![]() We'll find out whether it's worth the cost on March 25. Not a bad package, but less tempting for £33 - the same price as vanilla Diablo 3, which featured four acts and five classes. The expansion will add the Crusader class, raise the level cap to 70 for all classes, add act 5, the mystic and adventure mode. It's a huge, welcome patch, but given that it's done such a good job of refreshing vanilla Diablo 3, I wonder what it'll do for the appeal of Reaper of Souls. We'll surely need to hit level 70 in Reaper of Souls to run the highest tiers. My level-capped Barbarian has points in gold find so I can better profit from his runs on Expert mode.īeyond Expert there's "Torment" difficulty, which you can ratchet all the way up to "Torment VI" which offers 1600% more gold and experience, but makes monsters stupidly powerful. My Wizard benefits from increased movement speed so he can fight his way to level 60 faster. You can assign your pool of Paragon points to each character differently. ![]() It's a much more satisfying reward loop than the old system, which had players grinding out Paragon levels to improve their chances of grinding out legendary gear. Instead of a flat boost to gold and magic-item find, Paragon points can be attributed across four disciplines to boost your character's stats. The Paragon system has been completely rethought as well. We'll hopefully see more of this in Reaper of Souls' instanced Nephalem Rift challenges. Beat the challenge and a massive iron chest of loot appears. Trigger them and you'll be thrown into a battle with five waves of enemies, or a single boss. The Azmodan fight takes place in a shrinking circle that pushes you closer to the crab-toad's molten puke attack.Ĭursed shrines also provide a bit of mid-run variety. The Seigebreaker fight is improved by the addition of two giant siege worms that vomit mobs onto the battlefield. Some of the bosses have been spiced up a bit. There's more to enjoy for lapsed players. There's meat for those who enjoy total optimisation, but Diablo 3 works first as an immediate and satisfying power trip. "Wouldn't you rather play the fun way?" they seem to say. I expect these old habits will be decimated by Reaper of Souls' randomised adventure mode, but in the meantime the Nephalem Glory system feels like a little nudge from Diablo 3's designers. The system encouraged high-level players to blast through the same set runs over and over again. Formerly the predictable outlay of hero mobs guaranteed an efficient path to a five-stack of Nephalem Valour which could be achieved with slow, tanky builds. It's a subtle but important shift in ethos from vanilla Diablo 3. To maintain the maximum three stacks of Nephalem Glory you're encouraged to kill quickly. And then he wants to do it again and again until he's dressed from head to toe in glowing magical spines. He wants to wave his legendary spine at a mob and see it crushed by a volley of meteors. In a world connected by an auction house you can just sell it and buy what you need, right? But clicking through menus looking at items isn't what Spyro signed up for. If you were lucky enough to see a legendary drop - almost unthinkable for those without plenty of Paragon levels and five stacks of Nephalem valour - it would probably be useless to your character. Looking back, the pre-patch drip-feed of loot seems even more agonising. In the wake of 2.0.1 I've all but abandoned my level 60 Barbarian to plump up my wizard. Diablo 3 is a much faster and more rewarding game than it was a week ago. The reams of changes are contained in lengthy patch notes on, but the takeaway is simple. This major update revamps the core loot systems on which the entire game runs, rejigs skills for every class, redesigns boss fights and adds new stuff, like cursed shrines and nephalem glory globes.
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