Archive for June 21, 2012

“10 Big Changes for me in Patch 1.03” or “Build me up, Buttercup Baby, Only to Let me Down”

June 21, 2012 5 comments


This one requires the least amount of time. The Real-Money Auction House went live with this patch, and while some people have allegedly made $400+ already, certain others have managed to sell items for up to $237, it seems the RMAH has kicked off fairly successfully.

2. Friends List Improvements

  • Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag.
  • The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag.

This may not seem like much of a change if you have a few people on your RealID list. But with someone who has nearly 60 people on their list, this was a huge sigh of relief. I would have imagined that sorting alphabetically would be a no-brainer, but I guess I was wrong!

3. Witch Doctor Changes (there were none)

I play a Witch Doctor. It is my first character that I managed to get to level 60 and into Inferno. There were literally no changes made to this class, which is a big deal for me. When you have abilities like Zombie Bears that are completely broken on any kind of slope, this seems like an odd decision. Don’t balance the classes, but at least fix the game-breaking bugs guys!

4. IAS nerfed by 50%

Thankfully, I had not invested any gold into getting some Increased Attack Speed gear, because this was one of the biggest nerfs to the game mechanics.

5. Drop Changes

Drops changed drastically. The following are the major changes:

    • High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
      • The new approximate drop rates are as follows:
        • Hell – Act III and Act IV
          • iLvl 61: 9%
          • iLvl 62: 1.9%
          • iLvl 63: 0%
        • Inferno – Act I
          • iLvl 61: 17.7%
          • iLvl 62: 7.9%
          • iLvl 63: 2.0%
        • Inferno – Act II
          • iLvl 61: 18.6%
          • iLvl 62: 12.4%
          • iLvl 63: 4.1%
        • Inferno – Act III and Act IV
          • iLvl 61: 24.1%
          • iLvl 62: 16.1%
          • iLvl 63: 8.0%

There are four other changes, but we will get to those in just a second. This change is fairly massive. This implies that farming Act I Inferno, while not optimal, is at least very viable, especially with five stacks and a shrine buff (stacking magic find on top of that will likely result in even greater results).

    • Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain

This is a bit of a nerf, and I am not entirely sure why this change was made.

    • Weapon racks will no longer drop weapons 100% of the time
    • Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
    • Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses

These changes were put in place to discourage people from “putting on their magic find gear before breaking or opening objects before switching back”. I am not sure if this was an actual epidemic, but what’s done is done I suppose!

6. Repair Costs

Yeah. Ouch, this one will hurt, especially if you are grouped with a less than ideal group.

7. Crafting


  • The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
  • Blacksmith
    • The gold cost to level the Blacksmith has been reduced by 50%
    • The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
      • Base levels now require 1 page/tome, down from 5
      • Milestone levels now require 2 pages/tomes, down from 5
    • The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
    • Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
    • The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
    • Weapon crafting costs have been reduced
    • The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
  • Jeweler
    • The gold and material cost to combine gems ranks 2-8 has been reduced
      • Combinations for these ranks now only require 2 gems, down from 3
        • The gold cost to combine each rank of gems is now as follows:
          • Rank 2: Flawed: 10 gold (down from 500 gold)
          • Rank 3: Regular: 25 gold (down from 750 gold)
          • Rank 4: Flawless: 40 gold (down from 1250 gold)
          • Rank 5: Perfect: 55 gold (down from 2000 gold)
          • Rank 6: Radiant: 70 gold (down from 3500 gold)
          • Rank 7: Square: 85 gold (down from 7500 gold)
          • Rank 8: Flawless Square: 100 gold (down from 20,000 gold)

These are fairly comprehensive changes, specifically for players who are around the mark for starting inferno. The prior costs for these levels were such that I wouldn’t dare try to combine gems. Yesterday, I combined everything and threw away the spare materials below square. The overall cost reduction for items up to level 59 is also fairly sweeping, as well as the costs for training your artisans. Since I refuse to farm earlier acts, I imagined the best solution would be to wait until I leveled up some other classes. Fortunately I won’t need to do that now.

8. Bosses – Buffs and Nerfs

  • General
    • Bosses have had their pathing improved
    • The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
  • Skeleton King
    • Abilities
      • Will now summon Skeletal Archers in Hell and Inferno difficulties
  • The Warden (mini-boss)
    • General
      • Now has Fast and Molten affixes, in addition to Jailer
      • In Inferno difficulty, the Warden will also gain the Desecrator affix
  • Butcher
    • Bug Fixes
      • Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
  • Ghom
    • Abilities
      • Gas Cloud
        • Radius of Gas Cloud has been slightly reduced
        • Slowing effect has been removed
        • The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
        • In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
  • Maghda
    • Bug Fixes
      • Punish Dust projectiles can no longer be reflected
  • Zoltun Kulle
    • General
      • Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
    • Abilities
      • Ceiling Collapse
        • Can now be cast at a player from any range
      • Fireball
        • Fireball attack now moves slower
        • Can now be cast at a player from any range
      • Teleport
        • Will now Teleport and run away from the player less often
        • Will now occasionally Teleport to the player
  • Belial
    • General
      • Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
    • Bug Fixes
      • Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
  • Siegebreaker
    • General
      • Overall damage has been reduced
      • No longer vulnerable to Confuse and Charm effects
      • Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
      • Now enrages after 4 minutes
      • In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
  • Cydaea
    • Abilities
      • Spiderlings
        • Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
        • In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
  • Rakanoth
    • General
      • In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
  • Izual
    • General
      • Health pool has been increased
      • The number of Oppressors that join the fight has been reduced from 4 to 2
      • Will no longer target Followers or Tyrael as frequently
    • Abilities
      • Base Attacks
        • Base attack damage has been lowered
        • No longer does Cold damage on top of base attacks
      • Charge
        • Charge damage has been reduced
        • Knockback has been removed
        • Will Charge slightly more often, but will only target players
      • Frozen Bombs
        • Frozen Bomb damage has been reduced
        • Bombs will now explode faster
        • Only 8 Bombs will now spawn around the player rather than 12
        • Bombs will spawn at Izual’s feet less often
      • Frost Explosion
        • Frost Explosion damage has been reduced by 70%
        • Duration of freeze has been increased
        • Damage dealt to players while frozen will now break the effect
        • Players can now use defensive cooldown while frozen
        • Players can no longer avoid being frozen by doing high amounts of amount to Izual
    • Bug Fixes
      • Izual will no longer spawn twice if a player skips his introductory cut-scene
  • Diablo
    • Bug Fixes
      • Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
      • Diablo “Stomp” ability is now correctly classified as a debuff instead of a buff
      • Fixed a bug that was causing pets to not attack Shadow Clones

The changes to boss mechanics can be categories in three categories. First, it seems that a lot of bosses received enrages (or at least soft enrages), e.g., Ghom’s gas clouds will spawn faster after four minutes, Zoltun Kulle will enrage after 3 minutes, Belial will enrage after 3 minutes in his final phase, Siegebreaker will enrage after four minutes, etc. Second, the fights will be tougher, e.g., Shadow Diablo will remove DoTs when he vanishes, Siegebreaker will reflect damage on Inferno setting, and Zoltun Kulle can cast Ceiling Collapse on a player from any range. Third, believe it or not, there have been a few nerfs as well, e.g., only 8 bombs will spawn from Izual instead of 12 and only two Oppressors will spawn, instead of four, etc.

Also: Azmodan is apparently fucking perfect!

9. Damage Reduction

  • Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
  • Colossal Golgor base damage has been reduced
  • Herald of Pestilence tentacle attack damage has been reduced
  • Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
  • Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
  • Succubus monsters will now run away less and for a shorter distance
  • The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
  • Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
  • Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
  • Leaders of Invulnerable Minions packs have had their health pools reduced

These are great changes, to be sure, but I have not touched Act II+ much yet, and with only one night of testing, feedback on this is pending. That being said, fuck those wasps!

10. Mortar Change

  • Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%

This may not seem like a big enough change to warrant a point of its own, but as a ranged player, this was a huge change. I can now stand in the “null” zone where the mortar doesn’t hit me as I kite, and the monster isn’t close enough to swing. Brilliant!

Categories: Diablo 3