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Inferno

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''Inferno'' is the name of the newest highest difficulty level in Diablo III. While Diablo I and Diablo II offered only Normal, Nightmare, and then Hell for replayability with increasing difficulty, Diablo III added Inferno, a fourth difficulty level that offered much greater challenge than did the hardest parts of Diablo II.
This [[difficultyFile:IconInferno.png|frame|Inferno unlocked.]] [[level]] is tuned Players must venture into Inferno in order to maximum level find the best items in the game, but most players (level 60) where monsters (starting at find that they require those items to survive in Inferno in the first place, which can make gearing up to succeed in Inferno quite difficult, especially without using the [[mlvlAuction House]] 61) are getting increasingly stronger as you progress through the acts but also drop a whole new tier of items.
To viably play in Several game features only become available once a character reaches level 60 and/or enters Inferno, players will need . Refer to spend time in the [[DifficultyParagon|HellParagon System]] (difficulty level) in order to get their items up to the quality. Since the best items in Inferno drop from rares, champions and bosses, players might need to reevaluate their skill build to include [[Nephalem Valor]] articles for more single-target DPS and defensive abilitiesdetails.
==Inferno was also a fire [[spell]] in Diablo I and Diablo II. It worked like a shortPost-range flamethrower, dealing fire damage to anything in range for as long as the skill was activated. Inferno is not present as a [[Wizard skill]] in Diablo III.Release==
The spell type difficulty and balance of Inferno has become so well known through changed repeatedly since Diablo and other games that other spells with a similar range/effect are often referred to as "inferno-like" spells.  ==The New Difficulty Level==[[Image:IconInferno.png||thumb|250px|ItIII's hot down here.]]As stated aboverelease, Inferno is aimed towards max-level characters (level 60). Here are the key points of Inferno: * Stronger monsters as you progress through acts.::• Act 1: [[mlvl|Monster Level]] 61.::• Act 2: [[mlvl|Monster Level]] 62.::• Act 3: [[mlvl|Monster Level]] 63.::• Act 4: [[mlvl|Monster Level]] 63.* New tier of items from each level of monsters.* Monsters are more aggressive and have improved [[AI]].* Random bosses and champions have 4 different [[Boss Modifiers]] that may include Inferno exclusive modifierswill surely continue to be tweaked in future patches.
Players were initial quite positive about the prospect of a truly-challenging difficulty level, and many players constantly urged the developers to make it harder. They did, and ironically the player consensus soon became that Inferno was too hard. The main complaint that was Inferno was a "[[gear check]]" that made advancing through Inferno all but impossible without extensive use of the [[Auction House]] to obtain better gear.
According to [[The initially almost impossible difficulty of Inferno was intentional. Pre-release, Diablo III]]'s Game Director [[Jay Wilson]]said that Inferno was, the Inferno difficulty is ''"Very, very, very hard."''. Here's what Jay had to say about the difficulty in an interview with IGN<ref>[http://diablo.incgamers.com/blog/comments/jay-wilson-on-surviving-inferno Jay Wilson on Surviving Inferno]</ref>:
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Jay also states that it is absolutely possible As a result of the initial Inferno difficulty, Blizzard made substantial nerfs to solo Inferno since they didn't design it in various patches, chiefly [[v1.0.4]] and [[v1.0.5]]. Patch 1.0.5 also introduced the [[Monster Power]] system so expert players could turn the difficulty back up for themselves, to require cooperative play, however a well coordinated group will most likely perform betteradd challenge and greater rewards over the (lowered) regularly difficulty
==Design IntentionsInferno Variety==
The intention developers' intentions for Inferno is was not just to add tack on a level of play harder fourth difficulty, but to create much more variety in the [[end game]] of play. Diablo I and Diablo III that does not involve monotonous II were typified by players doing endless "[[bossruns]] runs, " of the same monster or area; whatever was most profitable was what Blizzard calls "players spent time playing, regardless of the path of least resistance" enjoyment to grow a characterbe found there.
[[Bashiok]] commented on the issue of Inferno and the [[end game ]] after its Gamescom 2011 reveal on the [[battle.net]] forums[http://forums.battle.net/thread.html?topicId=27822633767&pageNo=1&sid=3000#7]:
<blue>The general philosophy [of end game] is that we want to make finding better loot at the end game more enjoyable, and attempt to address 'path of least resistance' style gameplay.
If we can instead say the path of least resistance is the entire game, that there's no single boss you have to repetitively farm to get the most items per hour, then the game is better for it and the players are liberated. They now have options to go anywhere they want to look for items. Hitting that perfect balance is probably near impossible, but we think we can get pretty close.</blue>
 
This largely worked in practice, with players finding the best items by playing through long stretches of the game, rather than simply running bosses. There were still some areas with more/better loot, or more monsters, but compared to Diablo II, the end game of Diablo III is hugely more varied.
 
This theory was reinforced in [[Patch 1.0.5]] with the introduction of the [[Infernal Machine]] event, which requires players to farm ingredients throughout the entire game, in order to enable the newly-added bonus event.
 
==Development==
The ''Inferno'' difficulty was revealed in a video at Gamescom, 2011. Since thenWatch it below, courtesy of [http://www.youtube.com/Diablo3Inc the DiabloInc YouTube channel].<youtube>ZdLbxC1kzv0</youtube> The early feature set was as follows:[http://kotaku.com/5831680/diablo-iii-just-got-harder-than-hell-with-new -inferno-difficulty level has gone through some changes. Here's what was revealed about ''Inferno'']:
* [[Item]]s and [[Rune]]s specific to that difficulty, with specific looks/graphics.
* Highest level of difficulty in the game.
* mlvl Monster level of 61 across the entire difficulty.
* More aggressive monster behavior with modified [[AI]], and possibly exclusive [[boss]] [[modifier]]s (or a higher chance of rolling specific [nasty] modifiers) for Inferno.
Several of these features were changed before or after release, with the concept of a flat difficulty level across all of Inferno one of the first to go.
==Inferno difficulty reveal video at Gamescom 2011, courtesy in Diablo I=={{iw|Inferno Inferno}} was the name of a fire [http://www[spell]] in Diablo I and was a Sorceress skill in Diablo II.youtubeIn those games Inferno worked like a flamethrower, emitting a targetable spray of flame that drained the mana steadily.com/Diablo3Inc the DiabloInc YouTube channelInferno did not return as a [[Wizard skill]]in Diablo III, though various monsters and objects do emit Inferno-like sprays of flame.<youtube>ZdLbxC1kzv0</youtube>
The spell type has become so well known through Diablo and other games that other spells with a similar range/effect are often referred to as "inferno-like" spells.
In addition to that summary, this is official Blizzard word on the matter as well, from an interview with popular gaming site Kotaku[http://kotaku.com/5831680/diablo-iii-just-got-harder-than-hell-with-new-inferno-difficulty]:
 
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Monsters will see an increase in health, damage, damage resistances and aggression in Inferno. They’ll also have access to a larger suite of powers in Inferno, making minions and boss monsters even tougher. Expect a tougher game across the board, with broader than ever challenges even for the most skilled demon hunters.<br><br>
 
“The idea was that we wanted a difficulty mode where the entire game was viable,” Wilson says. “So you don’t have to pick and choose key areas [to replay].” Diablo III’s Inferno difficulty, he says, will be “very difficult, very challenging,” presenting a “flattened” difficulty experience that Blizzard hopes will provide a more balanced, but more challenging end game for Diablo diehards.<br><br>
 
That “flattened” difficulty will mean, Blizzard hopes, that players revisit the entire world of Diablo III seeking bigger and bolder challenges, not just go on “Mephisto runs” or fight a specific breed of minion in search of experience points and sweet loot drops.
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