ℹ ggiNotes - 2.5.0 PTR System Changes

Quite a few changes as people can see, just rewriting the notes a bit, feel free to check them out yourself if you want. Will be updating this as they go through it on the Discord Sitdown as well in case they go over anything that isn’t included.
 

Item Changes
Base Affixes found on non-unique items increased from 3 to 4
 
Tempering

  • Items can now only have one tempered affix (no longer 2)
  • You can now select which specific affix you want to apply to your item from a Tempering Recipe.
  • Tempering Charges can be restored indefinitely using the scrolls
     

Masterworking

  • Going back to the old upgrade system, i.e. MWing now improves Quality
    • Bonuses to base damage, armor, or resistances
    • No longer increases affixes by 5%
    • No longer gives a bonus every 4 levels of Masterworking to a random affix
  • Items can be upgraded to a max Quality threshold of 20
    • Each time you upgrade it’s a random amount of quality, up to 20% more
      • max will always be an additional 20%, just may take you more or less upgrades to get there
    • Once at Max Quality, you can roll one last time to get a Capstone Bonus
  • Capstone Bonus - Upgrades a random non-GA Affix to a Greater Affix.
    • You can reroll the Masterworked GA Affix
      • Does not reset your Masterworked Quality
      • Rerolling will cost Obducite and Neathiron
         

Sanctification
Not entirely sure this is seasonal only. As it’s not really touted as such. There’s also guaranteed places to farm the sigils required, that have nothing to do with the seasonal gimmick.

Sanctifying an item has the chance to:

  • Apply a bonus Legendary Power
  • Turn an Affix into a GA
  • Add a bonus Affix from a pool of special Sanctification Affixes
  • Replace an existing Affix with a random Sanctification Affix
  • Make your item indestructible

Sanctifying an item makes it unmodifiable, this should be the last step for your items. This is a one-time thing, can’t be rerolled.

In Pre-Torment difficulties, defeat a Lesser Evil found in various places (such as Helltide), and you have a rare chance to sanctify an item at the Heavenly Anvil. If don’t use this opportunity you won’t have the option to Sanctify an item again until you receive another inivitation.

You can also obtain a Heavenly Sigil

  • Teleports you to directly to the Heavenly Forge.
  • Needed to Sanctify Ancestral items
  • Only earned in Torment Difficulties
  • Guaranteed sources: Bartuc, Asteroth, and Lair Boss Belial, otherwise lower drop rates on Elites and other bosses
     

Monster Combat Evolved

  • Enemies now have their own unique identity and behaviors
  • More powerful monster affixes
  • Monster packs will be less grouped up
  • Champion Packs can now form

Elite Enemies

  • 20+ New Monster Affixes
  • Elite minions now inherit some of their affixes
  • Affixes will be more engaging, reduced overlap, and made visual clarity improvements

Changes apply to all monsters in the game. Roughly 3-4x more difficult overall.
 

Defense Overhaul: Introducing Toughness

  • Armor and Resistances will now become rating systems with diminishing returns
  • Armor now reduced all damage* taken, physical and non-physical
  • Introducing new type of Damage Resistance: Physical Damage
    • 6 total - Elemental Resists + Physical Damage Resistance
    • +All Resist will also include this new Physical Damage Resist (confirmed during sit down)
  • Armor and Resistance penalties have been removed for Torment Difficulties
  • Skills and Paragon Nodes are being reworked with this in mind, adding multiplicative bonus to armor or resistances accordingly

Toughness

  • Displayed under your character stats beneath Attack Power
  • Summarizes average defense against each type, hover over it to see exact values and details

Healing Updates

  • Healing Potions upgrades have been removed
  • Potion Capacity reduced to 4
  • Potion healing is now Instant, healing 35% of total health on use
  • You can still pick up potions to replenish your charges, but they will also regenerate a charge every 30 seconds
  • Life on Hit has been improved and re-added
  • Life regen, Life on Kill, Healing % values have been increased

Fortify Re-Design

  • Fortify no longer reduces damage, instead it regenerates your life
  • Fortify will now stack up to your Max Life.
  • If you Fortify under Max Life, you’ll heal a percentage of your Max Life per second in exchange for an equal amount of Fortify
  • You will be considered Fortified as long as you have any amount of Fortify.
  • Changes to Skills, Passives, and items relating to fortify have been updated.
     

Seasonal - Sanctuary Invaded

Lesser Evils are invading Sanctuary

  • Duriel in Helltide
  • Belial in the Pit
  • Andariel in Kurast Undercity
  • Azmodan as a new World Boss
    • Azmodan can be summoned south of Zarbinzet where you’ll find three altars
    • Each summong Altar will invoke Azmodan with powers from one of the other three Lesser Evils
    • Requires Corrupted Essence to open reward chests

Duriel in Helltides

  • Duriel will be summoned instead of Blood Maiden
  • Maximum Threat Level now summons Pangs of Duriel instead of Hellborne, they will drop the Baneful Hearts required to summon Duriel
  • Maggot Monster Packs, Maggots from the tunnel worm, and maggots from the skies along with the meteors

Belial in Pits

  • Belial Eyes randomly appear, killing them will stun nearby enemies and spawn Belial Apparitions which count toward Pit progress
  • Destroying several Eyes replaces the final boss with Belial
    • Killing Belial grants an additional Glyph Upgrade and Rewards
  • Clones of enemies will randomly spawn throughout the Pit

Andariel in Kurast Undercity

  • Tormented Spirit Beacons will grant additional attunement
  • Three new Tributes specific to Andy
    • Each boost rewards, and guarantees Andy spawns as the final boss
    • Otherwise Andy has a chance to spawn as the final boss, which gives better rewards
  • Shades of Andy appear in the Undercity will sap your time available
  • Enemies in Undercity can be imbued with Wailing Spirits, think homing missiles

Killing enemies with their respective Lesser Evil Purified or Corrupted Gifts grants Divine Favor - new Seasonal Rep.
 

Seasonal - Earn Divine Gifts
Divine Gifts have three components - a Reward, a Corrupted Gift, and Purified Gift

  • Think ‘Powers’ for activities
    • Ex. Essence of Pain
      • Rewards - Pangs of Duriel can drop Socketables in Helltide, doubled while Purified
      • Purified - Briefly gain maximum Barrier after becoming Injured, every 20 seconds.
      • Corrupted - Pants (Pangs) of Duriel ambush you more often and have a 100% chance to shatter your Barriers or Fortified Life with their attacks.
         
  • UI Will have an inner Circle with 4 slots, and outer circle with 4 slots.
    • Inner Slots activate the Purified Gifts of the Divine Gifts
    • Outer Slots activate the Corrupted Gifts of the Divine Gifts
    • Rewards will be activated regardless of where the Divine Gift is slotted
    • Corrupted Gifts are meant to make each activity more difficult
    • Purified Gifts remove the Negative Affect and double the reward gained

List of potential Rewards:

  • Socketables in Helltides
  • Maggots can drop exp globes in Helltides
  • Chance for an extra glyph upgrade in the Pit
  • Extra gold from Pit
  • More Activity Keys from World Bosses
  • More Lair Boss Keys from World Bosses
  • More Obols from Undercity
  • More Salvage Materials from Undercity
     

Ascend The Tower and Leaderboards (Beta)

  • Tower is a Multi-Stage Timed Dungeon
  • Distinctly build with the new monster combat changes in mind
  • Unlocked by the Obelisk in Cerrigar
    • You can run the tower on any difficulty already unlocked for the Pit
    • 10 minutes to complete the entire dungeon
       

Leaderboards are back showing Solo Classes as well as Party Leaderboards of 2 to 4 specifically for The Tower.
 

Introducing Season Rank

  • Season Journey now requires a Capstone Dungeon to progress to the next rank
    • Can be attempted before the recommended level and difficulty
    • Seasonal Rank is per account, and resets every season
      • If you achieve Seasonal Rank 4 on one character, and you make an alternate character, that alternate character will also have access to the Seasonal Rank 4 rewards
         

Renown Changes in the Seasonal Realm

  • Renown will now only stand permanently in the Eternal Realm.
  • You can still earn additional benefits associated with the former Renown system based on your progress in the new Season Rank system.
    • Season Rank rewards additional Skill Points at Rank 1, 2, and 3
    • Season Rank awards additional Paragon points at Rank 3, 4, 5, and 6
    • Extra potion capacity has been removed from the Renown reward tracks and replaced with a different bonus (Eternal Realm only)
    • Altars of Lilith and Tenents of Akarat will still grant some Exp and minor rewards, instead of permanent stats and power.

Capstone Dungeons Return

  • Used to increase your Seasonal Rank (not to unlock difficulties)
  • 5 total Capstone Dungeons each designed for a specific level and difficulty tier
  • Suggested Levels of 30, 50, 60 along with specific difficulty tiers (you can fight them anytime you wish though)

 
New Class Uniques - 1 Per Each Class

Barbarian

Chainscourged Mail (Unique Pants)

Affixes:

  • +51-65 All Stats
  • +424-457 Maximum Life
  • 8.1-8.8% Cooldown Reduction
  • +2-3 to Brawling Skills

Unique Power:

  • Casting a damaging Brawling Skill disables it afterwards. When all of these Skills that are on your Action Bar are disabled, they become re-enabled with their Cooldowns refreshed. Your Brawling Skills deal 50-100% increased damage for each disabled Skill.

Druid

Khamsin Steppewalkers (Unique Boots)

Affixes:

  • Inherent: Attacks Reduce Evade’s Cooldown by 0.5 Seconds
  • +16.5-25.0% Movement Speed
  • +41.5-55.0% Crowd Control Duration
  • 16-25% Nature Magic Cooldown Reduction
  • +2-3 to Bad Omen

Unique Power:

  • Damaging 200-100 Enemies with Storm Skills grants a charge. Casting any Defensive Skill will grant Max Movement Speed and Unhindered for 1 second for each charge used. While charged, enemies you run into are Immobilized for 1 second.

Rogue

Death’s Pavane (Unique Pants)

Affixes:

  • Inherent: +15% Dodge Chance while Channeling Dance of Knives
  • +9.0-11.0% Critical Strike Chance
  • +16.0-25.0% Movement Speed
  • +2-3 to Dance of Knives
  • +62.5-85.0% Agility Damage

Unique Power:

  • Dance of Knives drops knives from enemies hit. Picking them up grants you 1 Charge and increases your Dance of Knives damage by 10-20% for 6 seconds, stacking up to 3 times.

Necromancer

Gravebloom (Unique One-handed Mace)

Affixes:

  • Inherent: 10% Attack Speed
  • +80-94 Intelligence
  • +424-457 Maximum Life
  • +36.5-50.0% Chance for Golem to Hit Twice
  • +1-2 Golem Mastery

Unique Power:

  • You raise 3 smaller Golems that each deal 40-60% of normal damage and gain 30%[+] Attack Speed. Your Golems respawn 50% faster.

Sorcerer

Orsivane (Unique One-handed Mace)

Affixes:

  • +99-113 Intelligence
  • +424-457 Maximum Life
  • +57.0-75.0% Non-Physical Damage
  • +3-4 to Core Skills

Unique Power:

  • For each Defensive Skill not on your Action Bar you deal 20-40% increased damage and gain its associated Enchantment Effect.

Spiritborn

Path of the Emissary (Unique Boots)

Affixes:

  • Inherent: +30% Movement Speed
  • +16-25% Movement speed
  • +155-200% Core Skill damage
  • +1-2 Core Skill ranks
  • +26.5-40% Impairment Reduction

Unique Power:

  • Every 12-4 meters you move, invoke a Core Skill from your primary Spirit Hall.

Q&A:

Duriel will be replacing Blood Maiden in Helltides for S11 only.
 

Will the changes to uniques be updated, removed, or what?
 

With all the changes, what about Eternal and Legacy items?

All items on Eternal will be flagged as Legacy in regards to the new changes to the new Tempering and Masterworking. You won’t be able to Temper and MW Legacy items with the new system changes. (meaning you’ll have to find brand new items again)
 

Any updates to gold acquisition?

No fundamental changes. MWing resetting will cost less gold, but won’t be a huge gold sink.
 

Could we be seeing a longer PTR cycle?

No, just 1 week.

Still adding Q&A stuff, had to record it and go back over it.

42 Likes

Just from skimming this I wonder if we’ll end up getting those old complaints from pre-S2 cause from what i’m seeing some of the things they’re going back to some of the blasters hated since it slowed the game down.

We’ll see.

1 Like

The only change I don’t like is going to 4 affixes. Before tempering I’d go a whole season and never get all the right affixes. After tempering every item I had was 5/5. Now we’re more likely to see 3/5 or 4/5 which feels like a big nerf to me.

Even when I “bricked” an item I was easily able to find a 3/3 replacement to temper again and bring it to 5/5.

I guess now we hope for 3/4 and spend a fortune rerolling the last affix.

Let’s see what it will be at start of season 11.

There will be a lot of river water going by in the meantime.

1 Like

looking at it again it also feeling like they’re still trying to make the game easier even with the new monster evolutions.

Again we’ll see. It may be a good thing.

Which is why they added tempering in the first place.

Tempering got the blame from the community but it was never the problem. It worked fantastic. Combining this idea with Greater Affixes, which were designed to be chase items is the real problem. You had one system that depended on items being relatively common (tempering) intertwined with another system designed for items to be relatively rare.

8 Likes

First glance it would appear they’ve heavily targeted survivability, and likely damage output. We will have to run the numbers in the PTR as this is a lot of changes at once, but initial impressions are that these changes, as a whole, are designed to slow seasons down.

2 Likes

No, most complaints were about the rng of tempering.

MW was never the real problem bcs this you could do indefinitely in theory.

4 Likes

True, never know until we get the PTR in our hands.

Geez, as usual, an over-correction on the tempering and masterworking.

Let’s just make a vendor that sells all the gear we want with max stats and be done with it.

4 Likes

Well that was the complaint not getting what we wanted.

SO yeah guess they should just do what you posted and just make a vendor that let’s you buy power.

Hmm…getting D:I vibes here…

Can we Sanctify an Unique and/or Mythic item?

Seems to be only Legendary Items only, from what they’ve been saying.

1 Like

Only because of the designed rarity of Greater Affixes. If you ignore GA’s, it wasn’t that uncommon to generate an item to temper for most slots as you only needed to drop 2 affixes and roll a 3rd.

Tempering RNG isn’t a problem when you have enough items to put into the machine. GAs limited the number of items, which is what created the issue.

This “fix” isn’t a remedy for those that didn’t like RNG, it just makes it worse by moving one randomly generated affix from small tempering drop pools to large generic affix drop pools.

6 Likes

Not sure if this is typo or not. But let’s say it’s not, what exactly did we do that Duriel’s Pants wants to ambush us?

8 Likes

Typo :rofl: I’ll change it.

2 Likes

It is a dark horror arpg. Let your mind do the work.

2 Likes

I like everything about the new tempering and masterworking.

EXCEPT

Sanctification replacing an existing affix.

The thing replacing better always 100% be equal to or better then what gets removed. I can see an item getting a very needed affix downgraded with a not so needed replacement.

2 Likes

Hehe. That actually would be a fun thing to fight.

Then again how is Duriel wearing pants?

So basically tempering 2.0?