Season 4 Begins

In my last Diablo III post, I had just been leveling up my Demon Hunter, trying to hit level cap before moving onto a new character in season 4.  Things were going well. I had checked out the new content in the newest patch, and I figured I’d raise the difficulty up a little bit just to try and speed along to 70. I was level 61 when it happened.

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I snapped this before (or maybe after) the death message had appeared, but you can clearly see I have no health. You can also see how it was easy to happen, with all of those spells and walls sitting near my corpse. A frustrating end, though one you have to accept when you play hardcore. This is the highest level character I’ve had die though, the past high was 52, but that guy was powerleveled and died while in difficulties he had no business being in. I suppose the same should be said of this particular death, but I didn’t have a problem with Master difficulty pre-70 on the Witch Doctor. I guess I just like casters in this game, as I have come to the conclusion that I don’t really care for the Demon Hunter or his kit. Things got better towards the higher levels, but it’s still not exactly my cup of tea. The Wizard and Witch Doctor put up bigger numbers, have more survivability, and more AOE. Maybe it was just my build, maybe the class just isn’t for me. I do like the Monk and Crusader though, despite not being so bursty, but being nice and tanky. Anyway, season 4 started on Friday, so I was keen to get into game with a new character, and to forget my loss.

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The entry screen gives a good summation of what to expect in the new season, and I decided to go ahead an make a wizard this time around, because I had the recent loss of the DH (and don’t want to replay that class), already have a Monk and Witch Doctor at 70, and don’t feel like playing the Crusader right now, but that’s my next character for sure. The season journey proved to be exceptional as I expected, and gives you clear goals that you can use in Adventure mode that you’d be doing anyway, but the tracking of these tasks is nice.

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Soon after starting up my game, Eri popped in with a brand new Barbarian, but had also mentioned running a new wizard up into the 20’s solo. We were burning through content, hit level 11, and I said we should go over to the new zone to unlock our Kanai’s cubes in the seasonal mode (I have it open on my non-seasonal hardcore characters). This was perhaps a bad idea, as we got crushed by the first named we encountered, and our lowly new characters have already died!

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That was quick. Two deaths in two days… not boding well for the future of my hardcore characters. My Witch Doctor and Monk are both on Torment I but because they won’t benefit me with seasonal rewards, I don’t want to play them at the moment. However, it is required to grind out a bunch of paragon levels to access the post T6 difficulties, so I’m going to have to devote some time to them if I ever want to see the “true” endgame. For now though, I’ve already rerolled a new wizard which I’m intending to level to 70 and beyond. I want to get it done quickly though, so I can work on the paragon stuff, as the paragon levels do transfer to the non-seasonals after the fact, which is a nice bonus for them.

So that’s where I am now. So far I’m really enjoying the new stuff that keeps coming out of Blizzard’s Diablo team. Keep it up y’all!


This post marks the end of Blaugust, and the collective blogosphere will breathe a sigh of relief. I have sort of forced myself into this whole blogging every day thing, along with updating The Digital Backwoods daily and doing the whole Nuclear Throne Dailies, and I think if nothing else, I might use those dailies as daily post fodder for days when I’m not in the mood to write. I might just keep up the practice, and I might not. I’m not entirely sure at this point, so I guess we’ll find out together!

 

Diving into Patch 2.3

This past Tuesday morning Diablo III came down for patching, and when it came back up, 2.3 was live. I’ve talked about the new patch quite a bit in recent posts and have brought it up a few times on the podcast because honestly, it’s refreshing to see a single player or small multiplayer game getting new updates and being kept alive like this. In the past year and a half Diablo III has seen the complete loot system rework in 2.0, along with removal of the shitty auction house system, a full expansion in Reaper of Souls, and the introduction of Adventure mode and seasons. This patch adds to that considerable amount of new content in such a short time, it makes you wonder why Blizzard couldn’t keep up with content production for some of their other titles. Anyway, I jumped into the game the other night to check out the new changes and work on my Demon Hunter a little more before the new season was to start up on Friday.

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The new entry screen gives you a taste of what you can expect in the patch, and my first order of business was to check out the new zone, The Ruins of Sescheron.

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For those curious, it’s located on the Act III map in the top right corner. The zone consists of the first area called the ruins, another large area, and then a third level that contains a throne room and what you would think would be a boss, but I couldn’t find a way to interact.

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No one wants to talk with me.

The Ruins and subsequent zones all have this snowy ruin look to them, and I think it keeps with the feel of that particular act. Overall I fought a few unique bosses, took part in an event that rewarded a resplendid chest, and earned two levels worth of experience clearing out the three areas.

While clearing the various areas, I managed to find Kanai’s Cube, and our old buddy Zoltan Kulle shows up to become the newest “vendor” in the base camps across all acts.

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Kanai’s Cube is mine!

I can report that it doesn’t matter who you find Kanai’s cube with, once you have found it, it’s yours across all characters (probably separate for normal and hardcore but I did not confirm this). There was also a big change in the way Rifts work, in that you no longer need rift keys, so selling all of the ones on my characters netted me 100k, which was nice. I also confirmed that I have the transmogrifications from finishing season 3 with a level 70, so that is no longer a mystery. Anyway, Rifts are now accessible without the rift keys, but you do have to be level 70 to get into greater rifts, and there’s another stipulation as well, but I don’t remember exactly what it was.

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Lastly, checking out Kanai’s cube in town, you can click on the little book symbol and you’ll be able to check out the various things it can do for you. It turns out that being able to remove the passives from legendaries to add to your characters isn’t just a simple task, they have added new crafting components to the horadric caches, which are those chests you get at the end of series of bounties. 1 of each type of crafting component (1 from each act) is required along with some death’s breath and the item you want to remove the passive from. There are loads of other functions as well, but each requires some old and some new crafting components, but seems to be pretty fair. I look forward to checking out more of these features in the coming season.

That’s all I have to report for now. Have you checked out any of the new features yourself yet?


Today’s run features Y.V. and a stupid melee death on world 3. Woooo!