[00:00] Hello BlizzCon! My name is Johanna and today we are here to discuss a monumental moment [00:20] for the Diablo franchise and the unveiling of Diablo 5. We have some pretty incredible developers behind this game joining us today. [00:34] So let's first just start with an introduction. Hello everybody, my name is Matt and I'm the executive producer on Diablo 5. I'm super excited to be here and grateful for the opportunity. Thank you. Hey everyone, I'm Tiffany. I'm the senior production director on Diablo 5. [00:49] I've had the awesome opportunity to work with both Joe and Dawn on Diablo 3 and Diablo 4, and we got the team back together to work on Diablo 5. [01:05] Hi, everyone. I'm Joe. Thank you. I'm Senior Game Director on Diablo 5, and it's great to see everyone. It feels like it's been a while. Hi, I'm Jennifer. [01:20] I'm fairly new to Diablo, but I have been writing games for the past 20 years, mostly dark fantasy, so I was so stoked to be able to jump into the eternal conflict as narrative director on Diablo V. [01:36] The newest weapon in our arsenal. Hello, BlizzCon! I'm so happy to be back, Tiffany. I'm the Senior Art Director on Diablo. [01:50] And Tiffany, last time we were on stage together was way back in 2019 when we announced Diablo 4. And I'm really happy to be back here today so that we are hard at work on Diablo 5. Awesome. [02:03] Well, thanks, everyone. And as a Diablo player and fan, I'm psyched and honored to be on the stage with all of you. So let's get into it. So break it down for us. What does the team want to share with players today? [02:18] Yeah, the panel is going to cover a lot of ground. We're going to talk about story, world, some classes, and a bit about gameplay, and even a little bit about itemization. [02:30] But before we dive in further, let's take another look at the teaser. Here we go. [03:03] Wow. [03:18] So much to unpack. Westmarch is definitely burning, and it seems like something's gone terribly wrong. So what story are you trying to tell here? Yeah, we're a long way from the campfire. [03:30] from its comfort and hope. Those are the fires of Diablo. Sanctuary has been destroyed, and Diablo has won. [03:44] And Matt, I'm curious, when building the next era, what has guided you and the team on this? Yeah, so when we started talking about what's the next era of Diablo needs to look like and what do we want to do with it, [03:57] we really started the conversation thinking about players, right? The whole reason we're here is to make games that our players want to play. And for Diablo, after 30 years, we've accumulated a very large player base [04:10] with lots of different wants and needs from a Diablo game. And it's important that when we think about what we want to build and the ambitions we have for the game, that we're making a Diablo game that is for every type of Diablo player, [04:23] whether that's somebody who is here for the story and the vibes and the dark fantasy, or somebody who, you know, is referred to grind bosses and find loot and min-max their build and kind of perfect their character, and then kind of everybody who falls in between. [04:38] And so when we started talking about breaking ground on the next Diablo experience, we really started there. We were looking for themes across our player groups, you know, how players cluster together into different groups so that when we're talking about the features [04:51] and the content and the ideas for what we want to build, we can only kind of anchor it back on which type of Diablo player is this part of the game most for. So after we started, you know, [05:03] kind of getting through that phase of breaking down and understanding our players, we spent a lot of time looking at Diablo 4 and thinking about what worked really well about that game, how it's grown over the years in response to player feedback, [05:15] and where we had ambitions to try something new and bring fresh ideas to the world of Diablo. And it was that conversation that led us to start thinking about, you know, do we do this as an expansion to Diablo 4, or do we do this as a sequel? [05:31] Sequels allow us to do something really special to a game, especially a long-standing game like Diablo, where we can get in and really change the fundamentals of what the game is. And that's really hard to do when you're building on top of a game that's been around for several years, [05:45] that's had several expansions and seasons, making those type of fundamental changes to what the game is and how it's structured that we felt were really necessary to chase the ambition that we had for the next phase of Diablo. [05:59] We really needed to build a new game. And of course, we want to bring Diablo back. We've all been hungry for seeing him represented in a Diablo game for the first time in a long time. [06:11] And we need to do him justice, right? Like, Mephisto and Lilith are these epic characters with great stories and lots of depth to who they are and how they operate in the world of Sanctuary. [06:23] And Diablo deserves that and more. Tell the truth, Matt. None of us wanted to tell Diablo that his brother gets his own game and he doesn't. Keep copy. We really didn't want to tell Diablo no. So, you know, it became clear to us pretty early on that to really do justice for what, you know, [06:40] players want out of a Diablo game, to give Diablo a game that, you know, he deserves to really tell the story of Diablo, we needed to do a sequel. So once we started, you know, kind of wrapping our heads around the sequel, [06:53] everything kind of flowed from there. Great. And, Jennifer, I'm curious, how did the narrative team approach wrapping the story worthy of this Lord of Terror? So like Matt was saying, once we decided that this game was going to bring Diablo back, [07:07] we knew we had to do it right. He couldn't just be a final boss. He needs to be the force that's shaping this game from its opening moments. And that's how we decided that this time you're not scrambling to protect Sanctuary [07:21] before Diablo can rise and take it over. Because let's be honest, everybody in this room has been doing that for the past 30 years, right? so this time other heroes rose up to try to stop Diablo and they failed and you're living in the [07:39] aftermath of what they failed to prevent you're living the world that all of the other Diablo games were trying to prevent from happening and John how did you and the team approach the art [07:52] direction for this story yeah I think that the uh you know the scene of the crucified angels in front of the burning spires of Westmarch. I mean, I think this really sets the stakes for the world. You know, the tone, the atmosphere, you know, we're really doubling down on darkness [08:07] and what this means for the art team is we really get to explore all of what we learned from Diablo 4 and expand on even further. You know, and that desolation that we're going to see in the world is really the setting for the survivors of this story. And I think [08:21] it really complements what Jennifer and her team are doing. Yeah, the flip side of making Sanctuary so dark, of trying to double down on this darkness of Diablo winning in this apocalyptic setting, [08:34] is we still need to make Sanctuary a place that's worth defending. We need to have it be a place that you want to save. And so we need to show you that what you did in defeating Mephisto it worked There was a golden age of sanctuary There was a time where sanctuary was a better place than we ever seen it [08:55] And you could make it that again if you can beat Diab and defeat Diablo this time. And we want to pull back the curtain on the eternal conflict and show you a sanctuary that's caught between Diablo's aggression [09:07] and the almost equally damaging indifference of the heavens. and we're going to let you make humanity a player in this. We're going to let you find an ally among the angels and even turn the powers of hell back against itself. [09:23] So what can you tell us about Diablo himself? What's he like in D5? Well, he's had some great lines. Lines like, not even death can save you from me. [09:35] I was going to do the voice, but people said no. Got to cut you off there, Joe. No voices. They said they would cut my mic. But Diablo has a lot more to say in this game. He's a fully developed character. [09:49] You know, in the past, he's loomed over the story and the confrontation, but he really shapes Diablo V's story from the beginning. Yeah, like Jennifer and Joe have been saying, for 30 years we've been trying to stop Diablo from taking over Sanctuary, [10:04] but in Diablo V, that battle is finished. Diablo has won. And so for the first time, we get to explore the question of what is it like in the world of Sanctuary after he's already taken over. [10:17] And when we start exploring his character, well, we love a good morally gray character on the Diablo team, one that begs the question of, wait, hold on, like, does this person actually have a point? Are they right? [10:29] It's always a good debate. And, you know, Blizzard has created some incredible ones, Sylvanas, Lilith. So it was natural for us to lean in that direction when we first started working on Diablo, but pretty quickly we kept arriving at the same conclusion. [10:42] Diablo is Diablo. He's the Lord of Terror. He's not redeemable. He's not misunderstood. And that gave us a lot of clarity. And so the question now becomes not if he writes, but what happens now that he's won. [10:58] And in Sanctuary, you're not necessarily, in this time in Diablo 5, if you're not exploring that through the stories of characters that you're running into, you as the heir of Westmarch, you are experiencing that firsthand, and it's really pretty terrifying. [11:12] Yeah, so I loved Lord of Patriots. Did anybody else here love Lord of Patriots? I thought the team did a fantastic job with that, and I think the thing that made it so amazing to experience [11:29] was the depth of that relationship that you get to build with Lilith and with Mephisto. By that point in the story, you're not just a wanderer anymore. You are central to the story of these eternal characters. [11:42] And so we wanted to build that into Diablo V from the very beginning. You're going to have a unique bond with Diablo that you find out over the course of the game why and how it came to be. [11:54] And that's what puts you in a unique position of being able to face him. You have unique insight into him, but also a unique vulnerability to what he can do to you. [12:07] And that lets you basically spend the game defining yourself in opposition to the Lord of Terror. Can you resist his influence? Can you turn his powers against him? That's what the story and the gameplay are going to let you answer. [12:20] So Diablo protagonists have often taken on these identities like the Nephilim or the Wanderer. And who are you exactly in Diablo 5 and how does that fit into this story? Yeah, as Jennifer said, you'll be playing the heir to Westmarch. [12:36] We're returning to the Western continent and Westmarch is the center of Diablo's invasion. The continent is essentially greater Westmarch. All of it has been overrun. [12:48] it's become an outpost of hell. There are hardly any humans who haven't bowed or become cultists. In fact, some powerful humans have been corrupted and raised to become threat commanders. They have [13:06] the power of the Dukes of Hell. And anyone who has resisted gets put into a soul cage or pulled into the Terror Realm, Diablo's own corner of health. [13:18] And the story really begins when you find out that you can enter the Terror Realm and survive. And while you're there, you learn about a few other powers that we're not quite ready to tell you about yet. [13:30] So that seems like a very different sanctuary from the one we know today. What can players expect from the world of Diablo 5? Yeah, so one thing that's always been really special about the Diablo experience is that every gameplay session is a journey. [13:48] And there's an element of unexpectedness that I think is quintessentially part of that Diablo experience. And the story that we're trying to tell in Diablo 5 really lends itself to this idea that every time you enter in, [14:01] the world looks a little bit different, and you don't know quite what to expect. As Jennifer mentioned, we're entering a world where Diablo has won. It's been seven years since he's conquered Sanctuary. [14:13] And he and his drug commanders, their corruption and their influence has really spread throughout Westmarch. And they're actively reshaping the land as we know it. And affectionately on the team, we love a good pun on the Diablo team. [14:26] We call that terror forming. And how this plays out is every time you return to the same point, the same region that you've been before, it's going to look a little bit different. Those drug commanders that Joe was talking about, they really twisted and corrupted that land. [14:39] So the landmarks that you see, the monsters that you're running into, all of that terrain, it's going to be a little bit different. And while I'm a planner, I really like to know what to expect beforehand. [14:53] I was researching how does the parking situation work at BlizzCon for weeks before I got here, and that makes me comfortable. I want to know what to predict in life. But when it comes to games, it's the complete opposite, right? I want to lean into the unknown because that's what's fun. [15:07] That idea of not knowing what's around the corner is what creates a lot of tension. So in Diablo 5, we're bringing back the procedural world, both in the dungeon and the overworld. And I think that's... [15:20] So if you go back to a region that you've been before, you know, all that information that I knew yesterday, that path that I found, that landmark that I was moving towards, how to fight those elite monsters, [15:34] none of that information is going to help me today. And the only thing beyond the fog of war are more questions. And that's really exciting to me. Joe often talks to his team about the importance of constant discovery, [15:47] that you should never really feel safe because, you know, as he mentioned, all the towns are gone, and Sanctuary is just a brutal place to be. and so John and his team have really taken that idea of the drug commanders of that corruption [16:02] that Diablo is bringing and it's it's been really awesome seeing what he's doing to the world yeah we have uh three visual stories we talk about on the art team and the way we see this well then the art team is like having so much fun like doubling down on darkness and what that means [16:17] for Diablo 5 um we talk about the past and the past is where it's everything that has been lost And we get to tell all these really rich stories with Jennifer's team and working with the designers hand in hand to really fill the world with, like, what has gone on since, like, the last, you know, 100 years, especially the last seven years since, like, Sanctuary fell. [16:37] And there's this sort of life after people. And what does it really mean to have this desolate vision of Sanctuary? The second lens that we look through is the present. And this is where, like, evil has touched the world. This is where the dread commanders have come through. And it's like the forest fire has burned. [16:51] And, like, what's left? And it's where the art team especially gets to have a ton of fun because this is where all the really weird, dark stuff happens where, like, the Dread Commanders have affected the world of Sanctuary. And then lastly, the future. [17:04] This is what we're trying to prevent. This is, like, hell breaking through, and each of the Dread Commanders have their own unique look and their own exciting, like, visual theme that they apply to the world. And this is really dynamic and cool, and I think everybody's going to really enjoy, like, seeing just these three distinct stories and very clear about what we're doing. [17:22] So that all feels really personal, like not as much rebuilding a kingdom, but this visceral survival one day at a time. How does that shape the way players should navigate the world? This is one of my personally one of my favorite parts of the game is how do we represent a town or a place of safety in a world where Diablo has already won and there literally is no safe place [17:44] And so we started thinking about this problem. The idea that really stuck with us was the idea that the player is the point of safety. You and your, you know, band of followers [17:57] are the kind of last remains of humanity and kind of the light in the darkness of Sanctuary. So in Diablo 5, you're going to go, throughout the campaign, you're going to be bringing your caravan, [18:09] your traveling band of wagons and followers with you throughout the world. And everywhere you stop, there's going to be a new part of the world to explore. And as you move through the world, meet new survivors. [18:22] That caravan's going to grow. They're going to become your merchants, your craftspeople, and your companions. And we're going to be able to tell much deeper stories about these characters that come with you through the journey with your caravan. [18:34] One of the reasons this most excited me when I joined the team when we started talking about this idea is it reminded me so much of the rogue encampment in Diablo 2. Yes, the rogue encampment stays in one place, it doesn't move, but [18:46] it has this vibe, it's the corner of the whole game of humanity kind of like speaking out a corner of safety among all of this terrible stuff. And the campfire at the center of it kind of representing in a lot of ways that [18:59] hope of humanity. When your characters walk out the character select screen and they approach the campfire and it just gives you this sense of this is humanity here around the campfire in this last bastion against evil. [19:14] And I think that our caravan in Diablo 5 is really going to take that to the next level. So in Diablo 5, it's as though your vendors are literally traveling with you. That's a really dramatic shift. [19:26] Yeah. So in prior Diablos, you would go town to town, and there would always conveniently be a blacksmith there, as an example, waiting to help you out. It would be Bob I, Bob II. [19:38] But in Diablo V, all the towns are destroyed. There are not a lot of survivors left. And so when a blacksmith chooses to join your caravan, well, he's going to be Bob Prime. Jennifer tells me that that name is not final. [19:50] Nope, that's kind of new. and you'll get to know the character and understand how he survives so far, why he's choosing to join the caravan. I think Blizzard has done such a great job [20:02] over the decades creating these really memorable characters. I know there's a lot that have resonated with me I've named the cat Jaina, I've named the cat Decker Kane, I have dogs named Bastion and Sigma so clearly [20:14] these characters, they mean a lot to me and a lot of the players that are out there and Jennifer and her team have been doing an incredible job coming up with our new cast of characters for the caravan. And one that we're [20:26] really excited to talk about, well, his name is Garg. So I don't know if that name is final either, but maybe don't name any pets that yet. Maybe more final than Bob's ride. Maybe more final. So Garg, [20:38] he's a treasure goblin, and I think we as Seattle players all have a love-hate relationship with treasure goblins. We all have a story about how you're out there slaying monsters, finding your own business. You see a treasure goblin show up on your mini-map. [20:51] And you throw your entire strategy out the window. You can chase them all the way across the map. And sometimes you're successful. Sometimes you're not. Hopefully you're not playing in hardcore. But in Diablo V, you're going to get the chance to know a treasure goblin [21:05] as more than just a loot pinata for once. And what's awesome about Zarag is, well, he's a demon. And he is motivated by treasure. That's what he loves. And I don't really know if you can trust demons, [21:17] but as you're playing for the campaign, you're going to get an opportunity to know Zard. Why is he joining your caravan? What his backstory is, what he's done to survive so far, why he's joining up with you, [21:30] and what his role is in helping you potentially defeat Diablo. And I think that we can trust Zard, right, Spencer? Absolutely trust Zard because he totally understands that you are much easier to steal from than Diablo. [21:43] So, yeah, like Tiffany was saying, the caravan is a huge part of the way that we balance this darker world with making it a world worth saving. So there are no normal civilians left, which means you're never going to run into a quest giver standing at the side of the road waiting to ask you to do them a favor. [22:04] Instead, your caravan characters become the source of all of your side content. and every one of them is an interesting, multifaceted person who you chose to bring into your caravan, into your life, [22:17] and the quests that they give you are part of their personal story. And so every side quest that you do in this game is important. It matters because it matters to someone who matters to you. [22:30] Or, as I like to shorthand it, the real hell is the friends you make along the way. So sanctuary is occupied and survival is quite personal, but let's shift for a second from [22:44] where you are to who you effectively become. So Joe, how is the team thinking about class identity in Deep West? Yeah, so we've talked about how you play as the heir to Westmarch, but of course, class identity in Diablo is fundamental. [22:58] Standing around the campfire, looking at, say, a demon hunter, standing there with their scarf, the twin crossbows. That's not just any character. That's part of who you're choosing [23:10] to be. And so today, I know we're just announcing it, but I can announce a couple of classes here that are going to be joining Diablo 5. The Demon Hunter. That's Joe's favorite class. [23:31] Had to be there. Scarf and all, right? John has promised me a scarf. The Demon Hunter, of course, incredible class, leaping so agile, leaping through the air, pinning demons against the walls. [23:46] How could we not bring the Demon Hunter back? But also, the monk will be returning. You'll be able to, once again, palpify demons with your fists. [23:59] and if there are any that are out of range, call down Holy Light to smite them. But with Diablo V, we're also going to be bringing new classes to the game. [24:13] And today I can announce that the Plague Knight is the first new class that will be joining Diablo V. [24:25] This is a heavily armored class. It's the walking death. You're going to be roaming the battlefield spreading disease and then consuming it for power. Sounds insanity, Joe. [24:37] It is. It is. We're going to have to get the skeleton skin janitor up here, I think. But, you know, Diablo V is going to launch with more classes than ever before. [24:54] And I don't just mean more classes than another Diablo game at ship. I mean more classes. Total. And the thing about Diablo classes is that they're approachable. [25:07] You can jump in. You can immediately have an exciting time playing them. But there's also deep ARPG mastery there and a multitude of builds to explore. So for many of us players, that hunt for the perfect item is the true heart of the experience. [25:24] What can you share with us today about gear, inventory, itemization? I know a lot of people here are very curious about that. I know that there are people, some of you have been waiting probably to get to some of the crunchier bits. [25:39] And it was important, even though we're just announcing the game today, that we talk a little bit about itemization. So we've got an inventory screen here. [25:51] This is concept art. This is not final. But it really shows the pillars of itemization for Diablo. Depth, clarity, and identity. [26:03] And belts. And belts. That's right. No suspenders. Nobody wants to get pants by Diablo. Diablo 5 will feature items here. [26:16] Items will start simple and then grow and go on a journey with you sort of like they did in Diablo 2 Also you may have noticed that there are multi items in the inventory screen behind you This is part of our approach with Diablo [26:38] 5 to really nail the item's identity. When you think about how an item is represented in the game, you see it on the ground and then you see it in your inventory. Once you put it on, maybe you have a totally different look for it. [26:52] The art team is loving the larger icons and also kind of like, you know, the familiarity of that. Yeah. And we have some really great solutions for any controller players who might be worried [27:04] about manipulating those items in your inventory. Finally, we are bringing back gear-based sets. We love what the... Thank you. [27:17] We love what the talisman did in Lord of Hatred, but we want to attach that set concept to gear again because it kind of gives you this quest. You pick it up from the ground, you see you've got this piece of something, and if you can [27:33] just collect the other things you can complete that idea. And we have some incredible ideas for how to make sure that the set items broaden the number of bills that are available rather than shrinking them. Finally we [27:50] are experimenting a bit with stat requirements on items. So not sure if that's final. But you know I make a lot of similes on team and some maybe too [28:05] many sometimes but I like to think of itemization kind of like a city right. Think about New York City. It's this enormous metropolis, but you can immediately go to Times Square and find something cool. [28:19] And that's kind of how I think about our set items. But then, once you really sort of dig in and start to master it, you learn where's the best deli, where's the best pizza, and you really get into that crunchy opportunity to define your own build. [28:34] And that's what we want to do with D5. So after 30 years, Diablo has both longtime and new players. How is the team thinking about developing for this next era for such a broad community? [28:47] Yeah, sure. I mean, I think for us it's super important that Diablo 5 feels unmistakably Diablo, in particular for our longtime players. And, again, that kind of starts with what I talked about at the beginning, understanding who are Diablo players at their core. [29:01] What do they want? What do they need out of a Diablo game? And, you know, whether they just started playing Diablo in Diablo 4 or they've been playing since Diablo 1 or Diablo 2. And getting feedback from those players is critical to our ability to really understand that. [29:14] I mean, we're all players. We all have our own thoughts and feelings about it. But when you're building a game, you kind of, you know, you need other people to look at your work and give you that critical feedback. And so we want to get that feedback now. [29:27] We want to get that feedback as early as possible. That's why we're announcing today. It's why we're excited to bring the community into the process of making the game along the way towards our launch date. [29:39] For me, as a fan growing up of games, it was always so, like, amazing for me to have this kind of authentic interactions with developers. You know, I used to get really excited about blue posts or a Vidoc that would drop or a blog post. [29:54] And it was a way for me to kind of see and feel the passion of the dev team firsthand. And I'm excited for us to be able to do that on our journey to shipping Diablo 5. Really, this is today. [30:06] The information we're sharing, this is just the start. And you can expect that we're going to be giving regular updates about how development is going and what we're excited about to get that feedback from all of you starting in 2027. [30:18] Awesome. So before we wrap, I just want to bring this back to what makes Diablo so special. It means so many different things to so many different players. if it's the loot chase, if it's the theory crafting, if it's the darkness, if it's the story and the characters. [30:34] For Diablo 5, it's our chance certainly to honor all of that, but also begin a new conversation as each of you have shared today. I'd love to just close by hearing a personal thought from each of you. [30:46] Sure. You know, I mentioned that I joined the dev team a couple years ago. I've been a lifelong fan of Diablo since Diablo 1. So it's really been an honor to join such a deeply knowledgeable and passionate team. [31:01] And that was something that became really clear to me very early on. It's just how knowledgeable and passionate this team is about ARPGs and about Diablo. I mean, there are people working on Diablo V who have been working on Diablo games for decades, [31:15] for more than a decade. There's a really deep well of knowledge here and passion that goes with it. and those things create a sense of energy on the dev team. You can feel it when you join a team like that. [31:28] I feel the honor to work with some really talented developers and some really talented development teams in my career. And when I joined this team, that energy that I felt with those teams, [31:40] I can feel it here. This team is really ready to make something truly fantastic, and I'm really honored to be a part of it. Great. coming in as you know someone new on a project as with as much history and as big a fan base and so [31:59] many people who love it who it's so important to is frankly kind of intimidating um but this team has been just such an amazing a group of people to be part of everybody is so talented and has so [32:12] much passion for Diablo, for Sanctuary, for the Eternal Conflict. Every single day on the campaign team, somebody has a great new idea, and we're all like, [32:24] yes, absolutely, we've got to change everything, we've got to fit that in. And I'm sure after we start seeing all of the reactions to what we've shared here today, we're going to come back with a ton of new inspiration. [32:38] First and foremost, I do have to slip in a happy birthday for my daughter, because it's her birthday tomorrow. And I hope that she is watching me at home right now, but maybe not watching all of our [32:50] content because she's turning four. But what I'm excited about is Diablo is finally back. It's been over a decade since we've been able to tell a story where he is at the center of it. He is the reason, I think, that we all were compelled to start picking up the keyboard [33:06] controller and playing Diablo to begin with. And it's so exciting as a member of the community myself, a developer, a player, to be able to be a part of the journey of Diablo. [33:18] It's been 30 years. I can't believe I've been playing Diablo for almost that entire time. And being able to come in and collaborate with my friends, my teammates, every single day, and share what we love about Diablo together, it's just been such a great opportunity, and I feel very blessed. [33:36] Got it. Yeah, I think for the art team, it's like the world is just such a playground for us. We had so much fun making Diablo 4, and this really feels like we just have such a clear mandate, [33:52] I think working with the narrative team, but also breathing life into these characters as a caravan, I think it's really going to be a very special thing about this game, and that's kind of what I can't wait to show more next year, and yeah, that's it. [34:08] We talked about how D5 will let you define your identity, discover, build, chase memorable loot, right? But more than that, our job is to build the game that players want, that you want. [34:26] Not what we think you should want. We want to build the best Diablo game, and that means listening to you, listening to your feedback and allowing it to shape the game. [34:41] Well thank you so much and BlizzCon of course is just the start of this conversation. Cannot wait. And we'll keep listening and we'll keep going but thank you for everyone who's attending [34:58] this and listening in and alongside our community. Hopefully we'll make a wonderful Diablo 5 together. So thanks everybody. We'll see you again soon. © BF-WATCH TV 2021