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Diablo III Open Q&A Panel

Q: You made the followers more powerful for end game content. Will they be viable all the way through Inferno?

Blizzard representatives responded positively, saying that companions will be able to fight adequately alongside heroes through each difficulty. They have done some testing with companions through the difficulties, and although this is a very recent change, they do believe that changes they have incorporated into the hirelings will make then viable in the endgame.

Q: Is Diablo a girl?

The cover art for the event booklet made Diablo look anything but the usual muscular, bulky monster we've seen in his more animal incarnations in the previous games. While nothing was confirmed on why Diablo looked so distinctly female, with the sleekness of the abdomen and the wide hips, they did acknowledge that it was done. So it was on purpose. Maybe there's something to the popular Leah-possession lore speculation prevalent in our lore discussion forum.

Q: Can you elaborate on hardcore mode and how it's different from the previous games?

They mostly confirmed what is already known about Diablo III's hardcore mode: it will have its own Auction House that does not interact with normal, softcore players, said Auction House will use only gold as a currency (not real money), and so on. However, it was mentioned that if a player is killed, other players will not be able to pick the gear from the fallen character. In Diablo II, players were able to set their hardcore characters to "lootable" to other, trusted party members in the event of an untimely death. Unless misspoken, this is a marked change from the previous games. When you die, your gear is gone. Period.

Q: Can fresh sixty players succeed in Inferno, and will Inferno ever be nerfed for newer players?

In step with sentiments spoken yesterday about the difficulty of Inferno mode at the tail end of the Gameplay and Auction House panel the other day, it was confirmed that newly max-leveled characters (sixty is Diablo III's cap) will not be able to succeed easily, if at all, in Inferno mode. It's meant to be a challenge in every sense of the word, no matter what level characters are at.

While they were vehement about not nerfing it for the newbie's sake, they did add a caveat: as they address hardcore, there may be some balancing to account for hardcore players in Inferno mode. But they will not be simplifying Inferno mode for casual players.

Q: Why is light radius not in the game?

Light radius is not entirely gone, and it still works well in some contexts, like deep dungeons, but they found that using the new 3D engine really looked lack-luster when limiting light sources to only that of the player. They really want to utilize different light points to add interest to the 3D environment, so it's no longer a major element throughout the game.

Q: What's being done to protect against botting?

Probably a topic near and dear to any players getting ready to compete in Diablo II's upcoming ladder reset, botting has always been a controversial and annoying issue. Bots served as everything from farmers to level grinders, making the ladder ranking system essentially a hopeless, pointless list of bots outstripping human players. It was argued that the actual gameplay of the game renders botting more difficult to achieve, but that they will be policing it well, likely actively and with more robust security measures. It is also important to them to address spam bots, likely by watching join/leave events.

Q: Will WASD control be available?

While it had been played around with, they ultimately felt that non-analog controls didn't work well with Diablo's very analog-focused gameplay.

Q: Will runewords ever be added to the newest game?

They stated that the new gameplay mechanics and customization options account for what was previously done with runewords. The new, more robust crafting system allows for vast player-generated gear, runestones allow for heavy skill customization, and any other number of mechanics compensate or surpass what was accomplished with runewords in Diablo II.

Q: Can you confirm a console version?

They did not want to officially confirm a console version because they want to be completely sure it's something that will work and work well. They have been hiring console developers to work internally on console ideas, and they feel that it plays very well with the kind of game Diablo is, but they don't want to announce anything until they're entirely sure everything will work out.

Of primary concern is not wanting to compromise the PC version, likely in playability or release (as stated any number of times over the last months.) For now, they're focusing on filling out a console team.

Q: Attuned runes essentially allow for a ton of specialized runes for each character skill, creating a huge inventory problem with storage. What's being done to address this?

They acknowledged that they are aware of the issue and are thinking of ways to fix it. They believe that attuned runes add an interesting new facet to skill selection, customization, and build commitment, so they don't foresee removing them, but there is definitely an inventory issue that needs to be addressed.

Q: What are some of the issues seen in developing a console version?

Targetting skills becomes more difficult when using a controller and not a mouse and keyboard although they feel that player movement is greatly improved. Monster AI seems somewhat different when interacting with the game in a new way. They found that they spend the most time working with controls with a console iteration. They don't want a potential console version to feel like a port of the PC version, but a quality version that plays well as it is.

Q: Can we get more beta keys?

They have more waves coming out after the BlizzCon and are very happy with the feedback that they've received so far. In addition to more beta access sweeping across Battle.net accounts, they also said that a major patch is coming for the beta version of Diablo III very soon. We can guess that this will likely include the skill updates and other changes seen in the beta iteration seen in the PvM demo here at BlizzCon.

Q: What comes after Inferno?

While the team feels that Inferno mode will pose huge challenges for players for a long time to come, they have said that they will add more endgame content should they find that players demand more. There's also secret content, which they have confirmed to be in the game, so perhaps we'll see content similar to the Cow Level for endgame enjoyment. At the moment, they are more focused on just getting the game as-is out to the public.

Q: With the Wizard's cast rate announced as being based on weapon speed, what is being done to reward opting for other items besides cast rate-oriented equipment?

They believe that choosing cast rate-centric gear versus more obscure equipment is entirely based on the build a player opts for. If a player decides to use skills that benefit more from faster cast rates, it will be logical to use weapons that allow for faster cast rates, while skills which do not focus on cast rates, like Meteor, will allow players to focus on more damage-centric weapons.

Q: Will there be more skill slots?

The team believes that allowing more skill slots removes choices and, by extension, build diversity across a playerbase, so they will not be adding more skill slots.

Q: How will RMAH PvP players be matched with PvP players that do not spend real money on the Auction House for gear?

Buying higher gear will cause a player to be matched with peers of a like power level through the hidden ranking system, so purchasing gear with real money will only cause players to be matched against more experienced or more powerful characters. The actual outcomes of PvP games will not be affected.

Q: Will there be more PvP modes besides arena mode?
The developers found that PvP in Diablo II mostly split players up for fear of getting ganked, meaning more players were playing in private games than playing together in public ones. This led to a focus on on a dedicated PvP mode with dedicated PvP support, the arena, and a PvP progression system. However, more PvP modes are being considered, and Jay Wilson even said that they are looking into a dueling option similar to Diablo II, although nothing concrete is yet known and they aren't sure if such a mode will make the initial release.

Q: Will there be guild support?

Guilds and clans in Diablo II were often organized using chat bots and out-of-game online communities. Hope had arisen that this would mean the developers saw this need as enough to implement guild support in Diablo III, but the idea was shot down. They will not have guild functionality available for release, but something may be implemented after release. They saw a lot of guild ideas that didn't get implemented in Diablo II as great mechanics that they want to work on in the future, but they want to make sure that if they do implement guild functionality, they will do it right.

Q: Will boss AI be scaled with difficulty to allow for more interesting and less repetitive battles at different difficulty levels??

They're looking across the major bosses for the game and tuning their AI to be refreshing and challenging according to difficulty mode, but they aren't sure if the changes will be really drastic from difficulty to difficulty or only minor, although they want such differences to be big. It seems to be another question of what will make it into the initial release.

Q: Will players be able to use their skills together in combination attacks?

They have seen many players using strategic implementation of skills, like a Wizard freezing enemies and then melee characters shattering frozen enemies. They think that more sophisticated team play would be fantastic, but they don't want payers choosing not to play with other players because of class choices in certain situations, which they view as adverse to encouraging group play.

Q: Will there be an API for the Auction House?

They have talked about it at length, but it will not make the launch version of the game. It may be added after release. They seemed positive about such an implementation.

Q: With the 12-month account for WoW players allowing a free digital purchase of Diablo III, will there be any compensation for purchasing a collector's edition of Diablo III?

Buying a collector's edition of Diablo III will count as credit towards a 12-month account.

Those were most of the more interesting questions asked, but we encourage you to stay tuned as we upload video versions of each of the panels and keep your eyes peeled for full transcriptions. There may be things that you will find more interesting on a personal level, and with so much up in the air with Diablo III, there are a lot of questions that didn't get answered very directly and were cut from this report.

Diablo III Lore Angels And Demons Galore

Starting at the very very beginning, the Diablo team has created an origin of their Universe. Legend in the Book of Cain, two primordial beings were in a constant struggle between good and bad. Anu, a creature representing good made of primarily diamond and Dragon Tathamet, a seven-headed dragon who breathed evil. The two destroyed each other and the after math essentially created the High Heavens and the Burning Hells. A part of Anu, the Crystal Eye, created the Worldstone. The Worldstone is said to be able to create worlds and reality. It is this Worldstone that the Angels and Demons are fighting over.

This fight takes place in Pandemonium. You may remember a part of this area from Diablo II before going into Hell. For hundreds of thousands of years, Angels and Demons have fought over control over this area and the Worldstone itself. Inarius, an Angel, and Lilith, a demon, were sick of this eternal struggle so they decided to leave this battle and create their own world. They manage to get to the Worldstone and essentially steal it from the Pandemonium. They bring the stone into another dimension and in this dimension they create Sanctuary, a paradise. Eventually, Angels and Demons procreate and create the Nephalem. The Worldstone slowly drains the Nephalem's powers reducing them to mere men while innately, they hold the power to be stronger then both Angels and Demons.

Now, some Angels and Demons eventually find out what Inarius and Lillith has done and discovery Sanctuary. However, both sides agree to let man live without influence of either side. However, demons being evil, they decide to try to corrupt man. The three prime evils set a plan in motion while Azmodan and Belial are unhappy with the break of the pact with Heaven. After exiling them to Sanctuary, Belial and Azmodan create a civil war for power in Hell.

So, Angels. The Angriris Council. What are the angels up to? They’ve gotten much less coverage in the games to this point. These guys are analogous to the seven prime evils. They have specific roles.

Tyrael, the Angel of Justice. He’s about order, justice, the system of hwo things work. Very rigid personality and morality. When Tyrael found out about the Nephalem and Sanctuary… Uldyssian was a powerful Nehphalem, nearly become all powerful. Sacrificed himself to fix problems in Sanctuary. Tyrael sees this, is impressed by the honor and heroism. This causes Tyrael to become less prickly and legalistic in his thinking, and he becomes a helper to mankind.

Auriel, Angel of Hope. Female. The most upbeat of the Angiris Counciil. Serious, wise, hopeful. She’s the cleric type personaliity. Powerful item Cord of Hope, can bestow blessings. She’s the heart of the group and she holds them together. The Council doesn’t often get along, very strong personalities.

Malthael, Angel of Wisdom. Still being developed. He’s served as the conciliary to the Angiris Council. The voice of reason. Everyone listens when he talks. At the point when Anarius and his buddies hijack the worldstone, this caused Malthael to flip out. As the heart of reality vanished to Sanctuary, Maltheal flipped out, and it caues him to become a darker figure. He’s more grim now, carries twin scythes for weapons.

Imperius, Angel of Valor. The biggest ass-kicker to Diablo history. Fun new character. He’s very commanding and a bad ass in combat. Lives to fight demons. Fighting since the dawn of time, killed billions of demons. He’s a very loud voice on the council, lmost a bully to get his way. The dangero for Imperius is that valor cna turn to pride, and that leads Imperius and Tyrael to much interpersonal conflict. Their views on mankind’s right to exist differ.

Itherael, Angel fo Fate. Can’t literally read the future, but sees the possibilities. Vast knowledge,doesn’t speak often, but very valuable guidance. Since the Worldstone was stolen and Sanctuary was created, Itherael can not see mortals. In his foreseeing. He can only see Angels and Demons. Mortals are the Gordian Knot that these angels can not understand or predict, and it vexed them greatly.

The lords of the burning hells.

Originally ruled by the three brothers, with the others below them.

Sanctuary was a new place, formed by both angels and demons. There was a non-interference pact between the angels and demons. wouldn’t mess with mankind.

The demons thought htat mankind would drift to darkness by themselves. With a few pushes here and there. This didn’t sit well with Belial and Azmodean. They started a civl war in hell over it. Eventually the prime evils lost this war, and were exiled to Sanctuary. And that led to the Sin War and the events setting up D1 and D2. They were imprisoned by the Horadrim. They were then hunted down and destroyed by the players, plus Andariel and Duriel got it also.

Belial. Lord of Lies. Doesnt

Magda, a witch, leads the coven. filled with dark cultists. They are the antagonists you meet for the first good portion of the game before you ever meet Belial.

Also part of his are the Naga, snake demons. They can disguise themselves as humans, so you never know when they’ll turn into monsters.

Belial is about corruption from within. Manipulates. Plays on your fears and mistrusts. He uses these skills to take over Caldeum, the most important trade city in teh world. He’s sent his cultists and snake demosn out into hthe borderlands. This is driving refugeess towards Caldeum, but the city is closed and there is starvation and disease. You must figure out how Belial is doing it.

Azmodean, the lord of sin. Has as his lieutenants the 7 deadly sins. 2 in D2. Sedea, the Maiden of Lust. Who was called the mistress of pain at the point. She was cut from the game, they’dtossed her aside. But once the costume contest winner from blizzcon 2 years ago, they decided to put her back into the game. *applause*

She’s like belial, she likes to taunt and torment the player.

Azmodean is all about power and destruction. Raw power. Royalty, wears a crown. He ruled hell for300 years after the dark exile. Greedy and avaricious and ostentatious. Wears gold and trappings of wealth. Gilding.

His personality. Not into deceit or hiding. From the very beginning of the act you know where he is. you just can’t get to him. He’s behind the demon invasion that Cain has been warning about for 20 years.

Cinematic you see im confronting Leah. He knows the player is coming for him. And he knows about the black soulstone. It’s a very powerful rtifact, that you’re going to use to capture and destroy him. But Azmodan knows that if he gets his hands on teh black soulstone, he’ll be the most powerful lord of hell ever. “Quite a surpise to the player when they find out.”

Lastly, Azmodan is the last lord of Hell. You’ve defeated Belial alreayd. No more lords of hell, the burning hells are empty. Who can continue to influence or corrupt Santuary. Once Azmodan is dead there will be no mroe evil… at least that’s the theory…


THE MUSIC AND SOUNDS OF DIABLO 3

The Music and Sound panel was focused all around the making of the soundtrack for Diablo III. Some very interesting tidbits were shared such as the fact that Diablo III has around 12,000 - 16,000 lines of dialogue. All of which is to help tell the epic story that will unfold during the gameplay. All of the sounds in Diablo III are all focused one keyt aspect of what makes the Diablo franchise so great, randomization.

When clicking the same spell over and over again, thousands of times, it is important that the sound of this skill is not repeated exactly over and over again which would dull the experience of the hack n' slash genre. Each skill is given multiple tracks for casting, pathing, and contact. Each of these distinct elements are then also given special treatment with varying sounds, lengths, and volumes. When compiled together, they randomize five to ten different sounds that can be repeatedly randomly to help add variety to the button mashing combat.

Along with this, even the music itself can be randomized. Starting with random sounds, it was mentioned that there are areas where random sounds can be heard while other times silence is used. With the actual music, it is orchestrated in multiple levels. They then use these multiple levels to help create randomized music that blends together harmoniously so that you do not even notice that the music itself has changed and is randomized.

Bridging the gap between Blizzard North and Diablo I & II was also a key focus for the team for creating the soundtrack of Diablo III. A lot of effort went in to using what Matt Ullman created for the previous games and made iconic to help bring players into the new game seamlessly. While creating something unique for Diablo III, the team made sure to use those iconic sounds. It was even mentioned how when Diablo III was announced at the WWI in Paris, that only music was needed for the entire crowd to know that it was Diablo.

Gameplay

With the game drawing tantalizingly close to completion, there wasn't any ground braking announcements in this particular panel, but one could say none were expected. Most, if not all of the game features have been announced prior, even if they have not been detailed yet. So in that light, while nothing completely new was founded, we received a great deal of detail on already existent features.

Achievements & Banner
As the panel opened they jumped right into it, beginning with Achievements. We've heard very little on this front in the past, so any news on them was welcomed. There are three main ways to progress through your achievements.



  • Game Progression:Posted Image
This is rather self explanatory, there will be achievements for progressing through the game such as completing a difficulty, or defeating a boss.

  • Obscure Gameplay:
So you've defeated the normal difficulty, neat. How about weaponless, or even gear-less? Such feats of insanity will be rewarded via achievements.

  • Longterm Goals:

These goals include things such as completing the Bestiary, a feature while tracks what creatures you've encountered. Or finding every lore book in the game.


Your achievements progress reflects onto your Banner, slowly but surely adding new ribbons, facets, or other features. New ways to personalize your banner may become available through these achievements also. These small additions to your banner themselves expand as you complete more and more achievements. For example, as you progress in a certain category of achievements more gems may start appearing on a ribbon dangling from your banner. Or as you play through more Hardcore content the mound of skulls and bones under your banner will grow.



Crafting

Crafting is getting an overhaul in Diablo III, becoming more viable for any stage of the game. In this topic we got a good amount of confirmation on the abilities that each of our three Artisans will provide.


  • Mystic:
This Artisan offers item enchantments. This may ring a bell, as a similar system was in place in Diablo II. With the new system you'll not only be able to enchant your items, but continuously do so, each time rolling better and better stats. This enables a player with enough focus and funds to eventually achieve very high stats on his or her item.

Through these enchantments, you can also take advantage of very off-class type items on your character. An example the developers gave was a Demon Hunter using a one handed axe and a shield, both of which being enchanted with Hatred regeneration, something that wouldn't natural spawn on such weapons. As the Mystic levels up, she will have access to more powerful enchantments, which are dropped as recipes in the game.


  • Jewler:

This old man has very simple, yet essential talents. He can combine Gems, add sockets to items, and remove gems from items. Exactly what scales as he levels isn't entirely clear yet, but one could imagine a few scalable aspects, such as what level gems he can combine, or what level item he can add sockets to.


  • Blacksmith:
We know more of this Artisan than the other two, both through more exposure via Blizzard, and presents in the beta. The Blacksmith can forge a huge variety of items, some are unlocked as he levels up, others only through recipes you find as drops. He even has the ability to forge legendary items, some with set values. This is a beautiful thing, since through the randomness of Diablos' drop system, by the time you find every item in a set for a mid-level character, you've likely already out leveled the set, making it useless.

Now through the Blacksmith you'll be able to craft your way to a full set if you're willing to front the needed materials and gold, making those low-mid range set items a viable choice. Besides crafting he can also repair your items, something that will likely need to be done regularly come Inferno, seeing as you loose 10% of your item durability with each death in the game.



PvP: PvP hasn't undergone very much change, which at this stage of the game shows how solid it is at heart. As was discovered a while back, the Arena will now have a team death match style of scoring. Meaning that your lives are infinite, you respawn shortly after each death, and the team with the most kills at the end of the game wins. Exactly how long each round will be isn't clear, though one full game will likely be around ten minute. The system of health globes that spawn at certain points on the map wasn't spoken of, so where they are with that is unknown.

Something that has changed is the amount of players in each match, moving from 3v3 to 4v4. Another useful tidbit of knowledge is that you will not be able to swap skills in between matches. This makes it so a team can adapt their play style to counter an opposing team, without worrying about them having an entirely different skill-set from round to round, making it so comebacks are very possible if a team can adapt efficiently. This forces players to think strategically, instead of just swapping skills to deal with a problem.

 


Auction House: As known, you'll be able to trade nearly anything you find in-game through the Auction House, be it gold, gems, crafting materials, tombs, etc. Whole character selling will not be available at launch, but will likely be added later on. Search features will be extensive, including a "smart search" which detects common stats across your character and searches for items with similar stats. For the more picky person there will be an advanced search feature where you'll be able to pin point exactly the item you're looking for.


Life Cycle Of Items

With the introduction of the auction house, comes a new level of item recycling that had never been seen in a Diablo game. Whereas in Diablo II items more or less drifted around form player to player endlessly rotating, in Diablo III these items can be transformed into many forms, and then like a Phoenix reborn, take shape into new amazing forms.


In Diablo II the ideal life cycle of an item was as follows: Drop > Wear > Trade > Eventually Sold. That's about as far as it went in the best case scenario. This wouldn't be so terrible if gold had any true value in the game, a purpose.

In Diablo III this is the ideal life cycle of an item: Drop > Wear> Trade > Eventually Salvaged > Crafted into new item > Eventually Sold. Not only are there many more things you can do with an item, but when it is eventually sold for gold, that gold can be used to continue feeding the economy, or even better, sunk into one of the many gold sinks, removing it from the game and delaying the build up of gold in the economy.


Final Game Tuning

Those words have a great ring to them, or maybe just the word "final" being used at all. Tuning, or polishing if you will, comes as the last stage of development. It's where numbers are tweaked, and features are perfected for release. This polishing happens across the entire game, so we'll touch on the interesting topics which were presented.

  • Monster Improvements:
The creatures of Sanctuary are a formidable bunch, each with a role to play in the heat of battle. Fulfilling these roles is an important job, and sometimes new roles need to be created to address balancing issues. One of these issues that's very clear for any Diablo player is how casters can often avoid affixes of creatures, such as lightning, thorns, or other short distance AoE effects.

To adress this, the new affix called Mortar was introduced, where a creature will lob fireballs across the screen, endangering casters while flying right over melee characters' heads.

  • Passive Skills & Synergies:
True to their claims of nothing being final, there have been small tweaks all cross the passive skills. In some cases is may just be a number change, though as they displayed there are a couple of new passive skills to support different builds.

  • Synergies:

Another way Blizzard is supporting build diversity is by cutting down on synergies. While synergies may look appealing, they actually drastically decrease the amount of viable builds. This is due to the very nature of them, where if you have one skill you're most likely best off following it up with skills that all have corresponding synergies. This forces the player down a certain path in order to maximize the effects. While they're not removing synergies all together, they will be down-tuning their effects, or removing certain corresponding effects completely.


Class Tuning

With the idea of class specific resources surely came a huge amount of development to get to this point. As with any complex feature, constant polishing is the only way to achieve balance. While each class is fairing well with no major setbacks, small tweaks are being made to adjust how each class handles.

  • Barbarian:
The trend Blizzard has noticed in the beta is players will skip the small Fury generators such as Bash or Frenzy in favor for the larger ones like Leap Attack, or Ground Stomp. To account for this the amount of Fury the smaller generators will create is getting bumped up. They also found that come late game the Barb is having a tough time surviving due to the classes' need to be within melee range of creatures. This is a little more complex polish, and will involve a few defensive changes.

  • Wizard:
As we've known, a certain section of skills will slowly become less costly as you level, eventually becoming completely free. This system is undergoing small changes which weren't clearly detailed. All spells are also moving to % weapon damage, making weapon more important to casters than before.

A common concern with this change is - well if casters depend on weapon damage, shouldn't I just run around with a two handed axe? - This is being addressed by also having the casting speed rely on weapon speed, so while your attack may do more damage with a two handed axe, your DPS may be less than if you were to use a wand with a lower attack, but faster attack speed. There are also class specific buffs on many casting oriented weapons that could sway a players choice from say a sword, or axe.

  • Witch Doctor:
Mana seems to be unlimited in the beta, and at this early stage of the game it essentially is. Though as the game progresses you'll have to make crucial choices that will effect how your Mana will behave. It was stated that if one were so inclined, they could form a build where you do indeed have infinite Mana, though they'd be sacrificing other aspects of the class, such as damage, or defense.

  • Monk:
Mantras are now going to have a three second period when first cast where they'll grant double the buff they normally would. This makes them feel like less like a maintenance skill, and more like an active skill that needs to be paid attention to. Combo skills are also undergoing some small changes in their basic functionality, both in how they are combined, and how powerful each level of attack is. For example they plan to increase the range in Deadly Reach to make it more viable.

  • Demon Hunter:
As touched on not too long again, the DH will have a completely new Hatred system than as the class does now. At this very moment in the beta Hatred constantly regenerates, though as many have found, you end up constantly low,if not drained of it. To remedy this there will be Hatred generating skills and spending skills, much like Fury. Snares will also see some buffs to better keep enemies at range, or help better preform their role.

While each class have some very specific changes coming, one change is reaching across every class - awesomeness. Through feedback from the community, and internal testing, a lot of players have found skills as a whole don't make them feel as awesome as they'd prefer. Blizzard has heard the cries, and plan to increase the visual effects of many skills, helping enforce the fact that you're a badass demon-slaying demigod.


Difficulties

Many fans have speculated on exactly how difficult each act will be. Some even feel the entire game will be relatively easy. This may be due to the easy content we've seen in the beta, which is indeed very casual. This is by design though, normal difficulty is meant to be a kind of

tutorial, which teaches you everything you'll need to know, while not punishing you too hard for making mistakes.

Very casual players will enjoy this first difficulty, while more serious players will find it laughable. This again is by design, because in essence every serious gamer was once a casual gamer. At one point in time we all were n00bs. Blizzard understands this, and wishes to help turn those casual gamers into more dedicated gamers through nice and easy difficulty transitions.

Blizzard also understands that a large portion of their fan base are hardcore gamers looking for a challenge. Thus comes the concern that even in later difficulties the game will not present an adequate challenge, well Jay Willson assured us that this isn't something we should be worried about. Through a display of testimonials from in-house testers who have been put up against the Inferno difficulty, we're given an idea of how difficult endgame content will truly be.

Followers

Followers replacing mercenaries wasn't all too popular among the community. The fact that these new side-kicks were only available in single player was a big change it itself, but the added hit of them only being viable in normal difficulty never settled well with the majority of the fan base. In good fashion Blizzard has listened to these concerns and tweaked followers to be viable through all levels of content, though still only useable while playing solo.


Town Only Skill Swapping

The title speaks for itself, but the reasoning behind why this change is being made is interesting. The dev team found that more and more often players would have their skill UI open while slaying monsters, swapping skills out multiple times as they played through small areas. This would make for some problems if left unattended. Not only does it take up a large amount of screen real-estate, but it takes away from the feeling of identity with your character when you're changing such a core aspect so often.

So right now they're testing town only skill swapping where you'll walk over to this area or NPC to swap out your skills. Jay didn't seem very happy about this, and stated how this isn't the final solution. If this doesn't work they will also be testing an out of combat swap system. This second option could make for some heavy development, since it have been stated that Diablo has no in, or out of combat tracker that these type of systems can communicate with.

DIABLO 3 BOX AND COLLECTOR EDITION CONTENTS

On the right Diablo 3 box and collectors edition.

Below are contents of Diablo 3 collectors edition box:

  • DIII aesthetic items and other items for WoW and SCII. For Diablo III we'll get equippable wings, an exclusive banner and two exclusive dyes (whose effects remain unknown for now).
  • Behind the scenes DVD/BLU-RAY two disc set.
  • An artbook consisting of DIII artwork.
  • A soulstone-shaped USB-stick with DII loaded into it.
  • A soundtrack CD.


The major other Diablo III related topic that was touched during the opening ceremony is that Diablo III will be offered without additional cost to those that bind themselves into the new WoW 12-month subscription. Although I'm certain this is good news to those of you that enjoy WoW as well, the biggest news flash was without a shadow of the doubt that this means that Diablo III, just like WoW: Cataclysm, will be offered as a digital download, probably downloadable beforehand and playable instantly after midnight on the release date.

BLIZZCON 2011 GOODIE BAG

Limited Edition Diablo 3 Battle.net Authenticator

The second biggest item in the bag was the battle.net authenticator, this year in Diablo 3 limited edition.

BLIZZCON 2011 GOODIE BAG

Tyrael Collector's Statue

The bulk of the goodie bag was the Diablo 3 Tyrael collector's statue in its modestly sized box. The item was announced just a couple of days ago on the Blizzcon website.