Have you been wondering what's coming in Diablo III 1.0.3 patch? answer is simple - there's coming a lot! A lot of changes of course, the question is: are these changes for the bad or for the good? Well... That's something only you can judge yourself. Lets don't waste any more of your gaming time and see what kind of changes we will get with 1.0.3 patch.
One of the most important changes is are for sure Diablo 3 drop rates, in diablo 3 item potential statistics are determinate by ilvl (item level), thw way it currently works in Diablo 3 is: 61 ilvl and bellow for Act I, 62 ilvl for Act II, and 63 ilvl for Act III. The problem with this is that players who found Act to difficult for them are basically forced to use Diablo 3 Auction House in order to progress. It's causing another problem - most of players instead of fighting the monsters decide to do more boring stuff like breaking the vases or having Tyrael fight for you.
Thats why Blizzard decided to make best items drop from many different places so you can play the way you like and still progress through the game. No matter if you preffer to kill thousands of monsters in Act I or kite them one by one in Act IV the choice will be now 100% yours.
Nothing can explain it better then patch 1.0.3 drop rates:
Item Hell Act III and IV Inferno Act I Inferno Act II Inferno Act III/IV iLvl 61 9 % 18 % 19 % 24 % iLvl 62 2 % 8 % 12 % 16 % iLvl 63 0 % 2 % 4 % 8 %
Another Important change is Co-op difficulty level nerf in Diablo 3 which is changing the way monsters bonus dmg is scaling with every aditional player. Well actually new patch is nto changing it, but removing! Blizzard is explaining it as following:
This is obviously a huge nerf even assuming special abilities won't be scaling in the same way.In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.
Another notable change in upcoming patch is Inferno difficulty Nerf. Have you ever noticed that huge difficulty jump between Act I and Act II inferno? They noticed that too, the goal of this nerf is to smooth up difficulty jumps between Acts. More detailed explanation of this:
As already said a lot of changes are coming with this patch, maybe these changes are bad and will ruin your game experience? or maybe this is exactly what you've been waiting for? Whatever these changes means to you, be sure to let us know what you think about them!Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.
Full Patch preview available here:
Patch 1.0.3 Design Preview - Diablo III