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Diablo 3 Beta Patch 5 und Beta Show 5 *VIDEO* - Diablo 3

04.11.2011 - 11:59 Uhr
von vanion in Beta
Auf den Diablo 3 Beta Servern gab es heute Nacht wie schon Gestern Angekündigt einen neuen Beta Patch. Dieser trägt die Nummer 5 und beinhaltet vor allem sehr viele Klassen Änderungen. Diese könnt ihr in den Patchnotes (weiter unten) nachlesen. 

Außerdem gibt es eine große Neuerung, nämlich den "Nephalem Altar". Diesen benötigt ihr zukünftig um eure Fähigkeiten zu wechseln, was bislang überall in der Welt einfach so funktionierte. Was es genau damit auf sich hat und wie es funktioniert, zeige ich euch in Beta Show Nummer 5:



General
All characters have been wiped. As part of this process, artisans, gold, and items (including those placed on the auction house or in a shared stash) have also been reset.
Switching out class skills will now require the use of a new feature known as the Nephalem Altar. Nephalem Altars are currently located in New Tristram, as well as in key locations throughout Act I. Clicking on an altar will open up the skill UI, allowing both active and passive skills to be selected or exchanged.
 
Quests
Gold rewarded from quests has been significantly reduced
Experience rewarded from quests after level 4 is now based on the number of mobs you’d have to kill to earn the same amount of experience, rather than being a strict percentage of a level
 
 
Skills
New passive skills have been added for all classes. See individual class notes below for more information.
AoE (Area of Effect) skills for all classes have had their damage reduced
Single-target skills for all classes have had their damage increased
All skills are now based off weapon damage
 
 
User Interface
The in-game UI has been updated with general art and usability improvements
 
 
Classes
 
Barbarian
Active Skills
The Barbarian's Fury Generators have received a tuning pass. Bash, Cleave, and Frenzy now generate more Fury whereas the other Fury Generators now generate less.
 
Additional changes include:
Battle Rage
Damage bonus reduced from 30% to 20%
 
Revenge
The chance for this ability to activate has been increased from 10% to 15%
 
Weapon Throw
Fury cost reduced from 20 to 10
Damage decreased from 210% to 180%
 
 
Passive Skills
New passive skills have been added:
Nerves of Steel
Unlocked at level 12
Your defense is increased by 25% of your Vitality
 
 
 
Demon Hunter
General
Maximum Hatred reduced from 150 to 125
 
 
Active Skills
The order in which skills are awarded has been adjusted for levels 1 to 13.
Resource management for the Demon Hunter has been reworked significantly. Skills for the class now fall into the three categories: Hatred Generators, Hatred Spenders, and Discipline Spenders
Hatred Generators
Bola Shot: Generates 2 Hatred
Entangling Shot: Generates 4 Hatred
Evasive Fire: Generates 4 Hatred*
Grenades: Generates 2 Hatred
Impale: Generates 6 Hatred
 
 
Hatred Spenders
Chakram: Costs 10 Hatred
Elemental Arrow: Costs 5 Hatred
Hungering Arrow: Costs 10 Hatred
Rapid Fire: Costs 30 Hatred (initially) and 1.5 Hatred per second for each additional shot
 
 
Discipline Spenders
Caltrops: Costs 8 Discipline
Shadow Power: Costs 20 Discipline
Vault: Costs 10 Discipline
Evasive Fire: Costs 4 Discipline to Backflip
 
 
Additional changes include:
Bola Shot
On-hit damage increased from 100% to 105%
 
Chakram
Damage reduced from 150% to 135%
 
Grenades
Damage increased from 75% to 80%
 
Hungering Arrow
Damage increased from 115% to 145%
Pierce chance is once again a fixed 35% rather than scaling with level
 
Impale
Impale has been given a new spell effect. It is now a thrown dagger instead of a bow shot.
 
Rapid Fire
Damage increased from 35% weapon damage per shot to 38% weapon damage per shot
 
Shadow Power
Attack speed bonus reduced from 50% to 30%
 
 
Passive Skills
New passive skills have been added:
Tactical Advantage
Unlocked at level 10
Whenever you use Vault, Smokescreen, or backflip with Evasive Fire you gain 60% movement speed for 2 seconds
 
 
 
Monk
Active Skills
Mantras
All Mantras now have a 15 second cooldown and grant a bonus effect for the first 3 seconds after activation
 
 
Additional changes include:
Blinding Flash
Spirit cost reduced from 50 to 30
Duration reduced from 5 second to 3 seconds
 
Breath of Heaven
Spirit cost reduced from 75 to 25
Healing amount reduced
 
Crippling Wave
Damage increased from 120% to 135%
 
Deadly Reach
Damage increased from 110% to 120%
 
Fists of Thunder
Damage increased from 100% to 120%
 
Lashing Tail Kick
Spirit cost increased from 25 to 30
Damage increased from 130% to 180%
 
 
Passive Skills
Transcendence
Healing per Spirit reduced
 
 
Witch Doctor
Active Skills
All Witch Doctor skills now do damage based on your weapon damage and cast at a speed based on your weapon attack speed.
 
 
Passive skills
New passive skills have been added:
Circle of Life
Unlocked at level 12
Whenever an enemy dies within 12 yards there is a 5% chance that a Zombie dog will automatically emerge
 
Jungle Fortitude
Unlocked at level 10
Reduces all damage taken by you and your pets by 20%
 
 
 
Wizard
Active Skills
The order in which skills are awarded from levels 6 to 13 has been adjusted. Players will now unlock offensive and defensive spells in an alternating order.
All Wizard skills now do damage based on your weapon damage and cast at a speed based on your weapon attack speed.
 
 
Passive Skills
New passive skills have been added:
Critical Mass
Unlocked at level 12
Your critical hits reduce the cooldown of your spells by 1 second
 
 
 
Followers
Templar
Skills
Guardian
Ability now unlocks at level 20, instead of level 5
 
Heal
Healing provided by this ability will now scale properly
When activated, ability will heal you for ¼ of your total health every 15 seconds
Will only heal when player is below 50% health, down from 67%
 
Intimidate
Slow amount reduced from 80% to 50%
 
Intervene
Intervene is the new name for Taunt, and now unlocks at level 5
Radius of monsters to be taunted reduced from 30 to 10 yards
Duration reduced from 10 seconds to 5 seconds
Will now only cast when player is below 50%
Cooldown increased from 15 seconds to 30 seconds
 
Loyalty
Life regenerated by this ability will now scale properly
 
 
 
Items
General
Players now start with 5 health potions
Health globes now heal you over 1.5 seconds rather than over 5 seconds
The number of chests, shrines, and other interactable items (e.g. bookcases and loose stones) has been greatly reduced across the entire game
Items sold from vendors will now be at least one item level lower than those that are currently available to a player via drops from monsters
The level of an item is now much more likely to match or be close to the level of the monster from which it dropped, and the affixes that appear are much more likely to be from the upper range
 
 
Weapons
Several significant changes have been made to weapons and weapon damage affixes:
The damage bonus granted to two-handed weapons over one-handed weapons has been reduced from 15%-38% from level 1-60 to 13%-32%
Wands attack speed has been increased from 1.2 to 1.4
Quivers, Orbs, and Mojos will now always come with +Min/Max damage
Ceremonial Daggers will now frequently come with +Mana Regen
Wands will now frequently come with the +Max Arcane Power
 
The amount of inherent slow granted by cold weapons has been reduced from 3 seconds to 1 second
One-handed crossbows and daggers now pull from a separate pool of affixes for + damage
The damage variance between weapons of the same type has been reduced.
 
 
Bug Fixes
Fixed an issue that was causing two-handed Monk combat staves to not receive the proper damage bonus
 
 
Monsters
General
A new Mortar affix has been added to the game. Mortar monsters will lob grenades at enemies outside melee range.
Lightning bolt damage from Electrified-enchanted monsters has been reduced by 40%
Monsters that are enchanted to an element (Molten, Electrified, etc.) now correctly have 50% resistance to their chosen element
Ex: Molten monsters will have 50% damage resistance to Fire at equal level
 
Wretched Mothers in Act I can now only summon one zombie at a time
Treasure Goblins are now immune to fear
 
 
Bosses
Skeleton King
Whirlwind damage increased from 100% to 300%
Cleave damage increased from 80% to 100%
 
 
Crafting
Artisans
Blacksmith
Blacksmiths now start with a Fist weapon and a Dagger weapon option to craft
Blacksmith leveling and crafting recipes have received a tuning pass
 
 
Items
Pages of Training will now drop starting at level 6, down from level 8
The chance for Magic and Rare items to salvage into higher quality crafting material has been increased from 1% to 5%
Salvaging blue items now has a 1% chance to salvage into Legendary crafting material
 
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Magnus am 04.11.2011 - 12:34 - Kommentieren
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Blizzard weiß auch nicht was sie wollen erst sagen sie, man kann überall seine Skills ändern weils eh egal ist ob man es nun zwischen den Kämpfen im Dungeon macht oder nen Townportal nutzt und das nur unnötig Zeit verschwendet und nun machen sies doch so.

lola am 04.11.2011 - 14:27 - Kommentieren
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nephalem altar nein danke, was solln son scheiß -.-

Dimiter am 04.11.2011 - 18:14 - Kommentieren
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Blizzard weiß sehr wohl was sie wollen, denn sie haben nie gesagt das es egal ist sondern genau das Gegenteil.

jetex1 am 04.11.2011 - 19:33 - Kommentieren
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Was habt ihr eigentlich ! ich mein es ist viel besser wenn ihr mich fragt denn ich denke so wird das spiel schwerer denn mann muss sich vorher gedanken machen was nehme ich mit und wann und wozu ... wegen solchen leuten die da jetzt rum heulen wurde wow genervt ! Wir wollen ein schweres spiel also ist es doch eine positive änderung ! .....

RitterRondras am 04.11.2011 - 23:32 - Kommentieren
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Hm, weiß nicht so recht was ich von dem Nephalem Altar halten soll. Einerseits finde ich es nicht völlig schlecht, weil man sich halt wirklich Gedanken um seine Skils machen muss.
Aber gerade zu Spielbeginn wird das vermutlich ziemlich nervig sein. Weil man nunmal auf fast jedem Level eine neue Fähigkeit bekommt und die natürlich sofort ausprobieren will. Das dürfte damit vermutlich nicht mehr gehen. Außerdem will ich gerade zu Beginn auch ausprobieren welche Skills mir liegen und welche Kombos für meine Spielweise am besten sind. Da jedes Mal erst wieder ins Dorf zu müssen finde ich ätzend. Besonders weil man auch nicht mehr jederzeit ins Dorf porten kann, sondern nur in gewissen Abständen...

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