Blizzcon's "Diablo III - What's Next?" panel has concluded.Click the links in the corresponding bullet points for screenshots from the panel itself.
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We had Josh Mosqueira, Jonny Ebbert, Wyatt Cheng, and Kevin Martens on stage.
Patch 2.1.2Will have a PTR.
New Goblins The Gem Hoarder: Silver, drops gems
The Odious Collector: Green, drops crafting materials
The Blood Thief: Red, drops Blood Shards
Improved Goblin AI: Will now seek out other enemies
Adventure Mode changes Rifts / Greater Rifts Monster Density: Will be increased for regular monsters and Elites where it is currently low.
Death Penalty in GR: You will now be able to revive at your corps but will get a stacking time penalty.
Trials Pacing and mosters in them are being looked at.
In the current internal build, all monsters can be knocked around.
Progression in Trials should be more persistent in terms of damage taken.
Layout changes Tilesets which were formerly fixed will get a more flexible layout. Examples: The Oasis, the Spider Caves, and Leoric's Jail, others will follow later (see below).
Dead ends and loops should be much shorter (5 seconds max)
Rift Guardians: Will be revisited to become equally challenging but still unique.
Pylons Conduit is not getting removed for now.
Other Pylons are instead buffed. Speed Pylons ignore collision and last for a minute. Shield Pylons reflect damage and explode on tomeout.
Pylon density should be more uniform with 2-4 appearing per Rift.
Town Hubs Act I artisans are now much closer together.
Items Ancient Items New Tier of Legendary and Set items.
Intended for players who have already completed their class Sets and are otherwise satisfied with their gear.
Drop in Torment I and above, the higher the difficulty the higher the chance. Currently at 5-10% on T6 or equivalent GR.
Up to 30% better in attributes.
Currently seems to affect most stats, with Crit Chance, Crit Damage and other percentage-based stats being the exceptions.
Example items: Wand of Woh, Vile Ward, Lut Socks, Firebird's Plume, Cindercoat, Sunwuko's Paws, Reaper's Wraps, Maximus
New Items Ranslor's Folly: Wrists. Energy Twister periodically pulls in an enemy withing 30 yards. An enemy can only be pulled in this way once every 5 seconds.
Reworked Items Wormwood: Rolls +Poision Damage. Locust Swarm deals continous damage. (Casts automatically)
New Legendary Gems Esoteric Alteration: Gain 30% non-Physical damage reduction. Rank 25 Bonus: While below 50% Life, your resistances are increased by 75%.
Molten Wildebeest's Gizzard: Regenerates 50,000 Life per Second. Rank 25 Bonus: After not taking damage for 4 seconds, gain an absorb shield for 200% of your Life per Second.
Numbers are subject to change.
Season 2 Conquests Only some Conquests will make a return, for example "Reach GR30" or Speed Racer.
The "Reach level 70" Conquest will be dropped.
New Conquests Get a 50,000,000 gold stream outside of the Vault
Kill [List of Bosses] within 20 minutes of starting a game.
Collect [List of Lore Books].
Adventure Mode Will be unlocked from the start again.
This might change for later Seasons, though.
Will feature Leg and Feet Transmogrification reward. Season 3 will have the Chest and Hands.
A later Patch: Adventure Mode changes
Rifts / Greater Rifts Layout changes: Tilesets which were formerly fixed will get a more flexible layout. Examples: Stinging Winds, Tristram Fields, Festering Woods.
New Zone: Ruins of Sescheron Sescheron: Barbarian capital city from the Diablo II LoD opening cinematic. Now only ruins and buried Barabrians.
Located near Arreat Crater in Act III.
Will contain new monsters (see below).
Very trap-heavy.
New Monsters Naja Beetles: Swarmers that shoot fire projectiles.
Magotts: Swarmers which release an ice explosion on death.
Glowing Death: Sand Wasp variation which erupts from glowing nests.
Yeti monsters will be making a comeback, too. Currently only concept art.
New Rift Guardian: The Rat King Spawns rats from his back.
Summons rat-tornadoes.
Entraps you in a circular area.
"And more!" General Information / philosophy: Legendary Gem usage is currently very uneven: 3 Gems make up nearly 50% of all gems used while others are hardly being touched. Adding more Legendary Gems and Items should change this.
Randomness shouldn't dictate success or failure but instead provide a varied experience. This is the goal Blizzard are working towards.
More items will be shown tomorrow, also "something special".
Fishing for certain GR layouts or monsters is being looked into and changes to the level generation should help minimize/nullify its effects.
Act IV, V monsters are being looked at for this reason, too.
Things that aren't being commented/announced on (from QnA): Uber Diablo.
Changing item rarity colors.
Cash shop for stash space or character slots.
Other new zones.
A second expansion.
Trading Actually was commented on: Not likely to make a full comeback as it can destroy the reward loop of the game, like the AH did.
Some types of trading might make it into the game at some point though, the console version's gift system mentioned.
Seasons for consoles
Offline capabilities don't really allow those
Crafting system similar to Diablo II's Rune system.
But they're looking for a similar system in spirit, allowing for more customization and using rare materials.
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