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Boss Modifiers

2,557 bytes added, 21:38, 27 October 2010
Special Modifiers
Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of {{iw|Monster_modifier#Unique_Monster_Bonuses those seen in Diablo 2}}, but there are some new ones mixed in. This should be considered a partial list, and was compiled from play experience at Blizzcon 2009.[http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/] Expect updates and changes until and even after the release of the game.
 
===Blizzcon 2010 Update===
 
Boss properties continue to evolve and be added to the game. At least four new properties were seen at Blizzcon 2010; [[Ballista]], [[Desecrating]], [[Vortex]], and [[Linked]]. All have been added to the listing below.
 
Other known properties had evolved somewhat since Blizzcon 2009, and some weren't seen at the show; they may have been removed entirely, modified, or were just not noticed. A full list will have to wait on the final game.
 
 
===Ballista===
 
A property seen on some ranged attacking bosses in the Blizzcon 2010 demo. This appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title.
===Cold Aura===
This was reported by a fan, but not seen in any videos of the event. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. After Blizzcon, [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]], so monsters having auras as well doesn't seem that unlikely.
 
 
===Desecrating===
A mod seen in the Blizzcon 2010 demo. The function wasn't clear from viewing it; it seemed like monsters with this were arcane and enchanted.
That a boss can do this opens the door to speculation that some mind control might work in PvP as well, which would be a very new angle on things.
 
 
===Linked===
A properly seen in the Blizzcon 2010 demo. This one was often found on [[bosses]] or groups of [[champions]]. It gave all the "linked" monsters a shared health pool, which was proportionate to all of them. Damage to any in the group lowered the total hit points, reducing each one's life bar, rather than just the one being hit.
 
This was a dangerous property since it made it impossible to single out one monster and kill it quickly. All of the monsters in the linked group shared the same life, so it took as long to kill any of them as it would have to kill all of them. Packs of 3 or 4 champions with linked health were very nasty, as the surrounded a player and just refused to die.
 
Their life de-linked when they were nearly dead, and when all had just over a sliver of health, they would die one at a time, as they took individual damage.
::A vampiric monster ruined my last playthrough of the con. I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels. I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me. I didn’t even get to level up that time. Very, very mad.
::--ExtraCrispy
 
 
===Vortex===
Vortex was seen in the Blizzcon 2010 demo. It was very nasty for ranged players to deal with, since it allowed the boss or champion to yank the player back into their midst; the last place a ranged attacker wanted to be. The graphics for this skill weren't yet clear, since there was no visible display for what was happening. To the player it looked almost like lag, or a desynch, as you'd rush away from the monsters and sudden get bounced back into the midst of them.
 
[[Julian Love]] said that the graphics were still under construction and it would be improved in the final game. [http://diablo.incgamers.com/blog/comments/exclusive-blizzcon-interview-lead-technical-artist-julian-love/]