicative bonus damage to
2669s anything that you grab so again just
2671s straight up a lot more powerful than it
2673s was
2675s before all right now we're also going to
2677s be adding some new legendaries and
2678s uniques to season 2 uh so here we're
2680s going to go through some of the uniques
2681s specifically that we're adding that you
2682s can be chasing when you're going through
2684s Diablo
2685s 4 so this first one is called flicker
2688s step uh this one is basically when you
2690s evade through enemies you're going to
2692s reduce your ultimate cool down by a
2694s pretty chunky amount so you can see here
2696s as the player is evading through enemies
2698s their ultimate cool down is uh getting a
2700s lot shorter so you can you know try and
2702s create an ultimate build where you're
2703s just focus on using your ultimate a
2704s bunch of
2707s times uh the next one is scoundrel's
2709s Leathers this is our new rogue unique uh
2712s this one says that when you have inner
2713s side active and you have that unlimited
2714s energy then on cast when you cast a core
2717s skill uh you have a chance to spawn a
2719s random trap and this random trap can
2721s also be death trapped so it's pretty
2724s cool and last last but not least this is
2727s one of my favorite ones is dolman Stone
2729s this is for the Druid and it says that
2731s when you cast hurricane and then you
2733s cast Boulder while your hurricane is
2734s active your Boulder will actually spin
2736s around you and get caught in the
2737s hurricane and yes you can actually have
2739s multiple Boulders going on at
2742s once it's pretty
2747s awesome all right next we're going to be
2749s talking about class Improvement so this
2750s is the next part of our strategy which
2752s is really looking at the issues that the
2753s community's been talking about with
2754s every class and uh before you actually
2757s jump in because I know we're we're a lot
2758s of people are seeing the uh the item
2760s levels on some of those
2763s uniques and stuff and I know last week
2765s we had talked about uh uh item level
2768s being 920 but then uh there some some of
2771s the uniques that we we showed earlier
2773s for instance actually ended up
2774s showcasing like 925 or or other numbers
2778s Beyond so yeah I wanted to be clear yeah
2780s 925 is going to be the new maximum uh
2783s range that you can get for your gear so
2785s 925 is the max I power you can get to
2787s yeah so it's Che it's us clarifying
2789s essentially last week where we said 920
2792s but it's actually 925 uh so we just
2795s wanted to clear that up with everyone to
2797s make sure that people understood
2800s yep all right so next let's talk about
2802s uh the unique that you can get in the
2803s game so as you know oh we can go to the
2805s next
2807s slide oh it's good oh I don't oh there
2809s we go okay cool sweet yeah so here we're
2812s just going to give you a preview here so
2814s you can now Target farm uniques and to
2816s be be clear here with these new bosses
2817s that we're adding in the season of blood
2820s these are the uniques that the boss will
2821s be able to drop now you can still get
2823s uniques from all content in the game um
2826s it's just a rare chance to get any of
2828s them but you have a much higher chance
2829s to get these specific uniques off of
2831s these specific bosses so here you can
2833s see a list that was the first one next
2835s is Varan here so if you're chasing any
2837s of these you know you want your staff of
2839s endless Rage or your you know mad Wolf's
2841s Glee as a druid this is who you're going
2843s to be Target farming next we we've got
2846s Lord zir so here's the list we can stay
2848s here for a few seconds and just yeah
2851s we'll post we'll post these lists on the
2853s uh on on the site so that players can
2855s actually um reference back to these if
2857s they need to after the stream but these
2859s are uh these these are all the I know
2861s we've gotten a lot of questions about
2863s like hey you talked about Target farming
2865s like what can I actually Target Farm off
2867s of these new bosses and so uh we wanted
2869s to make sure that we actually showcase
2870s that list here so every player can
2872s actually see all the the uh uniques that
2875s they can actually Target farm
2876s specifically from these bosses yep so
2878s this is the Beast and Ice these are all
2880s the uniques you can get
2883s there and then last one is duriel so
2885s here's all the uniques and a lot of the
2887s uniques here by the way on durio are are
2889s going to be new ones coming in for the
2890s season so he's got a lot of pretty
2892s powerful ones and then they're last but
2894s not least are the Uber uniques that have
2896s a higher chance to drop from him so this
2898s is his loot
2902s table give yourself a
2905s Sho yeah yeah Uber uniques will
2907s definitely be more achievable in this
2909s season they'll still be very rare but
2910s you know if you're getting duriel on
2911s farm and you're killing him a bunch
2913s you're probably going to be able to see
2914s one of them throughout a season most
2916s definitely will'll be able to uh see one
2917s if you're you're really farming on on
2919s durial and at the same time um you'll
2922s probably know a lot of people within
2923s your own clan that actually will end up
2925s having Uber uniques this season uh and
2928s and again these bosses are available in
2930s season 2 but they're also available in
2933s the Eternal realm on day one with uh
2935s October 17
2937s so all right so now let's get to the
2940s class improvements so yeah our strategy
2942s here was addressing issues with the each
2944s class of the community is talking about
2946s um these changes are mostly unique to
2948s each class and they're meant to Target
2949s specific pain points that players have
2951s been having uh what you'll be seeing
2952s here today by the way in this
2954s presentation are just some examples it's
2955s not a list of all the changes if we did
2957s that we'd be here all day but we will be
2959s coming out with patch notes and a Blog
2961s explaining things uh pretty soon right
2963s after the stream we're going to give you
2965s a preview kind of what what you can
2968s expect so the first one is a general
2971s change and this is that fortify amounts
2973s uh when you gain fortify are going to be
2975s changed from being based on your base
2977s life to your maximum life and what this
2979s means is that increasing your maximum
2981s life is going to make these effects
2982s stronger and this is across the board
2984s yeah I think this is a really important
2985s change for any kind of build that's
2986s trying to you know build really tanky
2988s they want to build fortify they want to
2990s build max life and and previously
2993s whenever it fortify was based on your
2996s base life building more maximum life
2998s actually meant that it was harder to get
3000s your character fully fortified well
3001s because you had more life to to fortify
3003s through and so with this change you can
3005s see here in this example on the left uh
3008s the pretty much the same character
3009s almost the exact same life total uh
3012s before you would get about 368 fortify
3015s with this effect and now the exact same
3016s effect exact same character now gets 677
3021s so almost double amount if you are
3023s building a lot of Maximum life like this
3024s character is you're just going to see a
3026s lot more fortify values which means it's
3028s it's a lot easier for your character to
3030s get into that powerful fortified
3036s State all right next we're going to talk
3039s about some class adjustments here so
3041s during our season of the lant live
3043s stream if you remember we talked about
3044s how sometimes we're going to need to
3045s make adjustments to things that are
3047s overperforming right so I want you to
3050s imagine for a little bit that you have
3052s your perfect game that you're creating
3054s right where your power level of
3055s everything in the game is here
3057s balance-wise right everything's exactly
3059s the same um firstly uh you know we live
3062s in the real world so nothing no game's
3064s really exactly like this it's more like
3066s something like this right where you have
3067s a range where you know your lowest power
3069s thing and your highest power thing are
3071s within here and this is actually better
3072s for a healthier game because if
3074s everything's exactly the same then you
3076s know your power level can get kind of
3078s flat and boring right if like Fireball
3080s does the exact same as upheaval does the
3082s exact same as everything else um your
3083s game can end up kind of flat so some
3085s variances pretty good right but then
3088s sometimes you know when things get out
3090s of this range that's kind of a sweet
3091s spot if something is like way up here
3094s then this can warp the design and warp
3096s what players are doing and warp even the
3097s perception in front of the game so one
3099s of the things that we had talked about
3100s during that stream is when we have
3101s things that are up here usually this is
3103s due to either like unplanned synergies
3106s you know or um something that's bugged
3108s or working unintended it can get out of
3109s the range and so we're committed now
3111s that when things get out of range too
3113s far we're going to bring it back to that
3115s normal Realm where everything is um so
3119s in the season of blood we're really
3120s looking at three situations here where
3122s this happens sometimes builds and play
3124s Styles can just dramatically be
3125s outperforming others another one is
3127s fixing unintended interactions that
3128s result in extreme outliers these are
3130s usually like bugs or other things like
3132s that and then designs and this is kind
3134s of future proofing but we're looking at
3135s designs that have the potential for
3137s infinite power scaling so that going
3139s forward uh particularly when we're
3140s adding leaderboards into the game uh we
3143s really want to make sure that the power
3144s levels of things isn't too out of whack
3146s and particularly for too long of a time
3148s so we're going to be more committed to
3150s to looking at these things more often so
3152s in the season of blood we don't really
3154s have too many of these and to be clear
3156s the overwhelming majority of our changes
3158s are going to be Buffs uh but these are
3160s some adjustments to get ahead of first
3162s to make sure that those power levels are
3163s kind of the same we can go to the next
3165s slide here so the first one is
3168s Necromancer uh if you've played a bone
3169s spear necro you probably saw this coming
3171s a little bit um but oopi Essence your
3174s key passive uh we're reducing your
3176s damage bonus from 1 to
3178s .5% and to be clear here even after this
3181s change this key passive is still
3183s probably a contender for being the
3184s strongest one in the game uh it's really
3186s really powerful it adds a ton of damage
3189s and really what this lets us do actually
3190s and you'll see when you get to look at
3192s our patch notes it gives us some room to
3193s add power in other places in in bone
3195s necro um rather than it all being
3197s centralized only around the key passive
3200s we're also reducing the bone graph
3201s legendary Paragon node Max exence per
3203s stack a little bit um you're still going
3205s to be able to get get a ton of Maximum
3206s Essence in the game but we're just
3208s bringing these uh down a little
3210s bit and then the next two these are
3212s going to be kind of themed we've got the
3213s Barbarian the Supreme Wrath of the
3215s Berserker um this is the one where while
3217s your Wrath of the Berserker is active
3219s when you spend Fury you get uh damage
3222s bonus on berserking multiplicatively and
3224s this could scale infinitely and now
3226s we're just adding a cap to it and then
3228s the next one similarly for the Druid the
3230s aspect of the rampaging we Beast uh the
3232s crit strike damage bonus is now going to
3233s be capped at 200% and again these
3235s numbers are still really high at you
3237s know 1002 100% multiplicative bonus
3240s damage we're not really looking to just
3242s you know Nerf these things to the ground
3244s or anything we're just making sure that
3245s there's a cap on the maximum amount you
3247s can get so that in the future when
3248s players you know it lets us add things
3251s like increasing the duration of these or
3253s making an infinite duration or doing
3254s other things like that that we wouldn't
3256s be able to do if these were just
3257s uncapped
3259s forever all right so now let's get to
3261s specific classes and kind of uh the cool
3263s things that are coming so first that
3265s we've heard from Barbarian players that
3267s their Paragon boards are just kind of
3268s weak right they're not particularly
3270s impactful or exciting um we're going to
3272s look here at one example and we've
3273s changed quite a few of these uh this is
3275s the decimator Paragon node uh beforehand
3278s we kind of turn into a meme you know it
3280s gave you a low chance to apply
3281s vulnerable to enemies uh with when using
3283s a specific weapon two-handed slashing
3285s weapons and now you can see in the
3287s season of blood instead it's still going
3289s to be themed a little bit around
3290s vulnerable but now when you make enemies
3292s vulnerable you just get a a percent
3294s damage bonus and then when you overpower
3296s vulnerable enemies you double that and
3298s you get a a 20% multiplicative damage
3300s bonus so it's much more powerful than it
3302s was before and is on par with other
3304s similar
3305s effects next one now is berserking a
3308s berserking barbarians are going to be
3309s eating pretty happy this patch uh the
3312s damage bonus used to be additive so you
3314s know when you went to the berserking
3315s state and you got that you know damage
3317s bonus it was only additive with your
3318s other damage bonuses bonuses and now
3320s it's going to be multiplicative so your
3322s just being in berserking in general is
3323s going to be much more lucrative for you
3326s and next uh the of ancestral Force
3329s legendary everyone's favorite uh game
3331s mechanic in the game uh before it was
3334s that you know when you use Hammer the
3335s Ancients it nuked out some damage and
3337s then a little explosion and then that
3339s damage kind of had a separate value and
3341s so sometimes you'd be motivated to you
3342s know turn around and attack and not hit
3344s the enemy directly because you want to
3345s hit him with the explosion and not your
3347s normal hit um now it's just going to
3350s cause the Quake to happen but it just
3351s increases the damage of the base skill
3353s and then the quake and the base skill
3354s just do one source of damage so now
3356s you're not motivated anymore to do any
3358s strange
3360s Behavior next one let's talk about the
3362s sorcerer so incinerate uh is getting a a
3365s pretty big buff here the ramp up time uh
3367s so for those of you who don't play you
3369s know or play incinerate builds before
3371s used to be that ramped up over 4 seconds
3373s so you would you know Channel your
3374s inserate on an enemy and the Damage
3376s would go up and go up and go up over 4
3377s seconds and now we're cutting that in
3379s half to two seconds the total damage
3381s that you're going to get is still the
3382s same we're just making it much easier
3384s for you to get that Max maimum amount
3386s and now you can reposition a lot more
3388s often and next one enhanced Frozen orb
3392s uh we uh buffed this so that now it
3394s grants additional explosion damage
3395s against Elites this includes bosses as
3398s well so normally you know Frozen orb
3400s damage is kind of a big AOE damage so a
3402s single Target isn't that great so in you
3404s know boss scenarios it's not really as
3406s good and now we've added a tuning knob
3408s here so now we can make this you know
3409s much better or more comparable to other
3411s builds when it comes to to Big single
3414s Target enemies
3416s and then last but not least uh we've got
3417s some feedback that the winter and
3419s electrocute Paragon glyphs didn't really
3421s have a place where you could be where
3423s they could be used on the Paragon board
3425s so we've adjusted either the glyphs or
3426s the board itself so now these can be
3428s slotted and actually give you a a good
3430s bonus effect like the other glyphs
3432s do all right let's talk about Rogue a
3435s little bit now so unlike maybe the Barb
3437s and the sorc that we just talked about
3439s we felt that Rogue was honestly in a
3441s pretty good place we didn't have as many
3443s pressing issues there weren't as many
3444s things that really needed to address on
3446s Rogue uh there there were still some
3448s things that we saw but not quite as many
3449s as other classes the one area that we
3452s saw was with basic skills pretty much
3454s every rogue build was running puncture
3457s now puncture is a great skill it does a
3459s whole lot of really cool things but
3461s basically the other four basic skills
3462s were just not seeing really any use at
3464s all and there was a variety of reasons
3467s there and so we have taken a look at at
3470s the four of those to update them uh
3472s mainly looking at their lucky hit chance
3473s for blade shift and forceful Arrow
3477s bringing those up to the 50% chance to
3479s kind of keep them on par with the other
3480s Basics and then enhanced blade shift the
3483s upgrade to Blade shift will now
3485s immediately give you the full movement
3487s speed bonus prior you had to move
3488s through enemies and it took a little bit
3490s time to ramp up we're just going to give
3491s that full move speed bonus right off the
3492s bat and then heartseeker the Critical
3495s Strike chance that you get whenever
3497s heartseeker hits a Target it previously
3499s stacked up at 3% per cast per stack and
3503s that meant you needed to hit an enemy
3504s five times before you got the full 15%
3506s bonus and five times is a lot so now
3508s we're going to increase the gain per
3511s stack up to five% per stack so you can
3514s get that full bonus within three hits
3515s which is very conveniently the same
3517s number that you need to max out your
3518s combo points so heartseeker might see a
3521s little bit more play in combo Point
3522s builds going forward additionally we
3525s also took a look at the impetus passive
3527s and this one we just made it occur a
3529s little bit more often you only need to
3530s move 12 instead of 15 M and but more
3533s importantly it also increases the damage
3535s of your next nonbasic attack prior it
3538s just said your next attack and that
3540s meant that you you know you would
3542s occasionally use a basic and then you'd
3544s get the bonus on the basic which didn't
3546s do a lot of damage now you're definitely
3547s going to be getting this full bonus on a
3550s higher damage skill like a core skill
3552s whenever you uh get to trigger the
3554s impetus
3555s passive let's talk about Druid yeah so
3558s similar to lead to the Rogue the druid's
3560s in a pretty good place uh so not quite
3562s as many updates as other classes but we
3563s F still found some room to make J
3565s players happy uh first one is Ravens uh
3568s Ravens is getting pretty good Buffs
3570s across the board uh the passive damage
3572s is being increased by 20% that's the
3573s little Ravens that pick your enemies to
3575s death uh the active damage is also
3577s getting increased by a whopping 55% so
3580s that's the actual circle of Ravens that
3581s hit enemies and then enhanced Ravens the
3584s bonus Critical Strike chance that you
3585s get is going to be increased from 5 to
3587s 8% so across the board just a much
3588s better skill and then rabies rabies is
3592s also getting a pretty big damage buff
3594s and then we're also o making one of the
3595s upgrades which is natural rabies uh it
3597s used to make it that your rabies spread
3599s twice as fast or 100% faster we're
3602s giving half of that base line so now
3603s your rabies is going to actually just
3605s spread between enemies 50% faster so you
3607s don't have to wait as long for them to
3608s get infected and then the natural rabies
3610s will increase that by another 50% to
3612s make it 100 R feels a lot better to play
3615s with now it spreads out to the whole
3616s pack right away yeah a lot quicker a lot
3618s easier to use
3620s yep and now Necromancer players so
3622s Necromancer players will be pretty happy
3624s here we got a lot of stuff coming for
3625s you and again this isn't even all of it
3627s waiting to reach out after this so
3630s minions uh Buffs lots of them um first
3633s thing is death's defense this is a
3635s passive that was kind of mandatory for
3636s Minion builds this was really our fail
3638s safe that you know a boss or other big
3640s hit from enemies would just one shot all
3642s of your all of your minions um basically
3645s now that passive is Baseline so now they
3647s can't get hit for more than you know so
3649s much of their life without uh you know
3651s having this defense in there I'll also
3653s add in that uh this this Baseline
3656s functionality that your minions can't
3657s take more than 30% life this applies to
3659s all player pets across the game
3660s including Druids wolves that's just how
3663s our pets now work and of course we've
3665s redesigned the death defense passive to
3667s give you another alternative if you want
3668s even more defense on your minions yeah
3670s good clarification jid's eating even
3672s better today too yes yes um next Golem
3675s uh basic attack damage is getting
3677s doubled we're insane um but yep so it's
3680s going to get a lot stronger your blood
3682s Golem and your Iron Golem's active
3683s damage is also going up the blood Golem
3685s by 55% the Iron Golem slam is going to
3688s be 15% better um also many of your
3690s minion Paragon no damage values have
3692s been increase so that scaling uh minion
3694s damage into the mid and late game is
3696s also going to be a lot
3697s better uh cold breiner aspect uh this
3700s one uh used to say that you know your
3702s your cold skeletal Mages could cast
3704s blizzard you know kind of made sense
3706s thematically cold Mages blizzard cold
3708s things um but now we're opening this up
3710s to more builds so now this aspect still
3713s makes your mes cast blizzard but now you
3714s you can take any Mages that you want not
3716s just cold
3718s Mages and next uh so we had some AIX
3721s reductions here so before we had your
3724s the Thorns related affixes we had one
3726s that was specific for your skeletal
3728s Warriors one for your skeletal Mages and
3729s another for your Golem and now we're
3732s basically just cleaning that up so now
3733s instead of having three separate affixes
3735s we now have one unified your minions
3737s inherit Thorns AIX and that can appear
3739s on rain shields and gloves so now you're
3741s going to have a little bit less spam of
3742s affixes that you're not interested in if
3744s you're not looking for thorns in your
3746s build and last but not least shields uh
3749s this just makes sense Shields have armor
3751s on them so now when you're when you have
3753s a shield as a necro it has armor
3756s cuz they protect you that's what they do
3762s yes all right so let's talk a little bit
3764s about the damage bucket changes and when
3766s I refer to damage buckets I'm mainly
3767s talking about Critical Strike damage
3769s vulnerable damage and overpower damage
3771s as well so in season of the malignant
3775s vulnerable and Critical Strike damage
3776s were different buckets and mixing these
3778s two so if you critical struck a
3780s vulnerable enemy would kind of multiply
3782s all of your Critical Strike damage by
3784s all of your vulnerable damage and you
3785s just get more than the sum of your parts
3787s like dramatically more and this meant
3790s that the optimal way for basically every
3792s single build in the game to play was to
3793s stack Critical Strike damage was to
3795s stack vulnerable damage and then just
3797s make enemies vulnerable and then crit
3799s them that's how you did most damage in
3801s season of malignant no matter what your
3802s build no matter what your class and so
3804s that meant that say If an item dropped
3806s that had plus crit chance plus crit
3808s damage and plus vulnerable damage that
3810s was best in slot for literally
3812s everyone and that was unhealthy it was
3815s leading to a lot of stagnation a lot of
3817s builds that could not fully utilize
3819s Critical Strike or vulnerable say builds
3820s like dot builds because dots can't crit
3823s they they couldn't really capitalize on
3825s this in the same way and they got left
3826s behind builds that
3828s could so on the next slide I think or uh
3832s yeah so so moving forward into the
3834s season of blood
3835s Critical Strike damage vulnerable and
3837s overpower as well are going to be
3840s different buckets but mixing them will
3841s only give multiplicative damage bonuses
3843s capped at a certain amount so if an
3845s enemy is vulnerable You're Going To Deal
3847s 20% more damage to them and it doesn't
3849s matter how much additional plus
3851s vulnerable damage you get it's not going
3853s to increase the 20% multiplicative
3855s amount same with Critical Strike it'll
3857s give you 50% multiplicative damage and
3860s then overpower as well if you overpower
3862s an enemy similar to crit it will give
3864s you up to 50% uh bonus damage based on
3867s your health total uh overpower
3869s calculations are um are we're not going
3873s to get into all the details of exactly
3875s how overpower is calculated in season of
3876s the blood here but you can definitely
3877s check out the patch notes for a more
3879s explicit detail there but basically know
3881s that it has a multiplicative aspect up
3883s to 50% just like crit and vulnerable and
3886s it'll scale and just be better trust us
3888s it'll be good yes overpower is was
3891s definitely not overpowered in season of
3893s the malignant it was rather on the week
3894s weekend and here going into season of
3897s blood it is going to be much more
3898s powerful I really expect blood necros
3901s and uh wear bear Druids to be doing very
3904s well in this season so let's go over a
3906s an actual example here with numbers just
3908s to clarify what I mean so if you have
3911s 150% Critical Strike damage that is
3914s includes that's what it shows on your
3916s character sheet right that's that's how
3918s much uh Critical Strike damage you have
3920s you it also factors in this 50% bonus
3923s damage that you deal anytime you
3925s crit and similarly if you have 200%
3927s vulnerable damage it also factors in
3929s that 20% vulnerable damage that is just
3931s Baseline to vulnerable
3933s application previously we would take the
3936s entire 150% and multiply it by 200% and
3939s that would be your damage output it
3940s would scale really high but now we're
3944s going to take the whatever damage you
3946s would deal and we're going to multiply
3948s it by 1.5 because it's a crit and then
3951s we're going to take that result and
3952s multiply it by 1.2 because the enemy is
3954s vulnerable and that's why the 50% and
3957s the 20% combin to 80 it doesn't combine
3960s to 70 because you're multiplying them
3962s together like I said so you still get
3964s some uh Synergy where it's greater than
3966s the sum of its parts but no longer is it
3968s the full 150 and the full 200 we're just
3971s always going to take the 50 and the 20
3973s and so that should give us uh a bit more
3976s uh scaling will be a bit more consistent
3979s across crit and vulnerable and you're
3981s not going to be incentivized to every
3983s build has to Str uh stack Critical
3985s Strike damage and has to stack
3986s vulnerable it it'll still be valuable to
3988s do it for builds that are interested in
3989s that but it's not going to be the best
3991s in slot for every single build every
3993s time want to say one of the things we
3995s wanted to do here was still motivate you
3996s and you should be glad to be mixing
3998s multiplicative buckets it's still an
4000s interesting thing to do just your
4001s opportunity cost isn't insane if you
4003s don't so now you can do other
4006s things yeah so the overall impact that
4009s players are going to feel in season of
4010s blood with this is that the nominal
4013s damage numbers that you're doing are
4014s going to go down slightly and that's
4016s because you just don't have this massive
4018s multiplicative bonuses but we're not
4020s here trying to make the player uh weaker
4023s against Monsters what we actually did
4025s was we went through and looked at all
4026s the monsters in the game and retuned
4028s them to make sure that players who are
4031s you know optimizing their build and have
4032s strong builds are still approximately as
4034s equal against Monsters as they were
4036s before mixing damage types as we said
4038s was going to be less required it's still
4040s powerful to do but it's not going to be
4042s the end all Beall of the only way you
4043s can build your
4045s character and of course building
4047s individual damage types are going to be
4048s more equal in value mainly like I said
4049s about overpower overpower builds are
4051s just falling behind same with things
4052s like dot damage builds or minion focused
4054s builds those are going to come up and be
4056s much more comparable to builds like
4058s Critical Strike focused ones or
4059s vulnerable focused ones and so on yeah
4062s so we have a little visual here but
4064s imagine this is like this the current
4065s season where criton vul builds are just
4067s really high up there they're doing a ton
4068s of damage they're wiping everything and
4071s then all the other builds are kind of
4072s pretty far behind right if you're not
4073s mixing the these two things then you're
4075s you're just less effective in season two
4078s what we're doing is we're bringing them
4079s together and then what we're going to do
4082s after that is balance Monster Power
4084s around this so you know again our goal
4086s is not to make you weaker it's to make
4088s everything have more parity and we're
4090s going to balance the whole game around
4091s this new world that we live in in the
4093s season of blood yeah it's not about
4094s bringing crit and V down it's about
4097s making sure other builds can reach that
4099s same level of power that crit and V
4101s builds experienced in season of
4102s malignant it'll just open up the the
4104s space for more builds to reach that type
4106s of power level with a variety of skills
4108s and affixes and not just crit and
4112s bom so let's talk a little bit about the
4114s overall goals for the damage bucket
4116s changes first and foremost we really
4118s want players to be rewarded for
4119s investing into their primary Vector of
4121s damage so for example if you're a blood
4123s Necromancer who really likes to
4124s overpower enemies you're going to be
4126s rewarded for investing in plus overpower
4128s damage as well as other tanky stats that
4130s scale it like health and fortifi
4133s generation and then once you invest in
4136s that as like the main bulk of your power
4138s you can find other ways of increasing
4140s that maybe you do find a way to apply
4142s vulnerable but it's not going to be the
4144s main focus of your build you can also
4146s get a lot of skill ranks to increase
4147s whatever your core skill rank is those
4149s still increase your core skill damage
4151s multiplicatively with skill ranks which
4153s goes back to what Adam had said earlier
4155s about how powerful skill ranks are going
4157s to be going forward into season of
4159s Blood also we don't want this to just
4162s make the game simpler we know that right
4164s now players find they feel like you know
4167s they're getting crit and vulnerable on
4169s their gear and that's great that that
4170s adds an interesting layer of of the item
4173s Chase like hey you found the best and
4174s Slot item and with this change it's not
4177s going to be that exact same but Our
4179s intention is not to make the itemization
4181s game simpler or uh more boring because
4185s we're actually making a bunch of other
4187s changes to make this a bonus to find
4190s other ways of scaling your character in
4191s interesting ways that Adam's gonna talk
4194s about here
4196s yeah so last but not least we're going
4199s to talk about making it a bonus and I'm
4201s going to kind of uh expose a a gap in
4203s our armor here what we were really
4205s afraid of when we were looking at doing
4207s these changes is that in a vacuum if we
4209s did this in nothing else we think that
4211s it could be a negative experience to the
4213s game kind of what Charles alluded to um
4215s what I am terrified of is that we do
4217s these changes and the reaction basically
4219s is wait you're lowering my damage and
4220s you're making it less rewarding to try
4222s and build crit and vul this is awful I
4224s hate it right um this isn't our goal and
4226s we knew that we had to combine this with
4228s some other systemic updates to the game
4230s to make sure that this new world of
4231s itemization damage buckets and builds
4233s was something that's interesting and
4235s kind of has some meat to it as a
4237s player um and also what we mentioned
4239s before is that we are again going to be
4241s tuning monsters to be more appropriate
4242s with the new player power level uh our
4245s goal here is that your player power
4246s difference should be minimal if anything
4248s you'll probably feel more powerful
4250s compared to before just because of all
4251s the unique upgrades and other you know
4253s class updates and changes that we're
4255s making to the game so we you shouldn't
4257s really have a huge difference in how you
4258s feel going through mobs and Dungeons and
4260s things um just you're having more
4262s options of how you do
4264s it so here's the other big part of our
4267s updates we're adding effects to kind of
4269s give that scaling back but instead of
4270s having it be Baseline we're going to do
4272s it through player interaction so if you
4274s remember before that little graphic of
4275s like you know the crit and Vol was
4276s really high and the other player power
4278s was down below how are we bringing these
4280s things together well we're going to
4282s bring that player power up for the other
4284s builds through these kind of designs and
4286s effects so the goals with these changes
4288s before we get into them are twofold the
4290s first is we want to add some
4292s multiplicative power back to the player
4294s but in a more interesting way because as
4296s we mentioned before we are removing
4297s multiplicative power um by capping it
4300s with crit and vul so we wanted now like
4303s the upside of that is that we can
4304s actually give it back but we can do it
4306s now in choices that you make as a player
4308s rather than it just being an underhood
4309s thing about how the game works and then
4311s we also want to try and make the
4312s itemization experience better uh part
4314s particularly in the latter portions of
4315s the game uh we want the the stats you
4317s chase on your items kind of be more
4318s tailored to your build and be a little
4320s bit more interesting um this isn't the
4322s end all be all of our plans for
4323s itemization but this is just one way
4325s that we think we can try and make your
4326s your stats and your gear and how they
4328s mix with your build a little bit more
4330s interesting so now let's go through an
4332s example so this is kind of these kinds
4335s of effects are what we added kind of all
4337s over the place on all the classes of
4338s ways to give you multiplicative power so
4341s on the left here is the old Elemental
4343s Elemental summon
4344s Paragon node legendary uh Paragon
4346s legendary node on the Sorcerer And
4348s before it basically said you know we
4349s want you to put all the conjuration
4351s skills on your bar and when you do they
4353s have reduced cool down and Mana cost per
4354s skill you have this is your Hydra your
4357s ice blades and your Lightning Spear
4359s right we have one for each element now
4362s you're still going to get that um you
4363s can see on the right this is the season
4364s of Bloods design so they still get
4366s reduced cooldown and Mana cost but now
4368s we've given you a goal to Chase and a
4370s way to multiplicatively scale their
4372s damage so the way it works here is that
4376s those conjuration skills are all going
4378s to deal multiplicative more damage based
4381s on the total amount of your bonus damage
4383s stat with fire lightning and cold so
4386s here you can see and I think these
4387s numbers actually match to what the
4388s current bonus is so what we want you to
4390s do here is you go to your character
4392s sheet you're like okay I want to get
4393s bonus damage of fire lightning and coold
4395s these you know are like your plus fire
4396s damage on your gear or whatever right
4398s normally these stats aren't very
4400s attractive but now they're going to be a
4401s lot more attractive because they will
4403s multiply atively turn or these additive
4406s stats will now turn into multiplicative
4408s stats if you take this node and you go
4410s for this specific
4411s build and the other really neat thing
4413s about this is that it makes your Paragon
4415s board or Paragon nodes and even we can
4418s make items or other effects more
4419s interesting where we say Hey you know
4421s you get a bonus non-physical damage that
4423s will actually triple dip with this
4425s Paragon node uh uh Legendary Power
4429s because it will increase your damage
4430s with fire lightning and cold and so it
4432s actually will triple the am amount that
4434s this one node would give you in value
4435s for this one Legendary Power and we've
4438s added these effects kind of all over the
4440s place you're going to see a lot more
4441s scaling you're going to care about
4443s different stats that you didn't care
4444s about before because now they can be
4445s multiplicative depending on what you get
4448s um here's another one this is one for
4450s the uh Rogue this is a a redesign that
4452s we're doing for no Witnesses so what
4455s this does is this one makes you care
4457s about your damage with ultimate stat so
4459s this was a stat that could appear on
4461s your gear it usually wasn't very good no
4462s one really tried to chase it
4464s but this says that now your ultimate
4465s skills on your Rogue will deal
4467s multiplicative more damage based on that
4470s stat and when you cast your ultimate
4473s that multiplicative damage will apply to
4474s all of your skills for 8 seconds so this
4477s kind of enables a complete new build
4478s with the Rogue where you want to spam
4480s you know rain of arrows or whatever
4481s ultimate you can as often as you can
4484s because even just using the ultimate is
4486s going to give you a multiplicative bonus
4487s and that bonus on all of your skills
4489s will be based on this damage with
4491s ultimate uh stat that you can get via
4493s gear and Paragon in other places yeah I
4495s think Rogue is my favorite class to play
4497s that new flicker step unique on where
4499s when you're evading through enemies you
4501s get a lot of ultimate cooldown reduction
4502s it lets you trigger no Witnesses more
4504s often you want to build a lot of
4506s ultimate and you can play it you know
4507s with rain of arrows or Shadow clone or
4509s death trap any of them it it just feels
4511s really good and a much more cohesive
4513s package that lets you scale to a really
4515s strong late game build and is not just
4517s based around crit and V it's now based
4519s around ultimate skill damage yeah and to
4521s be clear here this will be on all the
4522s classes got some amount of this and it's
4524s not only on the Paragon board some of it
4526s your key passes will be doing it some
4528s uniques will be doing this um there's
4530s kind of a bunch of places and I believe
4532s last but not least so if you remember
4534s last time uh we were on stream and I
4536s talked we I brought up how we had a
4538s stated goal of trying to scale effects
4541s that don't really scale very well um
4544s these are generally effects where
4545s there's a legendary power that spawns a
4547s thing like let's say earthquakes with
4549s the Barbarian or um dust devils on the
4553s Barbarian things like that um and those
4555s effects didn't really scale very well we
4557s wanted to add things that do so in the
4559s season of blood we've added some things
4560s this isn't going to be everything we do
4562s forever this is just the beginning but
4563s we've got two new Paragon glyphs per
4565s class where we are going to be adding
4567s these scaling effects so now you can
4568s create builds hopefully that you weren't
4570s really able to before and we gave you a
4572s way to scale them um and again we're
4574s planning to do more of this kind of
4575s design in the future I think it's very
4576s interesting and um yeah so here's going
4579s to be some examples so the first one is
4580s Rumble this is a new Barbarian glyph and
4583s it's basically going to let your
4584s earthquakes scale multiplicatively with
4587s all the strength that you get in an area
4589s around the glyph when you slot it and
4591s then you also deal uh more damage based
4594s on uh each active earthquake that you
4596s have so you want to get a lot of active
4597s earthquakes and it makes you more
4599s powerful just to clarify I think when
4601s you building strength around this this
4603s will give additive damage to your
4604s earthquakes most glyphs on the the top
4607s section is all additive damage oh yeah
4609s good clarification the second half the
4611s additional bonus gives you a multi lica
4613s bonus based on how many earthquakes
4615s you're you're creating so you it's still
4618s great for earthquake builds because it
4619s increases all of your damage that way
4621s yeah um next is the stalite this is for
4624s the sorcerer so we're giving you a way
4626s to scale your ice spikes uh per
4628s intelligence P purchase within range and
4630s then also your ice spikes are going to
4632s have a higher crit
4634s chance and then uh we've got explosive
4636s this one is for the Rogue and this one
4638s lets you scale your stun grenade damage
4640s with dexterity and then also you're
4642s going to get damage reduction whenever
4643s you drop a stun
4648s grenade all right I know we've gone
4650s through a ton of slides here a lot of
4653s slides a lot of stuff to actually cover
4654s um regarding class changes of course all
4656s the damage bucket changes and everything
4658s um one thing to note is I know we we
4660s only highlighted a few specific things
4662s on classes as we've mentioned uh patch
4664s notes are actually going to be coming
4666s after the stream uh so you'll be able to
4668s read through every single class change
4670s all the different uh changes that we
4671s even talked about last week uh on the
4673s stream uh and other items including bug
4677s fixes and
4678s everything there's it's a it's a pretty
4680s lengthy patch notes uh it's it's by far
4684s our largest one yet for sure uh in fact
4686s I think if you add up all our patch
4688s notes beforehand this one ends up like
4691s being like half of like all our prior
4693s patch notes combined
4694s so sign a lot it was a lot for us to do
4697s yeah yeah so uh patch nights will end up
4699s going live here after the stream so you
4701s can check it out on Diablo 4.com um we
4704s do want to talk about uh some of our
4706s future changes that are also going to be
4708s coming postseason 2 uh for instance
4710s patch 121 we haven't even hit patch one
4712s 120 patch one 120 is coming out on
4714s October 17th with the start of season 2
4717s but patch 121 is actually going to be
4719s coming out um uh after season 2 but
4723s before Bliss con um but we did want to
4725s actually cover what would be in patch
4728s 121 and we also wanted to talk about how
4731s uh feature content pieces like within
4733s season two we're going to be constantly
4735s updating and adding new features uh to
4738s to the game within season 2 and uh
4740s players will hear more about that uh at
4742s like BlizzCon and and future streams but
4745s one big thing that we are adding in one
4747s 12 one is a training dummy kind of a a
4751s Target dummy where you can actually uh
4753s uh practice bills test out different uh
4756s uh you know items and everything like
4758s that this will be located in Kad uh in a
4761s seller and you can actually custom it
4763s and change it from like a normal
4765s training dummy to you know adding
4767s additional ones or boss ones and you'll
4769s actually be able to uh test out
4771s different builds so this will be coming
4773s in one 12 one just a reminder one I'm
4775s going to continuously say that so people
4777s don't go
4778s like on October 17th 121 uh but this
4782s will be uh towards the end of this month
4785s we'll have more information as that
4786s actually hits and then the other feature
4788s that we're going to be adding and this
4789s one's a big one that I know people have
4791s been asking for in 121 there will be a
4794s option for you to be able to reset uh
4796s your Paragon board uh which we know that
4799s everyone has been asking for and it's
4800s something that we've been wanting to put
4801s in and so easier resps yeah easier resps
4805s it's going to be way better for players
4807s uh and so in one 121 that feature will
4809s actually be coming uh and again like
4811s like I said towards the end of this
4813s month we'll have that we'll we'll talk
4815s more about that there will be patch
4816s notes associated with that update and of
4818s course we'll have more updates to season
4821s 2 that we'll be talking about at
4822s BlizzCon so so uh you should make sure
4824s to check out BlizzCon if you're going or
4826s if you want to go you can still grab a
4827s ticket and of course uh we also
4830s yesterday announced the uh BlizzCon uh
4833s uh collection uh which has a bunch of
4835s Diablo 4 stuff along with some World of
4837s Warcraft Hearthstone OverWatch items in
4840s there but with the uh Diablo 4 items it
4842s does include a uh like a to like the
4845s Legendary Collection actually includes a
4846s token for the premium battle pass the uh
4849s premium battle pass we've been getting a
4850s lot of questions about this the premium
4852s battle pass token in that can be used
4854s for uh season 2 if you want or it can be
4856s used for any future season uh so you can
4858s use that token you can save it if you
4860s like um and that is included in this and
4863s it also has some really cool mounts with
4864s some cool effects and mount armor and
4866s everything so um but that is available
4868s on the uh the battl net shop now for uh
4872s and that is the pcon collection cool um
4876s we have some uh Q&A that we do want to
4878s go over uh today um I know that players
4881s if you have questions uh feel free to
4883s jump into twitch chat uh and ask your
4885s questions I will butcher your names
4887s guaranteed it's a promise I do every
4889s stream that's why they bring me here um
4891s uh but we will uh we'll be answering
4893s questions on Twitch chat but the first
4895s question I know that we we've heard a
4897s lot about is uh what are your plans for
4899s like underperforming skills because it's
4901s been something that um you know we we've
4903s heard a little bit about it today but I
4905s think um it's something that we've been
4907s hearing for the last you know couple
4909s months of like hey some of these builds
4911s just don't feel viable it feels I'm
4913s going under one build like what are you
4915s guys planning on doing that totally um
4917s well first we plan to redo all the
4919s underlying math of the game and change
4921s how all the builds work and change all
4923s the not so skills specifically um yeah
4926s there are definitely skills that are
4927s underperforming that um don't have as
4929s wide of a use case as we would want um I
4932s would say we we're going to try and look
4934s at them at an individual basis on a
4935s skill by skill there are definitely ones
4937s that I've that we've identified as a
4938s team that we're already uh going to
4940s start taking a look at um you know we we
4943s learn a lot when we launch the game to
4946s millions of people right of course we
4947s have ideas that sometimes pan out
4949s sometimes they don't and when they don't
4951s we have to kind of re-evaluate well what
4953s was the purpose of it can we still keep
4954s the heart and the spirit of the skill um
4957s without changing it completely or
4958s sometimes we do need to change it and
4960s make it like fit an actual use case
4961s that's unique that isn't that doesn't
4963s fit any other skill so it it kind of
4966s depends what our answer is on a skill by
4968s skill basis but it is definitely a goal
4970s of ours that we don't want a skill to
4972s just languish forever and just not
4974s really have a use case or be useful um
4976s to clarify though I do think it's okay
4978s that a skill is a little more Niche and
4981s maybe is it like we're not saying every
4982s skill needs to be used equally by every
4984s player no I don't think that's a
4987s reasonable expectation I don't know if
4988s it's very healthy right I think it's
4989s there's something attractive about
4991s feeling smart that you're able to find
4993s this Niche use case or you're playing in
4995s a unique way that not many other people
4997s do but if a skill isn't fulfilling even
4999s a any purpose or the purpose it was
5001s intended for then think that's grounds
5003s to to reevaluate and try and find
5005s something that that works better for it
5007s yeah definitely and there's a few
5008s different ways that a skill can kind of
5011s fall short right it it's not just always
5013s a matter of numbers right it's not just
5015s oh just crank up the damage on it um you
5017s know if the if the damage is crazy of
5019s course it'll be usable but that's not
5021s the right answer all the time uh
5023s sometimes you know we looked at we
5025s talked about puncture earlier today on
5026s the Rogue and if you look at just pure
5028s damage puncture compared to the other
5030s Basics on Rogue about comparable like it
5032s it wasn't n an outlier in one way or
5034s another but we saw so many players
5035s playing puncture because of its
5036s interaction with other systems right we
5038s had it hey puncture is a really easy way
5040s of applying vulnerable and in season of
5042s malignant vulnerable was really valuable
5044s so we're not only tackling this on
5047s making the other options more usable and
5049s and interact in a more in an easier to
5051s use way but also you know adjusting the
5054s systemic issue like hey vulnerable is
5055s too mandatory so you have to take the
5057s thing that applies vulnerable and now
5059s that that's less of a hard requirement
5060s we're hoping that that brings these
5062s other Basics to the four and we're going
5064s to take a similar approach when we look
5065s at other underperforming skills as well
5068s yeah I think that's actually a really
5069s good point is that you know we talked a
5070s lot about base systems of the game in
5072s the season of blood and a reason why
5074s we're really looking at all these base
5076s systems and and changing them pretty
5077s significantly is that we want a stronger
5079s foundation so that we can identify these
5081s outlying skills or effects and now we
5083s can fix them in a way that's more
5085s healthy for the overall game because
5086s when the overall systems are healthy
5088s then we can go back and look at the
5090s outliers and fix them in a good way um
5092s you know like we could have fixed
5093s puncture by just taking away the
5094s vulnerable application right but really
5095s the problem is vulnerable not puncture
5098s necessarily so all right we have a
5101s question here from Zig Zog uh are
5103s channeling skills still not allowed to
5105s overpower after this patch considering
5107s the scaling changes uh this is true yes
5110s uh it's just part of the the way Diablo
5113s 4 works is that channeling skills do not
5115s overpower um that's partially because it
5118s would just if you overpower is
5120s determined on a skill cast BAS so when
5123s you cast a skill uh the game determines
5125s hey did you overpower or did you not and
5128s if you overpower the channel skill then
5130s you know Channel skills can in theory go
5132s on forever and that would just be a
5134s situation we don't want to live in where
5135s you're just fishing for procs basically
5137s of overpower and then as soon as you get
5138s it you you let it go forever that's not
5141s really the kind of gameplay we want to
5142s encourage in Diablo 4 and so uh it's
5146s true that yes uh channeled skills do not
5147s overpower uh but we're still looking uh
5150s when we're looking to balance uh
5152s channeled skills such as incinerate uh
5154s we know that going in yeah they should
5156s be balanced and tuned around the fact
5157s that they can't overpower and actually
5159s to allude to that cuz that's a good
5160s Segway um if you remember back I talked
5162s about the the Barbarian and the Druid
5164s how we're capping that unlimited uh cap
5167s of power that you can get that's kind of
5169s also why overpower doesn't work on
5170s channeled skills is that if we made it
5172s work we would have to tune and balance
5174s all of overpower around the potential
5176s infinite duration that a channeled skill
5177s has and that means that now overpower
5179s only gets used for channeled skills cuz
5181s that's the only place that it's going to
5182s be good and then everything else doesn't
5184s feel as good because of it that's why
5186s we're adding these caps and things to
5187s some places is that it's not really
5189s because we don't like people to get a
5191s lot of power it's that everything else
5193s must become weak for one thing to be
5195s even reasonable let alone strong if we
5197s allow infinite scaling of things and
5200s over that makes you know while that one
5201s thing might be really cool it makes the
5203s overall game much less fun or
5206s interesting um I'm going
5208s to Spitfire a few questions I'm just
5210s going to answer really quick just so I
5211s can like sure a lot of questions here uh
5214s yeah totally um are there uh plans on
5218s like yearly road maps and road maps for
5219s the game uh blz conon stay tuned uh the
5225s uh in regards to um we've getting a lot
5228s of questions about social features and
5230s like group finders and and and uh uh
5232s Clan features and everything those are
5234s things that we're looking at and and and
5236s most definitely have been taking in a
5238s lot of feedback nothing to announce
5240s today but it is something that I know
5241s the team is very much uh uh reading and
5244s seeing uh does this mean that Tempest
5247s Roar only drops from from durial or can
5249s it drop from other rare moms no it can
5251s drop from other rare mobs uh duriel just
5254s happens to have a we we were showcasing
5257s the the specific uh uh drop tables for
5261s uh uniques for these bosses here so
5263s you'll know like hey if I want to get a
5265s tempest Roar on a druid or something I
5267s can actually farm durial and have a
5269s better chance of knowing that I wanted
5271s to clarify you can still get them in the
5273s other parts of the game when you finish
5274s nightmare dungeon or go through it they
5275s can still drop off of mobs be end of The
5278s Nightmare dungeon reward you still get
5279s them out of heal tide all those things
5281s just go doing this you have a higher
5283s chance to get these specific things y um
5286s let's see we have uh a question from sck
5290s and Boppers uh will we be seeing more
5293s support or basic Focus builds this time
5296s around I basic skills I guess so yeah
5299s basic builds basic skill builds yeah
5302s yeah there's not as uh much support like
5306s um building your entire build around
5308s dealing damage with basic skills that's
5310s not something that we have a ton of
5311s support in the game for right now or in
5314s season of blood but it's definitely
5315s something on our radar is like hey this
5317s is a cool idea of of making your basic
5319s skill kind of flipping it on its head
5321s right basic skills right now are a bit
5322s more of a setup a bit more of a
5323s generator type of skill uh that's
5326s definitely design space that we are
5327s looking into and and will be be making
5330s designs for in the future um don't have
5332s any specifics to share yet obviously but
5333s it's certainly on our radar to enable
5335s those going forward yeah we know it and
5337s we think it's cool too y um here's some
5341s more designer specific questions uh from
5343s Lucky Luciano I know that person uh how
5346s are the uh how are the Necromancer and
5348s sorcerer uh sorceress classes uh being
5351s balanced to account for the CH for the
5353s changes to resistances which
5355s intelligence characters inherent
5357s inherently benefit from sure uh I could
5360s take this one so one thing to keep in
5363s mind is when you're making a fantasy
5366s arpg or a fantasy based games we do
5369s actively want there to be some
5371s differences between the classes where
5373s some are better or worse at some things
5375s than others right we want them to have
5376s bounds for picking your class so that
5379s there're you know you feel different
5380s than all the other ones right if
5381s everyone was just like a blank class
5383s that would be a very different game than
5384s what we made for Diablo um so that was
5387s partially why when we talked about
5389s resistances we talked a lot about how
5390s our goals are that everyone can kind of
5391s comfortably get there because what we
5393s didn't want was if resistances really
5396s matter and you can't get to cap or you
5397s can only get to cap at like level 100
5399s with max out gear and even then you may
5400s not be able to and you have to like do
5401s this really complicated puzzle then
5404s those classes would have a really large
5406s advantage over the other ones in the
5407s elemental resistance realm right and a
5409s lot of our bosses and things do that
5410s type of damage so it would actually be a
5412s really big balancing issue um because of
5414s that we made it that it's a very
5416s achievable goal this goal might be a
5418s little bit easier to get on Sorcerers
5419s necromancers or whoever you know they
5421s have the in scaling with element or
5422s resistances or whatever stat may have
5423s you um and we also even purposely make
5426s effects like uh passive nodes or Paragon
5429s nodes or other designs that are class
5431s specific different classes can get to
5433s different break points easier than other
5435s ones and that's by Design kind of if you
5438s remember what I talked about like the
5440s perfect balance world and we have like a
5442s gap this is the world we actually live
5443s in we want like barbarians to be better
5445s at some things than necros or Druids to
5448s be better at some things than Rogues and
5450s vice versa right um
5452s that makes for a more interesting and
5454s compelling experience where your class
5457s uh experience when you're playing
5458s through the game feels different right
5459s like if you play a sorcerer for the
5461s first time and when you played a
5462s barbarian your whole life you're like oh
5463s wow it's really nice that it's easier
5465s for me to fix this resistance game than
5466s when I'm playing on my Barb or hey when
5468s I'm playing on a Barb compared to a
5469s swords it's really nice I have all these
5470s Unstoppable skills that move me around
5472s everywhere um you know like there's we
5474s want there to be kind of differences in
5475s pros and cons to things so um really
5478s when we when we need to make a change is
5480s when it gets out of that Realm that's
5482s kind of reasonable right if something's
5483s too far down even where you know it's
5486s too painful to play a class for some
5487s reason right like we've heard some
5488s feedback from Necromancer players where
5490s we don't give them a ton of mobility and
5492s they're you know kind of sad hey we
5493s don't have enough and we need to get
5495s brought up here well we're okay with
5496s being a little lower we just what's what
5499s we're at is not acceptable then same
5500s thing on the high end right where maybe
5502s it's too easy to get things then we need
5503s to bring it in so um yeah the answer is
5507s we we made resistances this way knowing
5509s this in mind so that you know barbarians
5511s EX still going to be very easy for you
5513s to get to this cap uh just by playing
5515s the game and doing a little bit of
5516s planning so we don't expect that there
5518s be a huge power discrepancy especially
5519s since everyone's going to get to that
5521s cap eventually anyways awesome we have a
5524s question from psychop Fant uh which is a
5527s good question it's for barbarian
5528s specifically uh what are your plans to
5530s address Barbarian resource generation
5532s and uncoupling it from
5534s shouts yeah see in the seasons of blood
5537s or in the season of blood we haven't
5539s completely uh answered the shout issue
5542s which we're aware of like you know
5543s players want to put on all the shouts
5544s and then shout all the time um and just
5548s yell at enemies a lot I guess they shout
5550s out me a lot we're we're still looking
5552s at what we want our solutions to be
5554s we're also looking at similar thing with
5556s um Sorcerers with equipping defensive
5558s skills um where they want to take like
5559s you know Frost Nova and uh flame shield
5562s and teleport and do all of them um it's
5565s a deeper issue to solve that I think
5567s requires us to really look at why people
5569s are picking them and to make sure that
5571s they're still okay picking some just not
5572s picking all of them all the time uh we
5574s don't have anything to announce yet but
5576s it is something that we are aware of uh
5578s but it's a little bit more complicated I
5580s think one of the things I'll just be
5582s transparent about how at least for
5583s shouts we're thinking is one of the
5585s issues that made it hard was that we we
5588s designed a lot of our passives and our
5590s legendary effects and other things that
5592s said when you shout gain X and so right
5597s away that becomes triple more powerful
5599s when you make put on three shouts
5601s instead of one and we didn't balance it
5603s that way where you know we expected
5605s everyone to just always take the three
5606s things same with defensive skills or
5608s anything else that's synergistic like
5609s that on the one hand we like these kinds
5611s of designs like hey your score skills do
5613s more damage or your other things you
5614s know of a category do more to make you
5616s think about mixing the category but when
5618s we go too far and we definitely I think
5620s did with shouts as an example then it
5622s just says hey do all of them or don't do
5624s any of them and the answer right now is
5626s really do all of them because they're
5627s all really strong independently um so we
5630s may need to like decouple them which is
5632s is like hey instead of all your shouts
5633s get increased duration or you always
5635s heal when your shouts are active it'll
5636s be when specific shouts are but then you
5639s know that doesn't feel good it's kind of
5640s limiting because we're kind of telling
5641s you what to do so we have to try and
5643s walk that balance really well which is a
5645s a difficult tight rope to
5647s walk um a question here regarding um
5651s glyphs um
5654s from Max 78 sorry I don't want to
5657s butcher the name any plans on making
5659s more glyphs or bonuses spell agnostic
5663s uh yes so as we're making more content
5666s going forward in in uh future Seasons
5668s we're going to be making a lot more gphs
5670s uh and you know that is definitely
5673s design space is to work on categories of
5676s of skills or uh either other unique
5678s effects uh it's not always going to be
5681s and honestly we we showcased three
5682s glyphs here on this stream and we're
5684s adding in 10 new glyphs in season of
5687s blood uh and and they're not all that
5689s exact same design yeah uh so yes the the
5692s design space for making new glyphs uh is
5695s definitely very open and it's something
5696s we're going to be exploring going
5698s forward awesome uh this is actually a a
5701s good question because we talked about CC
5703s last week which is from mastaz so what's
5706s the reduction for cc I know you said
5708s against the
5709s player uh but with an overall reduction
5711s does that reduce the sorcerer's ability
5714s to CC uh enemies specifically and then
5717s the amount applied to enemies no no we
5719s didn't do any changes or significant
5721s changes to outo CC this is only incoming
5723s cc to the player not CC of you to the
5725s monster that's actually a really good
5726s question because I I know when you hear
5729s like oh reduction is CC it's like oh no
5730s I'm going to C enem way
5732s less just just on the player itself
5735s because we have heard a lot of feedback
5737s from players about you know you just
5739s sometimes you just get especially in
5740s higher level done get completely stuck
5743s and all the the CC changes are actually
5745s noted in the patch notes so you'll be
5747s able to read more about that um question
5750s from Darth microtransaction
5752s DM know who DM is he's a he's a a Diablo
5757s partner that we have how many uh total
5759s new legendaries and new unique items are
5761s coming in season 2 uh any U uh new Uber
5764s uniques uh yes there are all three of
5767s those that are being added we show we
5769s well we well well new new uh new Legend
5774s new not new not not Uber sorry that is
5778s all in the um patch notes so you'll read
5782s in the patch yeah you'll get to see them
5783s very soon I don't have the exact number
5784s off my head I it's a pretty total I
5787s believe 18 yeah there's five class
5790s legendaries five class uniques and then
5794s two generic legendaries and six uh us
5798s just Rand want give you'll see it
5802s there's a good number check the patch
5803s notes yes um all right we're going to
5805s take one more question here and this is
5806s from uh cier uh with the changes to
5810s damage buckets it'll be much harder Ed
5812s to just stack very high damage to
5814s overcome some of the hardest content
5816s like uber do you plan to make
5818s adjustments to bosses to account for
5819s lower damage ceilings oh how far do I
5822s want to go into this
5824s answer we've had a lot of conversations
5827s about this
5829s um yeah I'll just I'll get all right so
5832s yes um we did look at Monster Power and
5836s boss power and specifically Uber Lilith
5838s as well so why don't we talk about Uber
5840s Lilith tuning cuz we did actually tune
5841s her a little bit specially in the season
5842s of blood and going forward so our idea
5844s with tuni Uber Lilith and this
5846s aspirational very difficult content
5848s right um kind kind of a little history
5851s lesson right when when the game came out
5853s Uber lth obviously was very very hard
5855s right I say her power levels up here
5856s right everything else like comparably is
5858s somewhere around here she's ridiculously
5860s crazy hard really the only builds that
5862s were able to beat her were builds that
5864s had either like really really strong
5866s interactions like bone spear necro where
5868s it was just like really really overtuned
5870s or ones that were bugged right where you
5873s know they just got like 100x more power
5874s than other things and it wasn't really
5876s intended um we don't really want our
5879s aspirational content to live in that
5881s space where like only oversights can
5883s really beat it comfortably we our goal
5885s for it was always that most builds would
5887s be able to beat it and it was kind of an
5889s achievable goal but it was hard and
5891s obviously having that balance in a
5893s multiplicative uh scaling game is really
5895s hard it turns out um in season of blood
5898s one thing that is really nice and is an
5900s advantage to all of these overhauls that
5902s we're doing to our math and the power
5904s level of the classes is that before like
5906s we talked about the difference of
5907s multiplicative power of the crit V and
5908s everyone else was crit V was way up here
5910s and could compete with her everything
5912s else couldn't really so you kind of were
5913s forced into these builds to have a fair
5916s chance at the fight which isn't really
5917s the world that we want to live in now
5919s that we've kind of you know stabilized
5921s the ground of all the builds you know
5922s they can't in theory I'm hoping can't
5925s get as crazy of a difference in power
5927s level between each other that means that
5929s now we can more finely tune things like
5931s uber Lilith like any other endgame
5933s content that we make that they can be
5935s more stable as far as who can beat them
5937s so we took a look at Uber Lilith and
5939s you'll see that uh We've tested her
5942s internally with builds that aren't those
5944s ones that we know are crazy and tuned
5947s her at a to a degree where we believe
5949s these average builds will be able to
5951s defeat her obviously there will be
5953s variants you know like I said the top
5954s ones and the bottom Ones Will there will
5956s be some but it'll be much more in line
5958s with one another so uh we did take a
5961s look at that specifically and we do
5962s believe that just the the foundation of
5964s the game as a whole will mean that more
5966s players and more builds will be able to
5968s do more content yeah it goes back to
5970s what I was saying in the damage bucket
5971s discussion was that Our intention is not
5973s to just bring everyone down it's to open
5976s up the room for more builds to reach
5978s that same level of power let more builds
5980s take on Uber Lilith and not just have to
5982s rely on either crit vulnerable
5985s interaction or rely on bugged
5988s interactions yeah at the end of the day
5990s what this will likely mean also is that
5991s if you were a crazy strong build or if
5993s you find something that's crazy strong
5995s she'll probably be easier compared to
5997s life but then your average person she'll
6000s she'll be much more doable you still
6002s have to play really well though it's a
6003s hard fight still she still hard it's
6005s still a hard fight yeah and I think
6006s there's also even just changes that you
6007s guys had already talked about regarding
6009s like resistances and things like that
6010s that will also be the found everything
6013s is different I think overall it'll be
6015s more achievable um awesome well uh thank
6018s you Adam thank you Charles for for
6020s joining us and everyone for for
6021s listening to a bunch of designers of
6025s math go into numbers and math and
6027s everything for you guys regarding class
6028s changes and all the other damage buckets
6030s and resistance changes that are coming
6031s to the game uh just a reminder season 2
6035s season of Blood starts on October 17th
6038s that is the same day season 1 season of
6040s the malignant ends so uh you guys will
6043s find that the transition between seasons
6045s will just be uh fluid uh from one season
6048s to the next uh but that will begin on
6050s October 17th also of course like what we
6053s announced last week Diablo 4 is coming
6055s to steam so you can wish list that now
6057s so if you prefer to play on Steam you
6059s have that uh option of being able to
6061s grab uh Diablo 4 on Steam and so you can
6063s go there and wish list uh Diablo 4 there
6066s right now and it will be available on
6068s October 17th that does support cross
6070s progression and uh uh crossplatform play
6074s so if you do want to play with other
6075s people on Battlenet or on consoles you
6079s still can and if you want to carry over
6080s your progress from B net or consoles
6082s over to steam you still can as well uh
6085s from there but October 17th season 2
6087s season of blood and at the same time uh
6090s one 121 just a reminder the the uh
6093s Target dummy that we talked about and
6096s the uh reset Paragon uh board feature
6098s will be coming in one 121 that will be
6100s landing in late October uh and before
6103s BlizzCon so make sure to uh tune in for
6107s those notes do I have anything else I
6109s say oh biscon make sure check us out
6112s yeah blon is going to be really cool so
6114s uh thank you guys again thank you
6115s Charles thank you Adam and we'll see you
6118s guys in game thank you so much see you
6119s in
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6140s game
6148s [Music]
6189s [Music]