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Diablo IV: Item Affixes from the BlizzCon 2019 Demo & Content Pacing
03/11/2019 em 18:37
We're already learning a lot about Diablo IV items, as Reddit user
has compiled a list of affixes found in the playable Diablo IV Demo from the BlizzCon 2019 show floor and items shown during the Diablo IV panels.
x Max Life.
x% Damage Reduction.
x% Dodge Chance.
x% Damage Reduction from Enemies within Melee Range.
x% Damage Reduction from Enemies out of Melee Range.
x% Fire Resistance
x% Lightning Resistance
x% Cold Resistance
x% Poison Resistance
x% Reduced Damage from Elites, Bosses, and Players
x% Reduced Duration of Enemy Control Impairing Effects
x% Attack Speed.
x% Critical Strike Chance.
x% Critical Strike Damage.
x% Increased Duration of Control Impairing effects.
x% Physical Damage.
x% Damage to Stunned Targets.
x% Damage to Immobilized Targets.
x% Damage to Vulnerable Targets.
x% Damage to Enemies in Melee Range.
x% Damage to Enemies out of Melee Range.
x% Damage to Slowed Targets
x% Increased Damage against Elites
x% Fire Damage
x% Cold Damage
x% Lightning Damage
Hit Effect: Up to x% Chance to Slow
Hit Effect: Up to x% Chance to Slow on Crit
Hit Effect: Up to x% Chance to Stun
Hit Effect: Up to x% Chance to Stun on Crit
x% Cooldown Reduction
+x Maximum Mana (Sorcerer Only)
+x Maximum Fury (Barbarian Only)
x% reduced Fury cost for skills (Barbarian Only)
x% reduced Spirit cost for skills (Druid Only)
x% reduced Mana cost for skills (Sorcerer Only)
x% Movement Speed
x% increased movement speed for 6 seconds on Elite kill
+x rank to (insert skill here)
Hit Effect: Your attacks have up to x% chance to spawn a hydra that will aid you in combat
Lightning strikes a nearby enemy dealing x damage whenever you shapeshift
+x to your equipped skills
Fireball launches 3 projectiles that deal x% of normal damage
Lightning Traps periodically appear around you dealing x damage after 2 seconds to nearby enemies
Upheaval ignites the ground burning enemies for an additional x damage of 3 seconds
Weapon mastery skills have an additional charge
Cut to the Bone talent activates against enemies that are hit by your shouts instead of stuns
Critical strike chance increased by x% against bleeding enemies.
Your shouts generate x Fury per second while active.
Cast Nova at your Teleport location
Teleport moves you to a random location and costs x mana instead of having a cooldown.
Teleport grants a barrier that absorbs x% of your maximum life for 15 seconds.
Teleport forms a rift in your path that increases your critical strike chance by x% for 5 seconds.
Diablo IV Content Pacing
interview with Game Informer
, Blizzard Co-Founder Allen Adham had a bit to say about the pace of release for expansions and other content after Diablo IV's release:
Have you ever considered making Diablo a service kind of game similar to say, World of Warcraft where it's just one core title supported by continual expansions?
I will say that the team that that is making Diablo IV is ambitious. It's an ambitious game. Our hope then is that when we're finished with Diablo IV we can take that team and produce expansions at a higher cadence than anything we've done in the past. We know that our players want more content at a higher rate. We want to deliver more content at a higher rate. And it has been a goal of this team and the way we're building this team out to deliver that. So I think you'll see more of that in Diablo IV than you've seen in the past from us.
Is this going to be a standard box model then, with expansions and DLC?
What we're willing to talk about today, given that we're still kind of thinking things through, but I think we're willing to go on record and say clearly, we have a base sort of game like you're used to with expansions like you're used to, hopefully at a higher cadence. And beyond that, we have some ideas but nothing specific to share.
Allen also mentioned that what we know about how Seasons work in Diablo III might be changing for Diablo IV:
Has there ever been a thought that players could keep something from season to season?
There has. You know, the idea of overlaying a meta on top of seasonal roles. There is an idea, we have a bunch that we're thinking about. I don't think we have anything specific to share at this point but we're thinking along those same lines.
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