MMO-Champion - World of Warcraft News and Raiding Strategies

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by Published on 2012-03-06 02:17 AM

Update - We just received the following message from Blizzard - "Soon we fly together again…"

Cataclysm Post Mortem - Dungeons and Raids with Scott “Daelo” Mercer
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As a part of our post mortem series on Cataclysm, we sat down with World of Warcraft Lead Encounter Designer Scott “Daelo” Mercer to hear his thoughts on Cataclysm dungeons and raids.

Q. What were your main goals going into Cataclysm?
We really wanted to make sure we were creating new challenges, strong mechanics, and cool creatures while staying true to the expansion and the themes we wanted to carry out. The three raid dungeons came out well and we had a lot of fun bringing the story of Nefarian and the Twilight’s Hammer to life. We were also able to add some dynamic mechanics in Throne of the Four Winds, which featured players moving across multiple platforms.

Q. How did this evolve over the various content patches?
Zul’Gurub and Zul’Aman were entertaining raids with diverse mechanics, and they translated well when we converted them into Heroic dungeons for patch 4.1. Interesting mechanics and features that once were restricted to raids are now finding their way into our five-player dungeons.

Adding the Dungeon Journal in patch 4.2 was also a major step forward. We wanted to be able to share more information in the game so that players wouldn’t feel the need to go look everything up on external websites. While those sites are great at what they do, we felt like we needed to try to alleviate the need to go out of the game to find the information players wanted to see.

The addition of Raid Finder in patch 4.3 also opened up more opportunities for players to be able to experience our raid content. The feature has proven to be extremely popular, and not just with people who had given up on raiding. Many players use Raid Finder to gear up their secondary characters, gain Valor for the week, or just because it’s fun.

Q. What do you think worked best?
We’ve been reasonably successful with our tuning across all four raid difficulty modes. There were a few warts here and there, but we delivered on the idea that 10-player and 25-player raids could exist at a similar difficulty. We also had some memorable dungeons and cinematic moments in Cataclysm. I’m particularly fond of the interactive bombing run in Grim Batol involving the red drakes. Players really got a sense of the epic scale of Grim Batol, and how well they performed in the event could make clearing the rest of the dungeon much easier.

With our improved tools and the experience we’ve gained over the years, we’ve become better at finding ways to explain the mechanics of our encounters. Our bosses do a better job of warning players of incoming threats. In Dragon Soul we also began to better inform players of mechanics that caused them to die. Providing a better understanding of the encounters to players is an important goal. We feel that losing to a boss and not understanding why is frustrating, just as beating a boss and not understanding why you won is not as satisfying.

Q. What didn’t work out as planned or expected?
Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we’re now in a much better place. We’ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal. End Time, Well of Eternity, and Hour of Twilight all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.

Q. Was there anything that surprised you about how players reacted to a particular encounter?

Not particularly. Something we’ve learned over the years is to expect the unexpected. The community is very creative and intelligent. The most important thing for us is that players are having fun. They often find interesting ways of approaching things that maybe we didn’t expect, but as long the creative solution is still fun for everyone, we usually don’t have a problem with it.

Q. What have you learned from Cataclysm and what are some of your top goals for Mists of Pandaria?
We learned we could create a crazy encounter like the Spine of Deathwing. It took a lot of hard work from the whole team and it was a difficult design challenge to tackle. How do you orchestrate a fight on the back of a gigantic flying dragon without inducing nausea? How do we make sure you feel like you’re on Deathwing? Delivering that experience was really important and everyone wanted the opportunity to work on it. What was really great was that we launched the story of Cataclysm with the cinematic that showed Deathwing having his elementium plates being put on, then we end the expansion with those very same plates being torn off. It gives some real closure to storyline.

For Mists of Pandaria, we will continue to provide new dungeons and raids while also presenting interesting new types of content in the form of challenge modes and scenarios. Players will also be introduced to new enemies in the Sha, Mogu, and Mantids. Making those creatures come to life will be a lot of fun.

Q. Do you have a favorite dungeon or encounter from Cataclysm?
There are so many. The Conclave of Wind was a great one. Working out interesting mechanics that allowed players to go from platform to platform was a lot of fun and the environment felt really epic. A fight like that was a goal of the encounter team for a very long time.

Blackwing Descent was another favorite and working out the mechanics for the Atramedes fight gave us a lot to think about. How do you create an encounter with a blind dragon that fights? So we gave him sonar and showed the interaction with a sound meter on the player’s UI.

In Bastion of Twilight, we really got to sell the corruption angle on Cho’gall which made for another really interesting fight.

Q. Is there a certain mechanic that you always wanted to do but couldn’t do prior to Cataclysm?
Not really. There are so many cool ideas to work with that I never feel held back. It’s easy to be creatively inspired by the people around you and their energy. It’s never a problem of coming up with ideas. It’s usually deciding which ones we want to go with next, but the possibilities are endless.

Q. Do you have a “dream” dungeon or encounter that you’d like to create if you had the opportunity?
I’ve never felt that I haven’t been able to do the things I want to do. Everyone on the team is completely dedicated to giving us unlimited opportunities to make epic and awesome experiences. But, if I have to mention something, it would be huge giant death robots. We had Mimiron in Ulduar, but you just can’t have too many death robots.

Thank you for your time, Scott.
You’re welcome.

Discuss the latest Cataclysm Post Mortem here.

Darkmoon Faire Issues
Originally Posted by Blizzard (Blue Tracker)
February’s Darkmoon Faire achievement progress status was cleared prior to the launch of March's faire. Any achievements that were started but not completed have had their criteria reset. Completed achievements are unaffected. We previously announced that this was resolved for this month and going forward, unfortunately, that did not happen and this is still being investigated for a resolution.

The following achievements are most likely impacted:

Darkmoon Defender
Darkmoon Dungeoneer
Darkmoon Despoiler

Regrettably, we are not able to restore any progress you may have made during February's faire. We understand the impact this may have had and sincerely apologize for any inconvenience caused.

Curse March Gaming Bracket Challenge - Round 2!
The March Gaming Bracket Challenge presented by Curse and Alienware is a tournament that pits video game characters against one another for multiple rounds of voting!

Each week in March we will be matching up characters from all ends of the gaming universe; from Skyrim to Starcraft, WoW to Minecraft. Selection of the characters that make it through to the next round is up to you since your votes decide who rises up and who falls in this arena! You can see the full bracket here.

Each week we are giving away one Alienware X51 (US residents only), so don't forget to enter to win and vote for your favorite characters.

The MMO Report has a special episode about RIFT this week!

by Published on 2012-03-04 11:19 PM

Diablo 3 - Diablo 3 - Release Date Rumor

Reminder - Mists of Pandaria Press Tour Next Week
We are getting closer to the March 13-15 Mists of Pandaria Press Tour which will bring even more new Mists of Pandaria information! The NDA on the info revealed during the tour lifts on March 19 and will hopefully followed by the Alpha/Beta test shortly after. You can still discuss the new expansion in our Mists of Pandaria General Discussions Forum and check out the Mists of Pandaria Blizzcon 2011 Summary for a recap of what we already know.

In any case, it's only 2 weeks before things get interesting again, stay tuned!

Statistics: Thori'dal, the Stars' Fury
Today we take a look at the rate at which people are acquiring Thori'dal, the Stars' Fury! The sample size was ~5.8 million level 85 characters with a total of ~8,400 that have the achievement. You can find an alternative form of the graph in the comments, broken down by class.

It's very interesting to see that even if you can't transmogrify legendary items, the announcement of Transmogrification at the end of August considerably increased the amount of people farming old raid instances such as Sunwell for gear.

Don't see a chart? Enable javascript!

War College - Isle of Conquest
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The battlefields of World of Warcraft are littered with the bones of those who have become casualties in the ongoing conflict between the Horde and the Alliance. You do not need to become one of them. One of the keys to victory is knowledge, and that is where the World of Warcraft War College enters the picture. In these discussions between players, you can learn and share strategies with other players to improve your tactics and improve your odds of emerging victorious from the field of battle.

Are you a veteran Gladiator with countless victories tallied? Are you new to World of Warcraft and striving to improve your PvP skills? In this weekly feature, we invite players of all skill levels to ask questions, share tips and tactics, and join a conversation dedicated to surviving and thriving in World of Warcraft PvP.

This week, the topic of discussion is:
Isle of Conquest - Which strategies are most effective in Isle of Conquest for your faction? Which locations are most important? What tips, tricks and tactics have you discovered? What common mistakes have you witnessed?

Join the War College forum thread here.

The Daily Blink - World of Warcraft is Saving the World!
The Daily Blink explains why the recent subscriber losses are for the greater good.

by Published on 2012-03-03 03:50 AM

Diablo 3 - Possible Big Announcement Soon, Magic Find Change, the "Right" Choice, Blue posts, wallpaper

WoW Ironman Challenge Completed
You may remember that a community run challenge became popular a while back which involves leveling to 85 with no deaths, as well as other restrictions. Kripparrian of Turalyon recently completed the Challenge with his Hunter, and Nik had the chance to ask him a few questions about it.

Originally Posted by MMO-Champion
So go ahead, why don't you introduce yourself.
My name is Octavian, I enjoy LCD tanning at my computer desk, newly vegan, and live in Toronto Canada. When I'm not working or cycling, I play online games as Kripp (Kripparrian). I primarily play WoW PvE with Exodus. Before playing WoW, under other alias', I played Dark Age of Camelot for about 7 years, and Diablo 2 HCCL (Hardcore Classic Ladder) on and off.

What inspired you to attempt the Ironman challenge?
I heard about the challenge 3 weeks ago, once it had already become a fairly well known movement. It was clearly created as a non-competitive activity, but the way I see it; if you have a ladder for something -- its competitive. As such, the challenge really appealed to my taste of activity within a game. I thought that if anyone was to complete it, it would be someone like me (as I'm sure many people feel).

Why did you chose Hunter to completed the challenge?
Well, I have played a Hunter for nearly all my time playing WoW. The only other class I know how to play reasonably well is a DK, and they are against the general rules of the challenge. My mains armory can be found here and hunter that I used to complete the challenge here.

How long did it take you and what was the majority of your time spent doing?
My first try was on Feb 12th, and I died at level 23 on the Mor'shan Caravan Delivery quest. I have not done the new Cata quests before this challenge and my inexperience followed by my death caused me to take a more cautious approach until level 60. I made the final character on the 13th and have played as much as I could until yesterday when I hit 85 at 4 days 17 hours 40 minutes played. All my in game time was spent on questing, I did not spend any time with the AH or trades as I felt it would be considered outside help -- although allowed by the rules of the challenge.

Do you think it's even possible to be able to complete it using another class?
I think any class can make it to 85. However, most classes will have to stick it out in WotLK zones and level to 85 with dailies as Cata mobs are brutal. Using the safe daily approach takes a lot more in-game time, leaving your character more prone to mistakes and disconnects. I think the chance of success with this method is about the same for those reasons.

Was there any planning involved regarding it all?
Of course! I really played this challenge to be the first to 85 -- and with others having a several week head start, my strategy was to make it near the top as soon as possible, then begin applying pressure. Last Wednesday (I get Wednesdays off work) I managed to play 14 hours straight;. During this time I leveled from 70 to 79 in one sitting and managed to pass all of the 3-4 of the challengers ahead of me. I was hoping to put a scare on the others near the top, and make them think they're behind, forcing them to play outside of their comfort range. Did it work? I don't know for sure, but when I was at work the next day, everybody else over 70 managed to die off. With this newly acquired 10 level lead, I changed my game plan to being more cautious. When I hit 81 after a couple days, I developed a game plan that I felt was safe enough, while still securing my lead in the challenge, you can check it out here. I had to change my game plan and go to Deepholm in the middle of Vashjir questing because the quest "Looking Forward" bugged, and I was not able to continue the main quest chain.

Any tips for those following in your footsteps and attempt the Ironman Challenge?
Have patience with this, but don't waste your in-game time. You may still see it as a race, as I did, but every action should prioritize security. If you have to use the bathroom, look up a quest, or check on something, log out! Utilize your in-game time only towards leveling, as being logged in just about anywhere has its potential risks -- falling through the world, kill exploits, etc.

Any shoutouts that you'd like to give?
I want to thank all the people participating in the Ironman Challenge for making it such a unique and special experience. Those who have supported it at and the many individuals on The Official Ironman Challenge Thread. I am also grateful for the people that have given me their support and encouragement; the many on the forums, my YouTube subscribers, Taeyeon and Ennuo from Exodus, and my online friend of 10 years Krippie.

Thanks for your time Kripparrian. If you'd like more from him or his guild you can check his Youtube channel or guild website. Kripparrian has also uploaded a video where he talks more in detail about the challenge.

Blue Posts
Originally Posted by Blizzard Entertainment
Dev Watercooler - Question about stats
I think this sentence of the blog is important to note: First of all, please note that we actually aren’t making many stat changes compared to the ones we made in Cataclysm.

That doesn't mean nothing is changing with the other stats. But if said changes aren't laid out in Greg's latest blog, chances are the changes aren't as broad in scope.

We'll start digging into the meat of the other stats and how we plan for them to play out in Mists of Pandaria class design soon enough. (Blue Tracker / Official Forums)

Naxx Achievement Drakes
In some cases, we like to keep the mounts for those that managed to complete the content when it was at its peak. I think of it as a nod to the effort that went into achieving the task. Isn't it a good thing that, as Kazera said, some things can stay rare? (Blue Tracker / Official Forums)

WoW Training Grounds
The WoW training grounds is a max-level training ground with scripted training for each class and each of their specs.
We've discussed a similar idea in the past, and it might be possible to use the technology we're using to build out the Scenarios coming in Mists to make something like this happen at some point in the future. Maybe!

It would be cool. (Blue Tracker / Official Forums)

PvP Balance
We are sorry to hear that you feel that we perform sweeping game changes in expansions and that it makes the game more difficult for us to balance; each expansion has come with changes that presented their own unique challenges and we would like to feel that we overcame these with varying degrees of success, but success none-the-less. We are our own harshest critic mind you, and we are not afraid to say that some things did not work out as planned though.

In regards to this particular comment: I think that if blizz instead stopped adding that many spells and instead focused on fixing what we have, not creating something new, then the game would be better.

You have to remember that World of Warcraft is an incredibly complex machine and while we can make small changes and tweaks as we go along, things that affect multiple systems aren’t so simply changed in that way. We do the best that we can to make the minor adjustments wherever possible, but expansions afford us the opportunity to make those larger changes that will help improve and balance the game, and apply the resources we need to do them.

These changes we are making to things such as abilities, talents and other systems are designed to try and create compelling choices and engaging content, for the betterment of both PvP and PvE. We just want to be sure that you know that none of the changes made through an expansion are done on a whim, they are incredibly thought out and made to ensure that the game will be as balanced and enjoyable as possible for everyone come its release.

We have a lot of information that will be coming out over the following weeks regarding Mists of Pandaria, covering both the changes in store for PvP and PvE. We hope that you look forward to reading it as much as we are excited to be bringing it to you! (Blue Tracker / Official Forums)

PvP Ignored?
I'm not going to go point by point right now, but I do want to reassure you that we're not ignoring PvP. We're definitely aware of the concerns that players have and like much of the current development, are working on many things for the future of World of Warcraft (as a whole) and Mists of Pandaria. With the press tour coming up in March, we can hopefully be able to get you a better look at what we have planned and how we're planning to address things such as the PvP concerns that people have and have been expressing. I'm not going to promise that we'll "fix" everything that everyone has concerns about because that's not something we can ever guarantee, but we will be keeping a close eye on all of the (constructive) feedback that we expect you will have. We also look forward to when we'll be able to get community members into the beta test (when it occurs) to give it a first-hand look as well.

For those who are falling back to "Next expansion pack will fix it" as a complaint-- The most I can say is that this is the cycle of MMO development. As you also know, we've generally made changes that affect the game as a whole available to anyone regardless of whether they have purchased the new expansion pack or not as well as add content that is available via the expansion. That said though, I'm not making any guarantees of anything at this point in time, but I want the door left open for the possibilities. We'll be doing our best to explain all of this in the near future as I've mentioned.

Will you please confirm that those of us on PvE servers who do not want or care for world PvP will not find themselves forced into PvP...
I can't address these concerns for you right now, but we're aware of them and as I've mentioned in prior posts, we want to make sure what we're doing allows for PvP without infringing on those who are not as interested in taking part. The devil (as always) is in the details, however and we'll make sure to share those details with you all when we can so we can get your feedback. (Blue Tracker / Official Forums)

New Race and Class Combinations
Well, we're adding the pandaren and monk in Mists of Pandaria and the monk class will be available to all races save for goblin and worgen, so you could say that, "yes, we're still adding new race/class combos." That said, we want to make sure that when we add things like this that they make sense for the longevity of the game so we can't make any guarantees as to what or how often these will be added into the game. Balancing new classes into the game is a bit more difficult than adding a new race, but there are obviously complexities to both.

Will races will get other classes. Remember how Cata got Human Hunters, Night Elf Mages, Tauren Paladins, etc...?
That too is always a possibility if the developers feel it makes sense, but it would still incur some amount of additional development to make it all fit within the world both in terms of the story and in terms of items/gear. (Blue Tracker / Official Forums)

Fan Art Update
The World of Warcraft Fan Art Section has been updated with five new pieces of fan artwork.

Curse Weekly Roundup
Pico is back to catch us up with the news in Minecraft, LoL, Guild Wars 2, Realm of the Mad God, Aion and Borderlands 2.

by Published on 2012-03-02 02:10 AM

Diablo 3 - EU Beta Wave, Diablo 3 Weekly Maintenance, Blue Posts, Sword of Justice Cover Art, Fan Art

Dev Watercooler – Mists of Pandaria Stat Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Our recent talent calculator changes led to some players asking questions about how character and item stats were changing, because some spell and talent tooltips suggest that changes are coming. We compiled this list to attempt to explain more of what’s coming in Mists of Pandaria. First of all, please note that we actually aren’t making many stat changes compared to the ones we made in Cataclysm (“armor penetration -- gone!”). Second, the stuff below can get a little technical. If you’re not into the subtle nuance of gear itemization, then don’t worry about it -- you don’t need to be to enjoy the expansion -- but we know there are plenty of you who enjoy some nuts and bolts talk, so here we go.

Spell Resistance
  • Spell resistance is gone. There are no buffs that improve it and there shouldn’t be much, if any, spell resist gear left. We always thought the system was hard to understand and we weren’t getting much gameplay out of it. Now taking a step back, we can imagine how to develop a game where you’d want various forms of resist gear for certain situations and opponents. Resist gear could potentially be interesting, but it isn’t currently in World of Warcraft -- the game has just been moving away from that sort of thing for years.
  • In the absence of spell resistance, there is no need for spell penetration on gear, so we’ll remove it as well.

Hit and Expertise
  • We still think having stats that can be capped is a good game design. Rather than focusing solely on stacking your best stat, you have to decide how valuable it is to hit your target before you go back to stacking your best stat. However, we are making some changes.
  • Hit and spell hit will no longer be separate stats. The hit stat negates melee miss and spell miss.
  • Expertise will negate dodge and spell miss, then parry.
  • Expertise will be listed as a percentage, just like hit, instead of having an intermediary stat.
  • We are normalizing hit with expertise, so that 1% of each stat will require the same amount of rating.
  • We are normalizing melee and spell hit, so that spell hit is equal to miss plus dodge.
    • Against an equal level creature: 6% spell miss, 3% melee miss, 3% dodge, 3% parry (from the front only), 3% block (from the front only).
    • Against a +1 level creature: 9% spell miss, 4.5% melee miss, 4.5% dodge, 4.5% parry (from the front only), 4.5% Block (from the front only).
    • Against a +2 level creature: 12% spell miss, 6% melee miss, 6% dodge, 6% parry (from the front only), 6% Block (from the front only).
    • Against a +3/boss level creature: 15% spell miss, 7.5% melee miss, 7.5% dodge, 7.5% parry (from the front only), 7.5% block (from the front only).
    • Ranged attacks will be able to be dodged. Hunters will benefit from expertise and will have it on their gear, which will also allow hunters and Enhancement shaman to share gear more easily.


  • The chance to block will be handled by a separate combat roll for each attack that is not avoided. In other words, we first determine if an attack misses, or is dodged or parried. If it is not, then the attack has a chance to be blocked.
  • This gives block a consistent value, regardless of avoidance. Currently block becomes more valuable the more you have.
  • Block will also have diminishing returns, much like dodge and parry. This doesn’t mean that the value of block will go down as you get more block. It means that it won’t go up by as much when you get more block.
  • We don’t expect Protection warriors or paladins to get “block capped” other than during temporary effects, such as mastery procs on trinkets. Block tanks will be balanced around this change. Our intent is to make playing block tanks more fun, not to nerf them.
  • Also notice how Shield Block and Shield of the Righteous have changed in Mists.


  • All spells and abilities will crit for double damage, baseline. There are a few exceptions where crits can get larger, but the default is x 2.0 for everyone.
  • This means that Enhancement shaman spells and rogue poisons will crit for double damage. Rogue poisons will also use the melee hit chance.

  • We are renaming this stat to “Defense (PvP)” or possibly “PvP Defense.” All players will have 30% base Defense, the same way all characters have some base Stamina.
  • PvP gear will have Defense on it, as well as a new stat, “Power (PvP).” Power increases the damage you do to other players as well as the healing you do to other players in PvP situations.
  • If you have a lot of Power, you’ll do more damage to other players, but they likely have Defense as well. If you fight players in lots of PvE gear, they’ll take more damage. Likewise, a player in PvE gear won’t have enough Power to effectively penetrate your Defense.
  • The names PvP Power and PvP Defense may not be final, but we’re leaning towards going with stat names that are obviously PvP-related, rather than “fluffier” names that might not be as easy to grasp. We want it to be clear to players that neither Power nor Defense have any relevance when fighting creatures, such as in dungeons or raids.
  • PvP gear will be lower in item level than PvE gear of an equivalent tier, however the Power and Defense stats will make sure that PvP gear is more powerful in PvP (both offensively and defensively) than PvE gear. In our budgeting system, the PvP stats will be free rather than causing other stats, such as Strength or haste, to be smaller as a result of including Power or Defense.
  • The goal of this change is to make it easier for a PvP player to participate in PvE, or for a PvE player to get started in PvP. Currently, we feel it is too large a barrier to go from one to the other, and the result has been that we see more and more players choosing to focus exclusively on only PvP or PvE. In earlier expansions, it was more feasible to use PvE gear in Arenas or Battlegrounds until you acquired the more useful PvP gear. The same was true of being able to use your PvP gear in a dungeon or raid until you acquired something better. In Cataclysm, stepping into PvP with no PvP gear would result in a player being so ineffective that it was difficult to even make progress towards acquiring PvP gear.
  • For the higher-end of PvP or PvE (say Gladiators or heroic raiders), we believe those players will still gravitate towards the dedicated PvP or PvE gear. It is the players who are working towards those two end games that will benefit more from some cross over.

That’s a lot of information, and it probably sounds more set-in-stone than it really is. We’ll continue to iterate as players poke holes in our ideas, tell us what is working out and what isn’t, and finally get to experience it first hand in beta.

First European Wave of Diablo III Beta Invites Under Way
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Brave heroes, the time has come to arise and answer the summons: the Diablo III beta is upon us here in Europe!

The first wave of invitations to the European Diablo III beta test is now being delivered. The client is available in English, with German and French becoming available at a later date. In addition to selecting players from those who have opted in via their accounts, we’ll also be providing keys through beta promotions and giveaways. We welcome those invited to provide feedback on the official forums.

If you have a beta license, you are free to show, share, or talk about any portion of the beta content to which you have access, as this beta test is not confidential.

As always, we’d like to remind those hoping for an invite to be wary of phishing attempts. If you believe you’ve received an invite to the Diablo III beta test, it’s best to refrain from clicking on any links in the email, and instead log in to your account to see if a Diablo III beta game account has indeed been granted. Or, if you were sent a key, you should attempt to add it manually by going to the Add or Upgrade a Game section of the account management page.

For those who have received an invite to the beta test, we thank you for helping us test out our server stability and hardware. For those of you still hoping for an invite, we wish you the best of luck and hope you’ll keep an eye out for some of the beta-key giveaways and promotions we’ll have right here on the European Diablo III community site.

For more information, please see the beta opt-in announcement and FAQ.

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