One of the more unique takes on Inarius set gameplay, the Grim ScytheGenerator Necromancer trades the mixed appeal of long cooldown builds forproactive, resource-intensive interplay. This melee range, fast attack speedplaystyle is available in both GreaterRift solo progression (the present guide) and speed farming variations(see link below).
This error randomly boots the user from the game and forces them to re-login. To avoid this error, join the general chat as soon as you enter the hero select screen. To join the general chat, simply click the blue word [General] Which appears in the lower right corner of the screen.
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This error is caused by the servers being offline, and not allowing players to connect to them until they are brought back up. There is no fix for this, but the current status of each of the three game servers can be found here:
This error usually occurs when the Auction House is offline, and says: "Cannot get your payment info." This will usually fix itself within minutes, though can occur due to technical issues on the client's side as well, and may require the game to be reset.
If you prefer to enter a code at every login, visit the authenticator page in Battle.net Account Management, and check Require an authenticator code every time you log in to the game.
If you receive an authenticator request that you did not initiate, click Deny and change your Battle.net account's password.Note: Classic games are not protected by the Battle.net Authenticator. To make sure your computer is secure, review our Account and Computer Security article.
The Core Hound Pup is an account-wide pet available to World of Warcraft players on realms located in North America, Europe, and Korea. After attaching an authenticator, you'll find the Core Hound Pup waiting in your in-game mailbox.
For that reason, the approach we've taken here is to highlight the broad essentials of the game - how to gear up each of the game's half a dozen classes, select the correct gems for the right circumstances, prioritise the use of the new Paragon points system, and so on.
Diablo 3 Barbarian tips - Templar, gems, levelling, Torment, Paragon pointsDiablo's Barbarian class prefers to go into combat with axes swinging. We'll show you how to level this character up and prepare it for end-game gear farming.
Diablo III is the third installment in the Diablo series. After years of rumors, the game was officially announced on June 28, 2008 at 12.18 in the afternoon (CEST) at the Blizzard Worldwide Invitational in Paris (WWI08), France.
The game was ported to the Xbox 360 and PlayStation 3. The port was based on the PC version, including recent upgrades such as Paragon leveling, new legendary weapons, and brawling.[3] Console differences/additions include:
The game takes place in Sanctuary, the dark fantasy world of the Diablo series, twenty years after the events of Diablo II. Deckard Cain and his niece Leah are in the Tristram Cathedral investigating ancient texts regarding an ominous prophecy. Suddenly, a mysterious star falling from the sky strikes the Cathedral, creating a deep crater into which Deckard Cain disappears.
Act II occurs in Kehjistan, a location visited in Diablo II in its third act. However, in Diablo III, the events are centered in Caldeum and its surrounding desert, similar to Lut Gholein and Aranoch in the previous game's second act.
Diablo III features more NPCs per act than its predecessors. These NPCs, while found in town hubs, are also found outside, and may spawn randomly. Also in contrast, interaction with NPCs is based on dialogue, where the player character interacts with the NPC, rather than the monologues of previous games. NPC dialogue can also be heard in the background, reflecting recent developments in the story.
Blizzard does not intend to make the gameplay of Diablo III any easier than its predecessors, and wants the game to have the same level of difficulty as Diablo II, though is easy to progress through at the beginning. However, harder difficulty modes can be unlocked. In addition, the game can be played through entirely as a solo experience and no section of the game requires more than one player to complete.[13]
Gems make a reappearance in five colors (Ruby, Diamond, Emerald, Amethyst and Topaz), with more power levels than in the previous game: gems have 14 quality levels (19 as of patch 2.0, and then 10 as of patch 2.3), but only the first few can be obtained as drops from monsters, the rest (above Imperial) must be crafted by the Jeweler Artisan.
Diablo III features a Battle Arena system, to allow players to show off and face off against other players. They made PVP separate to remove griefing and help keep the focus on player vs monster (PVM) gameplay. This also allows for balancing of PVP without changing the PVM experience. PVP will not be available at release, as Blizzard reiterates some core PVP concepts, PVP game play, and experience. The company stated the PVP experience for Diablo III is not up to their expectation or quality standards.[14]
Dungeons are designed via tiles, with a non-standard unit of measurement ("Diablo metric feet"). 18-70 tiles go into the creation of a dungeon in a fixed dungeon. Most of the game's exterior environments have a fixed layout, with the exception of Westmarch, in order to keep the story experience consistent. However, monster, treasure, objective, and event placement can be random.[11]
Blizzard Irvine took over development of Diablo III in 2006, effectively rebooting it,[15] though the game wasn't officially announced until two years later.[16] possessing a development team of around 60-65 individuals.[17] The reason for the delay was that there was a lot of debate within Blizzard as to what kind of game Diablo III was going to be. In fact, several versions were scrapped and rumors link these difficulties to the dissolution of Blizzard North in 2005.[18] After Jay Wilson started work on the game, the developers spent over a month brainstorming the game. During this time the also studied and played other games in the genre, especially the previous Diablo games.[19]
According to a former senior-level staffer at Blizzard who worked on game for most of its 11 year development cycle, the legacy of Diablo II overshadowed every aspect of the game's production. The staffer claimed that the team had differing ideas as to what the franchise actually stood for, and as such, several versions of the game were created, all of which "dead-ended."[20]
Upper management within Blizzard gave the game's development team free reign in regards to the design of the game.[25] A key concern within the team was stagnation, of building a game too similar to its predecessors.[26]
Content was being generated in regards to the tech and game engine, which was indicated as "really solid" by August 2008. At that time, most of the design team was still on Act I, refining and improving the quests and flow and some of the big game systems that hadn't been announced yet. Blizzard was not moving through the acts in a linear fashion, and would often revisit previous ones.[27]
Context/lore-wise, the game is based around black and white rather than gray morality. The idea is that if one sees something, it can be slain, without asking why; the player is killing monsters, not people.
The game's music was expanded upon, using a full orchestra, choir, and several additional musicians.[28] The game's soundtrack was recorded in a concert hall. The composers decided to "go big" with the score, reflecting the game's epic nature of good vs. evil. 87 instruments were used in the orchestra.[29] The music partly operates on a 'by location basis, using specific tracks for specific areas,[28] and different choirs were used for Hell and Heaven-themed music.[29]
Despite compatible gameplay, Blizzard stated in 2008 that it had no intention of releasing the game on a console.[31] However, Xbox 360 and PlayStation 3 version were eventually released.[32] The success of Hearthstone: Heroes of Warcraft gave Blizzard an impetus to release a console port after seeing the viability of gaming platforms outside the PC.[33]
When the PC version entered its crunch period, the console team (which had grown to eight people) were transferred to work on the PC version. After the release of the main game, the console team returned to work on their version of the game.[30]
As soon as a direction for the game was chosen, the art style that would be used came under discussion. Initially the game as a whole was set to be dark and gritty, but it was found that monsters blended in too well with the background.[18] The game's original art style got "good, but not great" responses internally. A second art style was chosen, and received a much more positive response within Blizzard. This art style was similar to the one the game possessed when it released.[19]
Some monster designers developed insectoid demons for the game. However, these were scaled back, as senior staff members pointed out that such demons didn't exist in Diablo II. Ergo, the game went with more traditional designs for its demons.[20]
Diablo III utilizes a "painterly" art style.[35] The game's art style was not universally greeted with enthusiasm from the public after it was showcased, and a petition was created by players to force Blizzard Entertainment to change their art direction for the game. Blizzard underwent three art revisions, finding that a purely dark style was too drab. As the case was, the "sunny" art style was said to represent the early parts of the game. This was to establish contrast between the game's early and late stages, things "feeling worse" as the game moved on.[36]
An artwork divide existed between Diablo III and its predecessor in that they use 3D and 2D art styles respectively. This required new technology and stylistic methods. To best demonstrate this, the decision was made to start the game in New Tristram, a familiar abode from previous games. That, and because the region is steeped in Medieval fantasy, it would serve as good contrast to the more exotic locations found later in the game.[37] 2ff7e9595c
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