Diablo III PTR 2.7.5 - Has Concluded

That’s a great idea!

Unless they update the skill you can only have 4 traps active. We’ll have to see how summoning traps on hit actually performs first. I’m having visions of unexploded traps preventing them from spawning on the enemies I really need dead.

Spike Trap

Cost: 15 Hatred
Lay a trap that remains dormant until another Hatred spender is used to detonate the trap. When detonated, the trap and all other traps will explode in a chain reaction for 1160% weapon damage as Fire to all enemies within 8 yards of each trap.
You can have a maximum of 4 Spike Traps active at one time.

What Raxx did not say in this video, but mentioned in his stream, is that a Challenge Rift Cache will be added to Djank Mi’em on PTR, so we could actually go past 14 Seals.

Custom Engineering - Game Guide - Diablo III

  • Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%.
  • Increase the maximum number and charges of Sentries to 3 and number of Spike Traps to 5.

The question remains as to how the spawning behavior will work as 5 is still very finite amount. Will they stay in place where you don’t need them or will new ones overwrite the old ones. With strafe you have the potential to proc multiple times in a very short period of time. Do the strafe shots prioritize enemies over hitting the traps, do they prioritize traps over enemies or are they equally weighted? If you use an AoE skill do they only proc off of the 1st enemy hit or all? We all know how well Calamity has been coded so I’m a bit skeptical about the mechanics of the new Nat’s.

Well, since the PTR has not started yet, I am not sure to whom you are looking to answer that question. Or was it just rhetorical?

No one has had an opportunity to test it yet.

I was 1st adressing the concern over lag due to an overabundance of procs and then went off on a tangent about my concern over mechanics. Purely rhetorical!

Just my angst over still not seeing any love for Chakram. :wink:

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They’re almost certainly going to just disappear at the end of the season, but it can’t hurt to try. All you miss out on is some lousy mats. The chance at having a bunch of primal weapons would be worth the loss.

Hi all - we updated a few details on the 2.7.5 PTR notes. We have added additional information to further explain the Altar of Rites and Primordial Ashes features.

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Thank you very much.

The link gives me “500 Internal Server Error”. Changing “us.” to “eu.” makes it work.

I think this was added.

"To unlock a Seal, the Seal preceding it must first be unlocked—this does not apply to Seals R, S, and T because of how they’re positioned within the Altar. For example, if you want to unlock Seal B or C, Seal A must first be unlocked. There is also no limit to how many Seals or Potions can be unlocked within a given time period, if you have the required materials to sacrifice to the Altar. Regardless of the order in which you unlock Seals and Potions, the cost will increase as shown below."

And this:

Only one upgraded Primal Item may be worn at a time and upgraded Primal Items do not retain the properties of the Legendary Item that was used. New affixes are rolled for all upgraded Primal Items.

To unlock a Seal, the Seal preceding it must first be unlocked—this does not apply to Seals R, S, and T because of how they’re positioned within the Altar. For example, if you want to unlock Seal B or C, Seal A must first be unlocked.

This makes it sound like you can jump from A to R, or from T to R, or am I misreading it?

They also nerfed the possibility of a Natalya/Shadow hybrid.

I think you are. From what I understand, it just says that these seals (R S and T) are connected with two-way paths (as opposed to all the other ones being one-way)

They just added a red text to the updates, enjoy.

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So this diagram is accurate?

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Seems it is.

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