Friday, March 15, 2013

Patch 1.0.7a Now Live


Patch 1.0.7a Now Live
Diablo III patch 1.0.7a is now live in the Americas. Check out the full patch notes below to learn about all the latest changes.
Important: Please note that you will not be prompted to download patch 1.0.7a until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.7 is live until those regions have also patched.

Diablo III Patch 1.0.7a – v.1.0.7.15295

The latest client patch notes can be found here.
Visit our Bug Report forum for a list of known issues.

Table of Contents

CLASSES

 

FOLLOWERS

  • Bug Fixes
    • The Enchantress should no longer sometimes cause an error to occur after casting Focused Mind

 

QUESTS

  • Bug Fixes
    • Players are no longer prevented from progressing when another player joins or leaves the game during the “A Royal Audience: Talk to Asheara at the Gates of Caldeum” quest step

BUG FIXES

  • Fixed several issues that could cause crashes to occur
  • Players will no longer be killed by DoT damage after zoning out of Scorched Chapel
  • The Siege Breaker Assault Beast and The Savage Behemoth will no longer reflect damage from pets
If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.

Developer Journal: Itemization Update


Developer Journal: Itemization Update
The item hunt is core to the Diablo experience and we're determined to make it even better in Diablo III. We've made several adjustments to the item game since launch with this goal in mind, but today I wanted to talk about a few of the underlying philosophies that are driving future changes to itemization.
Rarity = Power
One of the big things we want to focus on is making sure items that feel like they are rare and powerful are actually powerful . . .  instead of just rare. The first and most obvious place for improvement here is Legendaries.
By design, Legendary items are going to drop far less often than Rare items, and we want that rarity to be reflected in their power. When a Legendary drops, the question that goes through a player's mind should never be "is this a good item?" It should be "how awesome is it?" For example, if you are playing a Demon Hunter wielding a Rare crossbow and a Legendary crossbow drops, we want your reaction to be "Holy crap, YES!" not "*sigh* another Hellrack." It's a problem if players don't want to bother identifying their Legendaries, let alone pick them up. We want to change this.
Legendary Stat Ranges:
Lots of factors go into making an item good, and one of those factors is how high the stats on the item can roll. When the game first launched, an item's potential stats were largely indicated by its item level. This made it so you'd know in advance whether or not an item was worth the trouble of identifying. In 1.0.5, we made it so that the stat ranges for affixes were based on the level of the monster or container that dropped the item rather than the item's level, which created the possibility of more items rolling competitive values.
We’d like to continue with this line of reasoning and use it to make Legendaries more powerful. In the future, we plan to allow Legendary items to also roll their base stats (weapon DPS and armor value) at the level of the monster that dropped them. So, for example, if you found a Heart of Iron from a level 63 monster, its base armor would be increased to that of Archon Armor and its stat ranges would roll at level 63. This gives us the opportunity to broaden the range of Legendary items, providing players with more diversity. Love Leoric's Signet, but hate wearing a level 17 ring? Me too. Instead of farming Act II Normal to find a Leoric's Signet, let's go farm Inferno and get a level 63 version of the ring!
(Everything we're suggesting for Legendaries also applies to Sets, too, by the way.)
Increased Item Diversity:
Item diversity is a topic that comes up a lot. Right now when people are talking about the best items in the game or looking for ways to improve their power they gravitate towards items with Critical Chance, Critical Damage, and Attack Speed. While these stats are great for boosting your damage they aren’t necessarily interesting or what we like to call "game changing."
300%20spear%20thumb.jpgthing%20of%20the%20deep%20thumb.jpg
We want players to feel like entire new builds can open up if they get their hand on the right items. Glimmers of this idea are already in the game with The Three Hundredth Spear and Thing of the Deep. The plan is to embrace the idea and push them to more extremes. Potential future Legendary item ideas include a Voodoo Mask that increases pet damage, a Barbarian set that makes Call of the Ancients last until they die (after we give them full pet survivability), a Wizard Orb that allowed for two Hydras to be active at once, or the "Ethereal" boots idea I posted here. While these specific ideas may not make it into the game, they are good examples of the kinds of game changing effects we want to introduce to items. It will take time, but our goal is to try to provide players with compelling alternatives to trifecta items when talking about what items they want to acquire.

Less is More

Between Paragon levels, Nephalem Valor stacks, and all the other assorted buffs and bonuses, it's possible to find a tremendous amount of Rare items during any given play session. But the quality of these Rare items just isn't where it needs to be, so even though players see a lot of them, they no longer feel special. When you identify hundreds of Rares and only a small percentage are worth equipping or selling, those items become a burden rather than something to get excited about. "Great. Now I have to identify them all, read their stats, and I’m probably going to salvage all of them." I feel your pain.
We want to make it fun and rewarding to hunt down new items through play, and really instill the feeling that your next awesome item could come from anywhere, and is just around the corner. We need to get rid of some of the clutter first, so we plan to reduce the frequency at which Rare items drop down the road.
Before anyone panics and posts an angry comment in the forums, this doesn't mean we want players to earn even fewer good items. It just means we don't feel it's necessary to present the player with hundreds of bad Rares for every one that they might want. As an example, suppose items currently roll between 1-100 Intelligence. Now, imagine that we dropped 25% as many items, but the Intelligence range was instead somewhere around 75-100. In the end, you'd find fewer items, but more of the items you find would be worth equipping. That's our goal.
(On the topic of identifying hundreds of Rares, it's worth adding that while most of this blog is about overall item philosophy and our goals down the road, one of the short-term changes we're making is adding an "Identify All" option, which should be coming in 1.0.8.)

Gold Sinks Should be Exciting

We frequently discuss the Diablo economy, as we want players to feel that gold is a valuable commodity, useful in ways beyond just the auction house. We don't want out of control inflation, but we also don’t think that taxing players is the proper approach. Ultimately, we want to provide players with things that they are excited to spend their hard-earned gold on.
The most concrete example of how we're supporting this philosophy would be the crafting recipes we introduced in patch 1.0.7. While they aren’t meant to be the silver bullet for all economic concerns, they provide more avenues for people to spend their gold to receive something they can be happy about—in this case, potential upgrades for their character or alts.

For more insight into Bind on Account items, check out Wyatt's 1.0.7 preview here.
Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e. character customization options in terms of gear). We are also exploring ways to make crafting more exciting by adding not just more ways to make appealing items, but also introducing ways to modify existing items.

Farm Monsters, Not the Auction House

The auction house is a new addition to the Diablo franchise. And, while it serves many purposes for our players and helps to keep the economy fluid, some would argue that it has done more harm to the game than good. There is value to be had in providing players a way to freely exchange unwanted items for gold, or giving Demon Hunters an easy means to sell unwanted rubies in order to purchase emeralds, but the question has to be asked: is what the auction house provides worth what it took away from some players?
If the "right" way for some people to play the game changes from killing monsters to camping the auction house, is the game better off for it? Ultimately we don't think it is, but we also don't want to take something away that has become such an enjoyable part of the game for others. So, the question instead becomes: how can we refocus the end game away from farming the auction house back to farming monsters? It's a complicated issue, but one we are committed to addressing.
The first solution always presented when we discuss this problem is "Why don’t you just get rid of the auction house?" and while completely removing the feature would in fact fix the problem it created, it would also create a void that the auction house was originally designed to address. For example, we don't want players to feel like the only way to trade with other people is by sitting in chat and spamming "WTS [item link]" and "WTB [awesome item]" all day. This is definitely not ideal.
There are a number of ideas for how to address this long term that don't include removing the auction house outright, and most of the ideas are centered around giving players more ways to find items they are excited about:
  • One idea that we have discussed is “targeted Legendaries,” where named NPCs have an increased chance of dropping specific legendary items. For example, The Butcher could have an increased chance of dropping The Butcher's Carver.
  • Another idea is that we introduce a system that will help alleviate some of the bad randomness players encounter by ensuring that at least some of the Rare and Legendary items you find will be something good for your class.
  • We've also discussed allowing bosses the first time you kill them in each difficulty to have a guaranteed chance to drop a Legendary.
The list goes on and, as with all design, nothing is ever final. This is just a snapshot of what we're working on currently with regard to itemization, and we hope to provide more specifics as we get closer to implementing these changes into the live game. In the meantime, we'd love to hear what you think about our approach, since much of what's cited above has been inspired by your feedback.
Travis Day is a Game Designer for Diablo III. His brother, Morgan, also works at Blizzard Entertainment. They're kind of like the Venture Bros, except without the super violent, super secret agent bodyguard. Go Team Blizzard!

Monday, January 28, 2013

Fan Creation of the Week: The Art of Deiv Calviz


Fan Creation of the Week: The Art of Deiv Calviz
This week's community spotlight shines brightly on Deiv Calviz and his incredible renditions of each of the Diablo III hero classes, as well as a host of the finest and fiercest denizens of the Burning Hells. Deiv Calviz was nice enough to take some time out of his busy day to answer a few questions we had for him. Read on for the full interview, and check out his Barbarian progress video below! 

Q. You created some amazing pieces of Diablo III fan art which feature all five hero classes. Which piece was the most challenging for you?

First of all, thanks a lot for this rare privilege!
 
My initial plan was actually to join the Diablo 3 Portrait of a Champion Contest. Unfortunately, I didn't finish but I continued creating these just for fun.
 
The most challenging piece was the Barbarian because it was the first one I did. From the start, I wanted to feature all five classes. I was still figuring out what my goals were for the set so a lot of experimentation went on. I struggled with the composition, anatomy and the actual painting process. The upside was that I also learned the most from it.
 

To view a full size, high-res version of this image, click here.
 

Q. Which is your favorite piece?

My favorite would be the Monk piece next to the Witchdoctor piece. Maybe I'm a bit biased since I play a monk in Diablo III but I really enjoyed the challenge this piece had. Drawing all those cultists, making the monk look awesome, and balancing everything together in a tight shot was very challenging and fun. I think Blizzard did a great job designing the iconic look of the Monk so I tried my best to represent it with a little personal touch.
 
To those wondering, each piece took me around 20-25 hours.
 
          
Check out the full sized, high-res versions of the Monk and Witch Doctor.
 

Q. Do you have any other Diablo-themed pieces in the works?

Currently, I'm not working on any Diablo-themed pieces since I have other artworks to finish first. Hopefully in the near future, I’d be able to make an awesome artwork of Diablo himself. If anyone is interested, I recently made a few artworks that were inspired by the monsters from Diablo at my website.
 
To view a full size, high-res version of this image, click here.
 

Q. What tips do you have for aspiring artists out there?

Well, first of all, imagine yourself doing art almost every day. If you think that it makes you happy, then, go for it. You really have to love it if you want to get good at it.
 
Before all of this, I got to a point where I was too uninspired to do art. I began to question myself if it was really what I wanted to do. I had a non art-related job that I didn’t like for months. That made me realize how much I had taken art for granted, so I started managing my time to fit in some art every day. It's something I still need to improve even today.
 
When it comes to skills, the information that you need is in front of you already. You have to take advantage of the internet and put in the hours. Just don't forget that you MUST study the basics first before jumping into any superficial digital stuff like custom textured brushes, lens flares, photo filters, and what not. You should also be honest with yourself and compare the quality of your work with those who are already in the industry and constantly push yourself to be as good as or even better than them. Have a list of artists that you like and study how they work. Never stop learning.
 
In the end, just like anything in life, it all boils down to how much you are willing to sacrifice to get what you want.
 
Thank you for reading.

To view a full size, high-res version of this image, click here.
To see more work by Deiv Calviz's stunning work, make sure to check out his gallery over on DeviantArtas well as his website and Facebook. His YouTube page also hosts videos showing the painting processes on each of his paintings!

Thursday, January 24, 2013

University Relations Q&A


University Relations Q&A
Update: Our live chat with the University Relations team has begun!
 


If you're a student looking to break into the gaming industry, we're holding a live chat next Thursday with our University Relations team here on our official Blizzard game sites. They'll be fielding questions from how to build a portfolio, to what it's like to work at Blizzard, what qualifications we look for, and even how to best approach the internship program (submissions close January 31!).
Come back to this very article next week, on January 24, to take part in the live chat from 5:00 p.m. PST to 6:00 p.m. PST, and learn how to become a part of our team!

Public Test Realm -- Patch 1.0.7 Notes (Updated 1/22)


Public Test Realm -- Patch 1.0.7 Notes (Updated 1/22)
Updates to patch notes can be found in red. Last updated January 22 at 5:45 p.m. PST.
Below you'll find the preliminary PTR patch notes for 1.0.7. Please note that this isn't the final version of the 1.0.7 notes and that some changes may not be documented or described in full detail.
To provide feedback on these changes, please visit the PTR Feedback forum. To report any issues you experience while playing, please visit the the PTR Bug Report forum. Additional information about the PTR can be found in the PTR FAQ.

PTR Patch 1.0.7 - v.1.0.7.14161

These notes will be updated through the course of the testing process. Please be aware some changes may not go live until a new PTR build is released.
Table of Contents


 Patch Features

New Feature: Dueling
For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to duel one another in a new zone designed specifically for this style of combat. This zone can be accessed by speaking with Nek the Brawler located at the inn in New Tristram, and supports 2 to 4 players in a Free-For-All format.
To learn more about dueling, click here!

 General

  • Nephalem Valor stacks will now persist through Acts
  • Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
  • The resurrection timer will no longer increase if a player is killed multiple times in a row
  • Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time
  • The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:
    • MP 1: 25% (up from 10%)
    • MP 2: 50% (up from 20%)
    • MP 3: 80% (up from 30%)
    • MP 4: 120%(up from 45%)
    • MP 5: 165% (up from 60%)
    • MP 6: 215% (up from 75%)
    • MP 7: 275% (up from 95%)
    • MP 8: 340% (up from 115%)
    • MP 9: 420% (up from 135%
    • MP 10: 510% (up from 160%)
  • When resuming a game, players will now be placed in town instead of at the last known checkpoint (a portal will be available to take you to your last known checkpoint, if desired)


 Achievements

  • General
    • Subjugators now count towards the achievements "We are Champions" and "Champion's Collection"


 Auction House

  • User Interface
    • Cancelled PayPal auctions will now display a UI error
  • Bug Fixes
    • Stash Tab Art will now properly update when viewed in the Auction House


 Battle.net

  • General
    • Monster Power is now available for Public Games
      • Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the “Enable Monster Power” box has been checked in the Options menu
    • “Report Botting” has been added to the right-click > report player menus
    • The Battle.net UI now displays how many players are online


 Bosses

  • General
    • Izual is now included in the list of bosses that grant an extra reward when you have 5 stacks of Nephalem Valor, and the overall reward for killing him has been increased


 Classes

  • Barbarian
  • Demon Hunter
    • Bug Fixes
      • The Reflects Damage affix will now properly reflect damage caused by Bola Shot
  • Monk
    • Active Skills
      • Cyclone Strike
        • Weapon damage increased from 100% to 313%
      • Dashing Strike
        • Weapon damage increased from 160% to 303%
      • Exploding Palm
        • Explosion damage increased from 30% to 50% of the target’s maximum health
      • Inner Sanctuary
        • Radius increased from 8 yards to 11 yards
        • Skill Rune – Forbidden Palace
          • Damage bonus increased from 10% to 15%
        • Skill Rune – Sanctified Ground
          • Now reduces enemy movement speed by 80% (up from 60%)
      • Lashing Tail Kick
        • Weapon damage increased from 235% to 470%
      • Mystic Ally
        • The amount of damage a Mystic Ally can take from a single hit is now capped
          • The cap scales with the player's level, and is further reduced by the player's Armor and Resistance
        • Skill Rune – Eternal Ally
          • Weapon Damage increased from 40% to 60%
          • The Eternal Ally now has a 100% chance to be reborn after 3 seconds (up from 50% and down from 5 seconds)
        • Skill Rune – Fire Ally
          • The cooldown of the Fire Ally’s special attack has been reduced from 8 seconds to 4 seconds
        • Skill Rune – Water Ally
          • The Water Ally’s special attack now reduces enemy movement speed by 60% (up from 30%)
          • The cooldown of the Water Ally’s special attack has been reduced from 8 seconds to 4 seconds
      • Sweeping Wind
        • Base weapon damage increased from 15% to 20% per stack
        • Skill Rune – Blade Storm
          • Weapon damage increased from 20% to 26% per stack
        • Skill Rune – Cyclone
          • Weapon damage increased from 20% to 26% per stack
      • Tempest Rush
        • Weapon Damage increased from 85% to 155%
      • Wave of Light
        • Weapon damage increased from 390% to 829%
    • Passive Skills
    • Bug Fixes
      • Fixed an issue where Sweeping Wind was not actively updating its damage and attributes from the player
  • Witch Doctor
    • Active Skills
      • Spirit Barrage
        • Skill Rune – Well of Souls
          • The secondary missiles fired by this rune can now hit the primary target
  • Wizard
    • Active Skills
      • Arcane Orb
        • Weapon damage increased from 175% to 200%
        • Skill Rune – Obliteration
          • Weapon damage increased from 228% to 260%
      • Blizzard
        • Weapon damage increased from 210% to 510% over 6 seconds
        • Proc coefficient increased from 0.01 to 0.0125
        • Skill Rune – Grasping Chill
          • Proc coefficient increased from 0.01 to 0.0125
        • Skill Rune – Frozen Solid
          • Proc coefficient increased from 0.01 to 0.0125
        • Skill Rune – Stark Winter
          • Proc coefficient increased to from 0.005 to 0.0125
        • Skill Rune – Snowbound
          • Proc coefficient increased to from 0.01 to 0.0125
        • Skill Rune – Unrelenting Storm
          • Weapon damage increased from 280% to 680%
      • Shock Pulse
        • Weapon damage increased from 105% to 150%
        • Proc coefficient increased from 0.667 to 0.8
        • Skill Rune – Fire Bolts
          • Weapon damage increased from 152% to 195%
          • Proc coefficient increased from 0.667 to 0.8
        • Skill Rune – Explosive Bolts
          • Weapon damage increased from 70% to 105%
          • Proc coefficient increased from 0.5 to 0.8
        • Skill Rune – Lightning Affinity
          • Proc coefficient increased from 0.667 to 0.8
        • Skill Rune – Living Lightning
          • Weapon damage increased from 37% to 52%
    • Passive Skills
      • Critical Mass
        • Critical Mass now affects the cooldowns of Archon: Teleport and Archon: Slow Time while in Archon Form
      • Temporal Flux
        • Now reduces enemy movement speed by 60% for 3 seconds (up from 30% and 2 seconds)
      • Unstable Anomaly
        • Now activates upon receiving fatal damage (changed from when a player is reduced below 30% Life)
        • Dying will now reset the cooldown
    • Bug Fixes
      • Blizzard Critical Hits now correctly have a chance to proc Arcane Power on Crit


 Crafting

  • General
    • A new crafting reagent, Demonic Essence, has been added to the game
      • This reagent is account-bound and can be acquired from Elite monsters in Inferno difficulty
      • Nephalem Valor will not be required in order for Demonic Essences to drop
      • However, each level of Monster Power will increase the drop chance of Demonic Essence from Elites according to the following values:
        • MP 0: 20.0000%
        • MP 1: 23.0000%
        • MP 2: 26.4500%
        • MP 3: 30.4175%
        • MP 4: 34.9801%
        • MP 5: 40.2271%
        • MP 6: 46.2612%
        • MP 7: 53.2004%
        • MP 8: 61.1805%
        • MP 9: 70.3575%
        • MP 10: 80.9112%
    • The drop rate for Blacksmithing Plans and Jeweler Designs has been increased by 400%
  • Blacksmith
    • Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers)
      • Each crafted item will have the following characteristics:
        • iLevel 63
        • 6 Affixes
        • Account-bound
        • Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game
      • Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe)
  • Jeweler
    • A new Rare recipe has been added to the Jeweler for an Amulet
      • This amulet will have the following characteristics:
        • iLevel 63
        • 6 Affixes
        • Account-bound
        • Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game
      • Crafting the item will require the 1 Demonic Essence as well as:
        • 100,000g
        • 1 Perfect Gem (varied depending on which core stat you select)
        • 1 Fiery Brimstone
    • A new tier of account-bound gems of has been added to the game: Marquise
      • Marquise Gems stats are as follows:
        • Marquise Emerald
          • Weapon: Increased Critical Hit Damage by 110%
          • Helm: +33% Extra Gold from Monsters
          • Armor: +62 Dexterity
        • Marquise Topaz
          • Weapon: Melee attackers take 2200 per hit
          • Helm: 33% Better chance of finding magical items
          • Armor: +62 Intelligence
        • Marquise Amethyst
          • Weapon: Each Hit adds +700 Life
          • Helm: +19% Life
          • Armor: +62 Vitality
        • Marquise Ruby
          • Weapon: +150 Minimum and +150 Maximum Damage
          • Helm: Increases Bonus Experience by 33%
          • Armor: +62 Strength
      • These gems can only be created at the Jeweler and will require the following reagents:
        • 3 Radiant Star Gems
        • 20 million gold
        • 1 Demonic Essence
      • Un-socketing Marquise gems will cost 5 million gold
      • The designs for the Marquise gems will drop randomly from all level 63 monsters
        • Note: The designs are not account-bound


 Items

  • General
    • Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above
      • These plans (excluding the chest piece) will drop randomly in the world, but have a 50% chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:
        • Skeleton King
        • Spider Queen
        • Maghda
        • Zoltun Kulle
        • Ghom
        • Cydaea
        • Rakanoth
        • Izual
      • The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each
      • Please note that neither the Crafting plans nor the Jeweler Design are account-bound
    • Holding shift while buying health potions will attempt to purchase 5 potions at once
    • Follower items below iLevel 60 will now no longer drop in Inferno
    • Goldskin now has a limit on the number of times it can proc on a single target
  • Vendors
    • Squirt the Peddler no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each
  • Bug Fixes
    • Goldskin will no longer proc when attacking monsters that drop no loot
    • Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold
    • All Staves of Herding can now be sold to a vendor for 0 gold


 Monsters

  • General
    • The Reflects Damage affix has been redesigned:
      • It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active
      • A visual effect will display whenever the durational buff is active
    • Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player
    • Damage dealt by the Molten affix has been reduced by 40%
    • Damage dealt by the Plagued affix has been increased by 120%
    • Fallen Lunatics should now detonate in a more consistent manner
    • The Triune Berserker before Alcarnus should no longer swing faster after a few attacks
    • Keywardens:
      • The Act II Keywarden (Sokahr) should now only use its mortar ability in Inferno difficulty
      • The Act III Keywarden (Xah’Rith) should now only use its rain of corpses ability in Inferno difficulty
      • The Act IV Keywarden (Nekarat) should now only use its earthquake and charge abilities in Inferno difficulty
  • Bug Fixes
    • Rare Sand Dwellers will now spawn in The Forgotten Ruins
    • Champion Plague Swarms will now spawn in Cryder’s Outpost
    • Champion Fallen Cur will now spawn in The Storm Halls


 User Interface

  • General
    • Legendary items now have a new mini-map icon
      • This icon should now persist properly and be shown on the mini-map so long as the player is in the same zone as the dropped item
      • Note: The icon will only display when Legendary items are dropped by a monster, not a player
  • Bug Fixes
    • Fixed an issue causing the Enable Monster Power option to reset
    • Fixed an issue affecting the scroll speed of text
    • Vendors will now properly display an Armor tab when you are in an Inferno game with Monster Power set above 0


 Bug Fixes

  • Fixed an issue where new Hardcore characters were not labeled as Hardcore on the homepage
  • Fixed an error that could occur when closing the World of Warcraft client while the Diablo III client was still running
  • Players will now be properly removed from both the party and the game session whenever a Vote Kick has passed
  • Players will no longer be disconnected from the game whenever vote kicked during a boss encounter
  • PTR Bug Fixes/span><
    • General
      • Using the PTR Character Copy feature for a region on which you have no active characters will no longer result in login errors or your PTR account becoming locked
    • Crafting
      • Marquise designs and Archon crafting recipes are now searchable on the Auction House
    • Dueling
      • Players are now correctly considered "Elites" in PvP and PvE combat
      • Players should now be automatically healed and have all active debuffs removed upon leaving the Scorched Chapel
      • Followers should no longer become hostile towards players after exiting the Scorched Chapel
      • Storm Armor shocks can now be dodged
      • Nek the Brawler will no longer die if another player joins or leaves a game while someone is standing near him
      • It's no longer possible to have inactive followers providing buffs in duels
    • Items
      • Goldskin's proc will no longer work when in the Scorched Chapel
      • The Puzzle Ring's proc will no longer work when in the Scorched Chapel
      • The Incense Torch of the Grand Temple and Neanderthal can now drop