wie de stream gemist heeft hier de highlights
general
Competitive PvE is still being looked into, even beyond Seasons and Tiered Rifts: How to measure success? Is highest Level in a season really the best measure?
Season's Leaderboards will probably be per class not per account
Adventure mode being better for leveling than Campaign mode is not really intentional, it should simply provide variety and its own rewards
Nephalem Rifts
Rift Guardians will get some tweaks to make their fight last approximately equally long for comparable times in tiered Rifts. (Orlash's disappearing for a shorter time specifically mentioned)
RNG in Rift generation is going to be tweaked (expect more similar density levels) to make the times more comparable.
Tiered Rifts
Concept: Each Rift has a timer (15 minutes mentioned). Rifts get increasingly difficult up to the point where you can't handle them anymore
There will be Leaderboards for Tiered Rifts (Separate for HC/SC, Season/Non-Season, classes and group sizes)
2.1 has been worked on for multiple months now. Tiered Rifts are working in the internal build, though some UI elements are only prototyped
Opening Tiered Rifts will require normal Rifts for a new type of key
Rewards for Tiered Rifts are still being worked on but they should be the most rewarding thing you can do on a certain difficulty
Crafting
More Transmog options will be available in the next patch (Class sets, Class restricted items - their Transmog won't appear for other classes though)
Itemization
Legendary items with elemental damage % are supposed to be flavorful, having a Cindercoat for every element is not happening
The Healing stats as a whole aren't where they need to be right now (part of the issue being that there isn't a gamemode [in SC] where it matters enough)
The balancing for two-handed weapons is being influenced by Crusaders. It's still being looked into (note that a 50/50 ratio between the usage of 1h/2h amongst all classes is not desired, though)
Classes
Wizard
Hydras proccing a lot of Lightning Bolts on Electrified packs will be looked into.
Teleport changes were not because of Calamity/Wormhole, but instead to buff the average wizard.
Art Development
Tools used: Maya, Photoshop, Blizzard's own editor, ZBrush (wasn't used by anyone but the cinematics team until a year ago)
Easter egg: Act 2 has a Hydralisk head in an abandoned town (in Stinging Winds?)
Story / Lore
Explaining with mood is preferred to explaining things with dialogue
The writers have to compromise when writing their story because it has to fit from a gameplay perspective and can't be too expensive, art-wise
Skovos and Ureh were both supposed to be in the original Diablo 3, but were cut because they didn't seem to fit in
Class skill sets are designed before their actual backgrounds, so which classes are being added to the game is decided from a gameplay perspective first and foremost
The initial idea for Lorath was just "Tyrael has got to save someone's life in the cinematic", and when he was told to find the Player he suddenly had to actually be in the game to do just that, making him become a much more important character
Imperius and many other angels are shaken by Malthael's betrayal itself more than by what he did to humans, especially he was the eldest on the council
The angels fear the potential to choose good or evil in humans, specifically the Nephalem as he/she has become very powerful and him/her potentially turning evil is scary even to Tyrael
Malthael had the Power of the Prime Evils in him after consuming the Black Soulstone (to be able to defeat the Nephalem), not being possessed by them but rather him being able to channel their powers.
After the death of Malthael, the combined Prime Evil Diablo was released, rather than the individual Evils
Cain's Death
Was supposed to happen later, but didn't seem fitting from a gameplay point of view
Since Tyrael (and later Adria) also took the role of the "Old Wise Man", there wasn't much for Cain to do, at this point
Letting Cain be killed off by Lea accidentally (her not being able to control her powers) was also an idea, but since Maghda was the Villain of the hour at this point in the game, the decision went in her "favor"
Misc
Competitive PvE is still being looked into, even beyond Ladders and Tiered Rifts: How to measure success? Is highest Level in a season really the best measure?
The PC and Console versions of the game influence each other and features from one may carry over to the other in the future
There will likely be more community buffs in the future
Paid DLC is probably not going to happen, big expansions and free patches are Blizzard's way
The Clan and Community features will be expanded in the future
The Infernal Machine event might get expanded in the future, with better rewards added to it
Jay Wilson was the main force behind the combat design in Diablo 3 as well as its physics engine
Devs playing at home are not able to cheat
met sommmige uitleg hoe tiered rifts gaan 'gaan' (sorry voor het engels want komt van diablofans