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Diablo IV 1.2 Patch to Bring Community-requested Updates

GFreeman

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Blizzard has released the release notes for Diablo IV 1.2 Patch that will be launching on October 17th, alongside Season of Blood. According to Blizzard, some updates come as a result of the community feedback, and include fixes for specific platforms and some that are general updates for all platforms.

The biggest update is that new Unique Items, that can only be acquired by playing on World Tier IV in either the Eternal or Seasonal Realms, are now much more powerful, something that has been requested by community. Blizzard has also updated Elemental Resistances, that will now be much more important, and includes extensive class overhauls, updating pretty much all classes and their abilities. The new Diablo IV 1.2 Patch also includes a bunch of gameplay, experience, balance, and Battle Pass updates, as well as comes with an extensive list of bug fixes.



Here are the full release notes.

NEW UNIQUE ITEMS, LEGENDARY ASPECTS, AND PARAGON GLYPHS
New Unique items harboring immense power have been unearthed just in time for Season of Blood. The Unique items below can only be acquired from playing on World Tier IV in either the Eternal or Seasonal Realms.

Unique Items
Tassets of the Dawning Sky (Generic Unique Pants): When you take damage from a Non-Physical damage type, you gain +6-10% Maximum Resistance to that damage type for 6 seconds. This effect can only apply to one damage type at a time.
Tuskhelm of Joritz the Mighty (Barbarian Unique Helm): When you gain Berserking while already Berserk, you have a 40-60% chance to become more enraged granting 15% (multiplicative damage) [x] increased damage, 2 Fury per second, and 10% Cooldown Reduction.
Dolmen Stone (Druid Unique Amulet): Casting Boulder while Hurricane is active will cause your boulders to rotate around you.
Scoundrel's Leathers (Rogue Unique Chest): While you have unlimited Energy from Inner Sight, your Core Skills have a 60-80% chance to spawn Caltrops, Poison Trap, or Death Trap.
Blood Moon Breeches (Necromancer Unique Pants): Your Minions have a 3-7% chance to curse enemies. Enemies affected by at least 1 of your curses take 70% [x] (multiplicative damage) increased Overpower damage from you.
Blue Rose (Sorcerer Unique Ring): Lucky Hit: Damaging an enemy has up to a 30% chance of forming an exploding Ice Spike, dealing 0.25-0.35 Cold damage. Triple this chance if the enemy is Frozen.
Godslayer Crown (Generic Unique Helm): When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal 30-60% [x] increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.
Flickerstep (Generic Unique Boots): Each enemy you Evade through reduces your active Ultimate Cooldown by 2-4 seconds, up to 10 seconds.
Tibault's Will (Generic Unique Pants): You deal 20-40% [x] increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.
X'Fal's Corroded Signet (Generic Unique Ring) Lucky Hit: Your damage over time effects have up to a 50% chance to erupt, dealing 5.0-6.0 damage of the same type to Nearby enemies.
Soulbrand (Unique Generic Chest): Your Healing Potion no longer Heals instantly, instead it grants a Barrier for 200% of the healing for 4 seconds. While you have a Barrier, you gain 10-20% Damage Reduction.
Banished Lord's Talisman (Unique Generic Amulet): After you spend 300 of your Primary Resource, your next Core Skill is guaranteed to Overpower. Your Critical Strikes that Overpower deal 80-120% [x] increased damage.

Legendary Aspects
The Aspect below can be found on Boots and Amulets.
  • Aspect of Slaughter (Generic Mobility Aspect): You gain 20% Movement Speed. Lose this bonus for 2.5-5 seconds after taking damage.
  • The Aspects below can be found on Amulets, Gloves, Rings, and Weapons.
  • Aspect of Elements (Generic Offensive Aspect): Gain 20-30% (additive damage) [+] increased damage to a set of damage types for 7 seconds. This effect alternates between 2 sets:
    Fire, Lightning, and Physical.
    Cold, Poison, and Shadow.
  • Wanton Rupture Aspect (Barbarian Offensive Aspect): Your Rupture does not remove the Bleeding damage from enemies. This can occur once every 30-40 seconds.
  • Raw Might Aspect (Druid Offensive Aspect): After you hit 15 enemies with your Werebear Skills, your next Werebear Skill will deal 30-50% (multiplicative damage) [x] more damage and Stun enemies for 2 seconds.
  • Aspect of Artful Initiative (Rogue Offensive Aspect): When you spend 100 Energy you release a cluster of exploding Stun Grenades that deal 0.2-0.3 total Physical damage and Stun enemies for 0.5 seconds. Your Grenade Skills deal 15% [x] more damage.
  • Aspect of the Long Shadow (Necromancer Offensive Aspect): Lucky Hit: Your Shadow Damage Over Time effects have a 10-30% chance to generate 3 Essence. Damage from your Shadowblight Key Passive will always generate 2 Essence.
  • Battle Caster's Aspect (Sorcerer Offensive Aspect): Lucky Hit: When your Conjuration Skills hit you have up to a 30-40% chance to gain +1 Rank to your Conjuration skills for 12 seconds. This can stack up to 3 times.

Paragon Glyphs
The value ranges provided for the Paragon Glyphs below reflect them at Level I and at their maximum of Level 21.

Barbarian
Twister
For every 5 Strength purchased within range, your Dust Devils deal 13.2-39.6% [+] increased damage.
Additional Bonus: You deal 13% [x] increased damage for 4 seconds after creating a Dust Devil.
Rumble
For every 5 Strength purchased within range, your Earthquakes deal 13.2-39.6% [+] increased damage.
Additional Bonus: You deal 10% [x] increased damage to Crowd Controlled enemies and Bosses for each active Earthquake.

Druid
Electrocution
For every 5 Willpower purchased within range, your Lightning Bolts and Dancing Bolts deal 13.2-39.6% [+] increased damage.
Additional Bonus: Enemies damaged by your Lightning Bolts or Dancing Bolts take 20%[x] increased damage from you for 5 seconds.
Tectonic
For every 5 Dexterity purchased within range, your Earth Skills gains 3.0-14.9%[+] Critical Strike Damage.
Additional Bonus: You gain 15% [+] Lucky Hit Chance.

Necromancer
Exhumation
For every 5 Intelligence purchased within range, your Corpse skills deal 3.3-13.9%[+] increased damage.
Additional Bonus: Consuming a Corpse Fortifies you for 4% of your Maximum Life and grants 4% Damage Reduction for 4 seconds.
Desecration
For every 5 Willpower purchased within range, your Desecrated Ground deals 19.8-59.4% [+] increased damage.
Additional Bonus: While standing in your Desecrated Ground, you deal 15%[x] increased Shadow Damage.

Rogue
Explosive
For every 5 Dexterity purchased within range, your Stun Grenades deal 13.2-39.6% [+] increased damage.
Additional Bonus: Dropping a Stun Grenade grants you 10% Damage Reduction for 2 seconds.
Nightstalker
For every 5 Intelligence purchased within range, your deal 2.0-9.9% [+] increased Shadow damage.
Additional Bonus: Entering Stealth reduces the active cooldown of Shadow Imbuement by 4 seconds.

Sorcerer
Stalagmite
For every 5 Intelligence purchased within range, your Ice Spikes deal 2.0-9.9% [+] increased damage.
Additional Bonus: Your Ice Spikes gain 10% [+] Critical Strike Chance.
Invocation
For every 5 Dexterity purchased within range, your Conjuration Skills gain 7.9-27.7% [+] Critical Strike Damage.
Additional Bonus: Enemies damaged by your Conjuration Skills deal 1% reduced damage to you for 6 seconds, stacking up to 12%.

GAMEPLAY UPDATES
Accessibility
  • We have added more cursor icon options, including higher contrast icons. These can be found in the Accessibility Options menu.
  • We have added an audio cue to signal when you are near a traversal (Ex: A ladder or broken bridge to jump over).
  • User Interface & User Experience
  • Items can now be marked as Favorite. Items marked this way cannot be sold or salvaged.
  • Items in the Stash can now be marked as Junk or Favorite.
  • The Stash can now be searched and filtered to more quickly find items.
  • Using the Sell all Junk option will now only sell Junk in the active Inventory tab.
  • Extracted Aspects with the same Legendary Power will now be grouped together when sorted in the Inventory and Stash.
  • The sorting of normal Affixes on items has been improved to be more consistent.
Developer's Note: Affix sorting has been curated to more deliberately sort similar Affixes together.
  • Dungeons that have active Whispers associated with them will now display the Aspect Name and Description on the map Tooltip.
  • Streamer mode has been implemented. Players that wish to hide identifying information—such as their character name or Battle.net username—can find these new settings in the Connect Options menu.
  • An additional option for hiding Combat Text is now available in the settings.
  • Auto-run has been added. When pressing the bound key/button, the player will continuously move in the direction they or their mouse cursor are facing until another movement action or Skill is initiated.
  • We have added an in-game announcement for upcoming World Boss spawns.
  • The visual effect on the Map to denote active Helltide is now also shown on the Minimap.
  • The Minimap has been zoomed out to display a wider area.
  • Three new icons have been added for Helltide Chests on the map. One each for Jewelry, Armor, and Weapons.
  • Two additional character slots have been added, totaling 12.

Items
  • Enchant cost is now determined by a coefficient of Base Item Power and item type instead of the item's sell value. For Rare items, this will generally result in a higher initial Enchant cost, but subsequent Enchanting will continue to escalate at a significantly reduced rate than prior. Enchant costs will be generally reduced across the board for Legendary items.
  • For example, when Enchanting a Rare Ancestral Wand with 750 base Item Power, prior to Season of Blood:
  • First Enchant: 56,430 Gold
  • Second Enchant: 282,150 Gold
  • Third Enchant: 338,580 Gold
  • When Enchanting the same Wand during Season of Blood and beyond.
  • First enchant: 64,492 Gold
  • Second enchant: 128,984 Gold
  • Third enchant: 193,477 Gold
  • When enchanting a Legendary wand with 800 base Item Power.
  • Prior to Season of Blood: First Enchant costs 164,262 Gold
  • Now: First Enchant costs 72,203 Gold
  • Additionally, imprinting, adding Sockets, or upgrading will no longer increase Enchant cost.
  • Developer's Note: Enchant being determined by sell value encouraged players to re-roll a Rare item before upgrading it at the Blacksmith or imprinting an aspect on it. The overall formula for Enchant cost has been adjusted so item adjustments need not be done in a specific order to be the most cost-effective. Additionally, this change reduces overall costs incurred when re-rolling an item.
  • Gems will no longer drop from regular sources, and can instead be crafted at a Jeweler.
  • Previous Gem sources now drop Gem Fragments, which are stored in the Materials tab.
  • Crafted Gems can be Salvaged back into Gem Fragments at a Jeweler.
  • The equivalent number of Gem Fragments will drop less frequently than Gems did from regular sources, but more frequently from Whisper Caches.
  • Developer's Note: By moving Gem acquisition to an active player action, they will no longer passively fill your inventory, reducing stress on overall space. We're also weighing the equivalent drops more towards targeted rewards to reduce the potential frequency of checking the Materials tab during regular play.
  • The overall drop rate of elixirs has been reduced.
  • The 0.5% chance of dropping from any monster has been reduced to 0.02%.
Developer's Note: We are trying to reduce stress on players' Consumable Inventory tab. Similar to our changes made for Gems, we hope players will be interacting with Elixirs they purposefully crafted.
  • Whisper Caches will now always only reward items of the specified equipment slot instead of having a chance to include a random item of any equipment slot.
  • The drop chance of Scroll of Escape has been reduced from 0.1% to 0.025%.
  • Fiend Roses and Forgotten Souls are no longer required to upgrade non-Sacred or Ancestral items.
  • The item power ranges for Sacred and Ancestral items have been adjusted.
  • Sacred:
  • Previous Range: 625-720
  • New Range: 625-750
  • Ancestral:
  • Previous Range: 725-820
  • New Range: 780-925
  • Level Scaling examples. Note this is iPower range for items dropped from Monsters of the listed level:
  • Sacred:
  • Level 55: 625-700
  • Level 56: 627-702
  • Level 70: 655-730
  • Ancestral:
  • Level 75: 780-855
  • Level 76: 782-857
  • Level 100: 830-925
  • Post Level 100:
  • Level 101: 831-925
  • Level 102: 832-925
  • The acquisition rate of Forgotten souls from Salvaging has been adjusted.
  • Salvaging a Sacred item has a 5% chance to grant a Forgotten Soul.
  • Salvaging an Ancestral item has a 10% chance to grant a Forgotten Soul.
  • Two-handed Weapons can grant up to 2 Forgotten Souls from salvage, all other equipment types can grant 1.
Developer's Note: Forgotten souls became much easier to get in Season of the Malignant. Helltide was designed to be the primary source of Forgotten Souls, but being able to acquire them through other means disincentivized players from playing Helltide. We want to encourage players to participate in Helltide more, but do not want to completely shut down alternative sources of Forgotten Souls. So, we have broadened the types of items that can grant Forgotten Souls when salvaged but decreased the drop rate. Previously, only weapons could provide them when salvaged but it was a guarantee.

The following loot adjustments have been implemented per World Tier.
  • World Tiers I and II: Unchanged.
  • World Tier III: Only Legendary, Unique, Uber Unique, and Sacred Rare items will drop. Players will instead receive additional crafting resources.
  • World Tier IV: Only Legendary, Unique, Uber Unique, and Ancestral Rares. Players will instead receive additional crafting resources.
  • Gold drop rates have also been increased in World Tiers III and IV to balance out these changes.
  • Dungeons
  • Teleporting to a Nightmare Dungeon now takes the player inside the Dungeon, instead of teleporting to its entrance.
  • Nightmare Sigils will now be rewarded upon completing a Nightmare Dungeon, instead of only after defeating the final boss.
  • Monsters in Season of Blood Nightmare Dungeons will spawn closer to the entrance. This is meant to help reduce the amount of walking needed before your first encounter in the Dungeon.

Nightmare Dungeon Affix Adjustments:
  • Direct Damage from Major Affixes can now be passively dodged (Ex: Blood Blister and Death Pulse).
  • Backstabbers
  • Previous: Monsters deal X% more damage when attacking from behind.
  • New: Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by X%.
  • Death Pulse
  • Death Pulse will no longer trigger on monsters that already have death explosions, examples:
  • Zombie Brute
  • Spider Host
  • Fly Host
  • Goatman (poisoned)
  • Death Pulses will no longer spawn on top of each other. A Death Pulse will only occur if there is open space around the monster.
  • Drifting Shade
  • Persistent duration reduced from 5 seconds to 3 seconds.
  • Respawn time increased by 2 seconds.
  • Lightning Storm
  • Avoiding shock damage in the bubble grants 35% bonus Movement Speed for 5 seconds.
  • Lightning Storm will only begin once players are in combat.
  • Lightning Storm will only begin if the player has a direct path to where the bubble would spawn.
  • Monster Critical Resist
  • Previous: Monsters take X% less damage from Critical Strikes.
  • New: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by X%, stacking up to Y%.
  • Monster Overpower Resist
  • Previous: Monsters take X% less damage from Overpower attacks.
  • New: Monster attacks reduce the damage of your next Overpower attack by X%, stacking up to Y%.
  • Potion Breakers
  • Previous: Monster attacks from a distance have X% chance to disable your Healing Potion for 2 seconds.
  • New: Monster attacks from a distance increase the cooldown of your next Potion by X seconds, up to Y seconds.
  • Poisonous Evade
  • Previous: Using Evade leaves a pool of Poison behind that damages enemies.
  • New: Using Evade leaves a damaging pool of Poison under the first enemy you evade through or at your destination.
  • Resistance Breaker
  • Sacred: Monster attacks from a distance reduce All Resistances by -3% for 6 seconds, stacking up to -15%.
  • Ancestral: Monster attacks from a distance reduce All Resistances by -5% for 6 seconds, stacking up to -25%.
  • Thorns
  • Previous: Your Thorns are increased by X.
  • New: After attacking an enemy, your Thorns are increased by X for 3 seconds, up to Y at max stacks.
  • Glyph Experience has increased across the board, with a significant increase at earlier tiers. Overall glyph experience across all tiers is up 19%.
  • Many Dungeons have received visual updates and layout improvements.
  • Developer's Note: We've received feedback that some Dungeons lacked visual diversity and required quite a bit of backtracking to complete, making them feel cumbersome. We believe our adjustments to Dungeons in these areas will remedy player frustration but will continue to listen to community feedback and make additional changes as needed.

Miscellaneous quality of life updates for various Dungeons.
  • Endgame Activities
  • Legion Events
  • The time between Legion Events has been reduced from 30 minutes to 25 minutes.
  • Every Legion Event will now have a Whisper objective associated with it.
  • Additional Life scaling for Legion Event monsters has been increased.
  • Developer's Note: We have received feedback that players don't often fight monsters during Legion Events because of the monsters dying too quickly. We have increased the health of these monsters to compensate, adding a little bit of extra difficulty for Legion Events.
  • The experience reward for completing a Legion Event has been increased by 75%.

World Bosses
  • The time between World Boss spawns has been reduced from 6 hours to 3.5 hours.
  • World Boss health and damage has been increased.
  • The quality of rewards received for defeating a World Boss has been significantly increased.
  • The warning that indicates when a World Boss will spawn now broadcasts an hour in advance versus 30 minutes previously. Players are also notified 15 minutes before a World Boss spawns.
  • World Bosses now become immune 2 seconds after beginning their escape.

General
  • Silent Chests can now spawn in areas where Helltide is active.
  • The tier for Nightmare Sigils rewarded from Whisper Caches will now always be within 5 Levels of the highest-level Nightmare Dungeon the player has completed.
  • Developer's Note: Sigil Levels will still respect the maximum and minimum levels determined by World Tier.
  • Various Quality of Life updates for Whispers, such as moving the altars to bring collected resources to a more central location and reducing the number of monsters needed to be slain to complete certain objectives.
  • Whisper Caches will now reward significantly more Gold and increased Gem Fragments.

Mounts
  • The overall responsiveness of Mounts has been improved.
  • Mounts are now less likely to get stuck or slow down unexpectedly.
  • Mounts automatically jumping over traversals will work more consistently.
  • The mouse cursor no longer needs to be at the edge of the screen for keyboard and mouse players to achieve full Mount speed.
  • Base Mount Movement Speed has been increased by 14%. Your Mount's top speed remains unchanged.
  • Spur
  • The speed boost from Spur has had its duration increased by 50%.
  • Using Spur now allows mounts to break through barricades.
  • Cooldowns
  • Manual Mount Cooldown has been reduced from 10 seconds to 5 seconds.
  • The cooldown appearing after you've been forced to dismount from taking damage has been reduced from 30 seconds to 15 seconds.
  • The cooldown for the Mount Combat skill has been reduced from 10 to 3 seconds (Ex: Barbarian's Bounding Slam).
  • Town Adjustments
  • An Occultist has set up shop at The Tree of Whispers waypoint.
  • Additional stashes have been added to Capital cities near important Vendors.
  • Stashes have been added to all small towns with waypoints. The Purveyors of Curiosities have set up shop closer to the Waypoint in the following locations:
  • Kyovashad
  • Zarbinzet
  • Ked Bardu
  • Gea-Kul
  • The following waypoints will now be automatically unlocked for characters that skip the Campaign:
  • Dry Steppes
  • Chambatar Ridge and Untamed Scraps
  • Fractured Peaks
  • Bear Tribe Refuge and Yelesna
  • Hawezar
  • Backwater and Ruins of Rakhat Keep: Inner Court
  • Kehjistan
  • Caldeum and Tarsarak
  • Scosglen
  • Marrowen and Tirmair

Monsters
  • All monsters and bosses across the game have been rebalanced around all the other changes slated for Season of Blood to ensure the overall difficulty of the game does not drastically change.
  • Level Scaling in the open world has been adjusted. Levels of the monsters encountered in the Open World will scale with the player's Level, with a minimum and maximum Level determined by the World Tier.
  • World Tiers I and II: Level 1-50
  • World Tier III: Min 55 - Max 70
  • World Tier IV: Min 75 - Max 100
  • We have generally reduced the evasiveness of many monsters.
  • The cooldown for Teleport cast by Knight monsters has been increased and the range has been decreased.
  • The Spider Host Cold Explosion now Chills instead of Freezes.
  • The Bloated Corpsefiend Death Explosion no longer has knockback.
  • Spider Hosts, Bloated Corpsefiends, and Fly Hosts will no longer spawn with the Fire Enchanted or Plaguebearer affixes.
  • The Seething Abomination's Ground Slam ability now also spawns a poison pool under the player.
  • Ghost monsters have received a visual upgrade.

EXPERIENCE UPDATES
  • Incenses now grant a bonus to experience, and they persist after death.
  • The experience bonuses for being in a party and for playing in Higher World Tiers have been made multiplicative to increase effectiveness later into the game.
  • Experience gained from killing higher level monsters has been significantly increased.
  • Examples values of experience gained from a normal monster (before any other bonuses):
  • Levels 1-50: Unchanged
  • Level 55
  • Previous: 370
  • New: 425
  • Level 70
  • Previous: 445
  • New: 700
  • Level 90
  • Previous: 545
  • New: 850
  • The Experience rewards for completing individual Whispers, cashing in Grim Favors, and opening Helltide Chests have been increased.
  • Opening Helltide Chest:
  • World Tier III: +375%
  • World Tier IV: +750%
  • Rewards for turning in Grim Favors:
  • World Tiers I and II: +200%
  • World Tier III: +17%
  • World Tier IV: +11%
  • Individual Whisper Completion
  • Tier I whisper experience reward increased by 100%.
  • Tier II whisper experience reward increased by 75%.
  • Tier III whisper experience reward increased by 150%.
Developer's Note: Whisper Tiers refers to how many Grim Favors the Whisper grants upon completion.

Miscellaneous
  • Necromancer Minions and Druid Companions are now much less likely to target invulnerable enemies.
  • Effects that guarantee an Overpower on your next cast will always be consumed on the next appropriate cast, regardless of whether a target is hit. If you have multiple of such effects activate, only one will be consumed per cast.
  • All Renown rewards now persist between Seasons and new characters.
  • The Level at which players will receive the priority quest for unlocking the next World Tier difficulty has been increased.
  • World Tier III: From 40 to 48.
  • World Tier IV: From 60 to 68.
Developer's Note: Players are free to attempt the capstone dungeons at any Level, but we have raised the Level at which the player is prompted to attempt them. This is so players don't feel encouraged to attempt challenges that might be too difficult for them at that point in the game.
  • Rewards for completing side quests have been improved to scale with higher World Tiers.
  • Increased Veiled Crystal drops from Salvage Caches.
  • Slightly increased Rare Leather and Rare Ore drops from Salvage Caches.
  • Salvage Caches will now also contain an item.
  • Effects of various traps in the world have been adjusted.
  • Barrels
  • Now just a one-time explosion, no longer have a lingering effect.
  • Inflicts more chill on monsters.
  • The effect can now be passively dodged.
  • Bear Trap
  • Duration reduced from 3 to 1 second.
  • Remains 3 seconds for monsters.
  • Can now be passively dodged.
  • Now Immobilizes players versus the previous Stun.
  • Mines
  • All mines now apply knockback.
  • Cold Mines chill players and Freeze monsters.
  • Lightning Mines Stun monsters.
  • The effect can now be passively dodged.
  • Rock Drop
  • Now applies a stacking slow (up to 60%) to the player for 1.5 seconds when hit.
  • Knocks down hit monsters for 2 to3 seconds.
  • Increased monster density for the following events:
  • Sole Survivor
  • Cursed Shrine
  • Nest
  • Rest for the Weary
  • Immolation
  • Eternal Torment
  • Wayward Soul
  • Increased the speed of progression for the following events (time between waves, time to start, time to end, etc.)
  • Last Stand
  • Wandering Soul
  • Sole Survivor
  • Cursed Shrine
  • Rest for the Weary
  • Wayward Soul
  • Health of stranded NPCs, NPCs that need to be protected to achieve Mastery goals for events, now scales better in higher level areas and Dungeons, to increase their survivability.
  • In the event a Hardcore player disconnects while in combat, a scroll of escape will automatically be consumed to teleport the player's character to a safe location.

BALANCE UPDATES
Unique Items
Developer's Note: Our goal for Unique items is that they feel impactful to your build and create a moment of excitement upon dropping. Some Unique items were falling short of this goal, so we are updating them in a few ways to ensure that these items feel distinctly different from other items and are appealing:
  • Add new Affixes that didn't exist yet on items.
  • Add Affixes that already exist, but with at a much higher value than normal.
  • Add Affixes in a Slot where they normally wouldn't exist.
  • Update Unique powers to be more desirable.
  • The Butcher's Cleaver
  • Damage to Crowd Controlled Enemies affix increased by 160%.
  • Frostburn
  • Freeze Duration affix increased by 70%.
  • Cold Damage affix replaced with Attack Speed.
  • Mother's Embrace
  • Overpower Damage affix replaced with bonus Maximum Life.
  • Number of enemies hit required for Resource refund reduced from 5 to 4.
  • Fists of Fate
  • Lucky Hit: Chance to Heal Life affix replaced with Lucky Hit: Chance to Gain Damage for 4 Seconds.
  • Andariel's Visage
  • Poison Resistance affix increased by 32%.

Resistances
  • Prior to Season of Blood, Resistances stacked inverse multiplicatively, with each additional source of resistance becoming less effective.
  • Ex: You have three sources of 20% resistance. The first source would provide the full 20%, the second source would add 16%, and the third source would add 12.8%, totaling 48.8% resistance.
  • Starting with Season of Blood, Resistances will now stack additively. Additionally, resistance stats now cap at 70%.
  • Ex: You have 30% resistance, and an item gives you 20% resistance. You now have 50% total resistance.
  • Resistance boosting elixirs now also increase the player's maximum resistance value.
  • Added a new Resistances category within the Stats section in the Inventory.
  • World Tiers III & IV now apply a -25% and -50% penalty to Resistance to All Elements instead of a multiplier.
  • Single Resistance affixes can now roll on Pants.
  • Single Resistance affixes now contribute a maximum value of +35% Resistance for a fully upgraded Normal item, +48% for a Sacred, and +65% for an Ancestral to your total Resistance.
  • All Resistance affixes now give a maximum value of +9% Resistance for a fully upgraded Normal item, +12% for a Sacred, and +16% for an Ancestral.
  • Ring inherent affixes now give +% Resistance to All Elements and +% Single Resistance, instead of two +% Single Resistances.
  • The maximum value is +6%/+6% for a fully upgraded Normal item, +8%/+8% for a Sacred, and +10%/+10% for an Ancestral.
  • Amulet inherent affixes have been adjusted to +14% Resistance to All Elements for a fully upgraded Normal item, +19% for a Sacred, and +24% for an Ancestral.
  • Single Resistance values on Gems have been adjusted:
  • Crude: +8%
  • Chipped: +13%
  • Normal: +18%
  • Flawless: +24%
  • Royal: +30%
  • All Resistance values on Diamond Gems have been adjusted:
  • Crude: +1%
  • Chipped: +2%
  • Normal: +3%
  • Flawless: +4%
  • Royal: +5%
  • Single Resistance Paragon nodes have been adjusted to +10% on Rare nodes and +5% on Magic nodes.
  • All Resistance Paragon nodes have been adjusted to +3% on Rare nodes and +1.5% on Magic nodes.
  • Single Resistance Elixirs have been adjusted:
  • Tier I (Weak): +2% Maximum Resistance (Single), +10% Resistance (Single)
  • Tier II (Normal): +3% Maximum Resistance (Single), +15% Resistance (Single)
  • Tier III (Strong): +4% Maximum Resistance (Single), +20% Resistance (Single)
  • Tier IV (Potent): +5% Maximum Resistance (Single), +25% Resistance (Single)
  • Tier V (Heady): +6% Maximum Resistance (Single), +30% Resistance (Single)
  • Elixir of Magic Resist
  • Adjusted to +25% All Resistance.
  • The Level required to Craft this Elixir has been reduced from 90 to 35.
  • The Level required to use this Elixir has been reduced from 36 to 35.
  • Storm of the Wilds Incense
  • Previous: Increases Lightning, Cold, and Poison Resistances by 12% for every nearby player.
  • New: Increases Lightning, Cold, and Poison Resistances by +15% and their Maximum Resistances by +2% for every nearby player.
  • Desert Escape Incense
  • Previous: Increases Fire and Shadow Resistances by 7.5% and Armor by 75.
  • New: Increases Fire, Cold, and Shadow Resistances by +15% and their Maximum Resistances by +2% for every nearby player.
  • Soothing Spices Incense
  • Previous: Increases all Resistances by 10% and armor by 150.
  • New: Increases Resistance to All Elements by +10%, Maximum Resistance for All Elements by +1%, and Armor by 150 for every nearby player.
  • Intelligence now gives +0.025% All Resistance per 1 Intelligence instead of 0.05% All Resistance per 1 Intelligence.

Armor
  • Disobedience Legendary Aspect
  • Armor % value has been increased from a maximum of +30% Armor to +66% Armor.
  • Snowveiled Legendary Aspect
  • Armor % value has been increased from a maximum of +10% Armor to +30% Armor.
  • Armor Contribution Percent
  • Non-physical Damage Reduction from Armor and Resistances are no longer split.
  • Resistances now contribute their full value to Non-physical Damage Reduction.
  • Armor no longer contributes to Non-physical Damage Reduction and now only reduces damage against Physical damage.
  • Armor
  • +% Total Armor affix has been increased by 160%.
  • +% Total Armor while in Werewolf form and +% Total Armor while in Werebear form have been increased by 130%.
  • Attributes and Affixes
  • The Evade Grants Movement Speed (inherent on Boots) affix duration now increases with Item Upgrades.
  • Skill Rank and Passive Rank affixes that roll at +1 now upgrade to +2 when at five Item Upgrades, rather than remaining at +1 (higher base rolls are unaffected).

Damage Bucket Updates
Developer's Note: Builds that utilized Critical Strike Damage and Vulnerable Damage have been disproportionately powerful. This is because these stats were previously calculated as part of separate damage buckets that were fully multiplicative when combined with other damage bonuses. In order to promote greater build diversity, we are changing how Critical Strike, Vulnerable, and Overpower damage is calculated. These damage types will now always have a baseline multiplicative bonus. Additional sources of bonus Critical Strike Damage, Vulnerable Damage, or Overpower Damage will be additive to your other damage bonuses. Overpower will also receive additional additive damage based on your Maximum Health and Fortify amounts. This change represents an overall decrease in damage output, so we are adjusting monster scaling to ensure that the best Class builds are still as powerful as before. This change is not intended to lower the power of the best builds, but rather allow more builds to reach that same level of power. We have also added a variety of mechanics to classes that encourage them to chase other stats for multiplicative bonuses, rather than always chasing Critical Strike and Vulnerable Damage.
  • Overpower:
  • Overpower attacks now always deal up to x50% increased damage, based on your current life percentage.
  • Overpower attacks gain +2% damage per 1% of your Base Life you have in Fortify.
  • Overpower attacks gain +2% damage per 1% of your Base Life that you have in bonus life above your Base Life.
  • All Overpower Damage Affixes have increased by 50%.
  • Overpower Damage Paragon Glyphs have increased by 33%.
  • Overpower Damage Paragon Nodes have increased by 50%.
  • Critical Strike:
  • Critical Strikes now always deal x50% increased damage.
  • Critical Strike Damage Affix, and Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills Affixes has increased by 20%.
  • Critical Strike Damage Affix (Inherent on Swords) has increased by 100%.
  • Critical Strike Damage Paragon Glyphs has increased by 100%.
  • Vulnerable:
  • Dealing damage to a Vulnerable enemy now always deals x20% increased damage.
  • Vulnerable Damage Affix has increased by 40%.
  • Vulnerable Damage Affix (Inherent on Crossbows) has increased by 87%.
  • Vulnerable Damage Paragon Glyphs has increased by 100%.

Miscellaneous
  • The effect of the Death's Defense passive, which prevents Necromancer minions from taking more than 30% of their maximum Life in damage in one hit with all points allocated to it, has now been made an inherit attribute for all summons (The Necromancer's Minions and Druid's Companions).
  • Now, all minions will only take up to 30% of their maximum Life in a single hit as damage.
  • Death's Defense has been updated with a new effect to compensate for this change (see Necromancer section below).

BATTLE PASS UPDATES
  • Battle Pass Smoldering Ashes Tiers now auto-redeem.
  • The Level requirements for Battle Pass Smoldering Ashes Tiers have been reduced by 15 Levels on average.
  • 700 Platinum, previously 666 Platinum, can now be acquired from Tiers in the Premium Battle Pass.

BUG FIXES
Accessibility
  • Fixed an issue where the Screen Reader feature wouldn't read the text displayed on the Delete Character and Skip Campaign buttons. Fixed an issue where the Screen Reader wouldn't properly read the key-binding for Shift + I.
  • Fixed an issue where the Screen Reader wouldn't read the Menu button for Xbox Controllers.

Classes
Barbarian
  • Fixed an issue where, when using Deathblow with both the Earthstriker Aspect and Burning Rage Aspect equipped, the Overpower damage from the Earthstriker Aspect would be applied to the Damage from Burning Rage instead of Deathblow.
  • Fixed an issue where the guaranteed overpower from the Earthstriker Aspect would not fully apply to all damage dealt by an ability (Ex: Only the initial enemy hit by Hammer of The Ancients would take overpower damage).
  • Fixed an issue where using Bounding Slam in certain locations could cause the player to warp back to their starting location and become stuck.
  • Fixed an issue where Bounding slam could cause the player to get stuck in terrain or Fog Walls.
  • Fixed an issue where using Charge at a certain angle on flat walls could cause the player to move backwards.
  • Fixed an issue where the Conceited Aspect did not grant bonus damage while Iron Skin was active.
  • The status effect for Expose Vulnerability will now properly display on the bonus bar. Fixed an issue where Deathblow would reset when used on a breakable object.
  • Fixed an issue where Call of the Ancients displayed a Lucky Hit chance on the tooltip, even though the skill does not trigger Lucky Hits.
  • Fixed an issue where Barbarians could have visual errors when using the Murdering Call emote.
  • Fixed an issue where the next rank tooltip for a Weapon Mastery skill could display inaccurate information if the Weapon Master's Aspect was equipped.
  • Fixed an issue where the timer for the Dominate Glyph would reset when moving items in the inventory.
  • Fixed an issue where the tooltip for Gushing Wounds did not indicate that the bonus is multiplicative.
  • Fixed an issue where Whirlwind only applied the Expose Vulnerability passive to its first cast.

Druid
  • Fixed an issue where a max roll Symbiotic Aspect would not have max roll stats when imprinted on an Amulet.
  • Fixed an issue where Primal Landslide's Terra motes would not be created by free casts of Landslide from the Trampled Earth Aspect if Landslide was not equipped.
  • The tooltip for Provocation has now been adjusted to clarify that Defensive skills cannot trigger it.
  • Fixed an issue where using a Healing Potion could reset the stacks from Provocation.
  • Fixed an issue where the entangle effect from the Constricting Tendrils Paragon node could be applied to the player if using Fierce Earth Spike.
  • Fixed an issue where Storm's Companion would erroneously display the Wolves skill as a Storm and Nature Magic Skill on the skill's tooltip.
  • Fixed an issue where casting Boulder on the edge of the suppressor field generated by Elites would instantly destroy the boulder.
  • Fixed an issue where Poison applied by Poison Creeper would not be consumed by Werebear attacks using the Aspect of the Changeling's Debt.
  • Fixed an issue where the Aspects of Retaliation and the Expectant did not apply bonus damage to Boulder.
  • Fixed an issue where Wolves did not revert from Werewolves if the Aspect of The Alpha was unequipped in town.
  • Fixed an issue where Earth Spike was not properly identified as a Werebear skill by Vasily's Prayer for other affects that interact with Werebear skills.
  • Fixed an issue where combining t he effect of Supreme Grizzly Rage with Direwolf's aspect would cause the stealth granted by Waxing Gibbous when using Shred to be instantly cancelled.
  • Fixed an issue where the permanent Werewolf form from Mad Wolf's Glee did not consistently trigger the Damage Reduction from the Vigorous Aspect.
  • Fixed an issue where the Early Offerings challenge would inconsistently gain progress.
  • Fixed an issue where the Staff of Whispers quest reward could be traded.
  • Fixed an issue where the +3 Skill Ranks bonus on Mad Wolf's Glee and Insatiable Fury would become +4 when upgrading the item at the Blacksmith.
  • Fixed an issue where Innate Earthen Bulwark scaled with the target's health instead of with the player's weapon.
Developer's Note: Innate Earthen Bulwark now scales with the player's weapon, which is consistent with other skills.
  • Fixed an issue where the slow from the Neurotoxin Passive only applied for poison directly applied by the player and not by any companions.
  • Fixed an issue where the Iron Fur passive would not be granted when wearing Insatiable Fury.
  • Fixed an issue where Damage from the Changeling's Debt Aspect could not apply correctly within a Suppressor Field.

Necromancer
  • Fixed multiple issues where Bone Prisons in certain situations and locations could negatively affect NPC behavior or quest andevent progression.
  • Fixed an issue where Ghastly Bone Prison's Vulnerable effect could trigger Lucky Hits.
  • Fixed an issue where the tooltip for Golem did not reflect any increase to maximum health, (Ex: The Hulking Monstrosity Paragon node).
  • Fixed an issue where the Aspect of Gore Quills could infinitely launch Blood Lances from other player's Blood Orbs without consuming them.
  • Fixed an issue where the Aspect of Serration displayed its bonus as additive when it was actually multiplicative.
  • Fixed an issue where healing from Blood Mist would grant stacks from the Aspect of Disobedience.
  • Fixed an issue where Fortify from the Blood Drinker Glyph would not be granted when picking up Blood Orbs while in Blood Mist.
  • Fixed an issue where Rathma's Vigor would stack while mounted.
  • Fixed an issue where casting Decompose on an enemy just before their death from another source of damage could cause the player to become temporarily stuck.
  • The tooltip for the power on Lidless Wall now better describes its requirements. Instead of an enemy "unaffected" by Bone Storm, it now states an enemy "outside" of Bone Storm.
  • Viscous Aspect's name has been changed to Occult Dominion.
  • Fixed an issue where Minions did not fully benefit from the weapon damage modifier provided by Shields.
  • Fixed an issue where Necromancers could not rotate while casting a channeled spell if they had a one-handed weapon equipped butnothing equipped in their off-hand.
  • Fixed an issue where the Corporeal Glyph's physical damage bonus wouldn't grant any bonuses in certain slots. Bonus Physical Damage to nodes within range has been changed to bonus Magic Damage.
  • Fixed an issue where the guaranteed Overpower from Rathma's Vigor could be consumed on a blood echo instead of on a cast skill, such as Blood Surge.

Rogue
  • The Shadow Clone created by Grasp of Shadow will now apply Imbuement when casting Rain of Arrows as intended.
  • Fixed an issue where male Rogues could not move while reviving another player unless they used Evade.
  • Fixed multiple instances where Rogues could be targeted while Concealment was active.
  • Fixed an issue where Energy Spent counting towards Preparation would not count if using a Marksman Core skill and then using a Cutthroat Basic Skill.
  • Fixed an issue where breakable objects and critters would count as enemies passed through for Improved and Enhanced Penetrating Shot.
  • Fixed an issue where the Energizing Aspect would generate energy when hitting certain non-elite enemies, such as breakable objects.
  • Fixed an issue where arrows fired from Volley could launch in the opposite direction when the player faced a wall.
  • Fixed an issue where the tooltip for the Aspect of Bursting Venoms specified critical strikes would trigger the effect, when instead it was any Poison Imbued skills dealing damage.
  • Fixed an issue where the Enshrouding Aspect did not consistently grant stacks of Dark Shroud when standing still for 3 or more seconds.
  • Fixed an issue where the Shadow Clone granted by Grasp of Shadow would not complete a Cast of Twisting Blades.
  • Fixed an issue where the Shadow Clone from Grasp of Shadow wouldn't apply Poison Damage.

Sorcerer
  • Fixed an issue where the Acrobatics Elixir did not reduce the cooldown of the Teleport Enchantment.
  • Fixed an issue where the Enchantment Master Legendary Paragon node did not grant any benefit to the Teleport Enchantment. Additionally, the tooltip for the Teleport Enchantment's cooldown will now be accurate when Enchantment Master is acquired.
  • Fixed an issue where Deep Freeze could be used while moving on your Horse by mounting it immediately after casting Deep Freeze.
  • Fixed an issue where the Challenge trackers for killing enemies with specific Elemental skills weren't being tracked correctly.
  • Fixed an issue where the Embers from Flamescar could have excessive Critical Strike damage while using the Elementalist Aspect.
  • Fixed an issue where gaining damage from the Winter Glyph was inconsistent.
  • Fixed an issue where the Aspect of Static Cling increased the Mana cost of Charged Bolts.
  • Fixed an issue where the tooltip for Ball Lightning would erroneously display damage factoring in Attack Speed with the Enhanced Ball Lightning upgrade. Fixed an issue where the Enhanced Ball Lightning upgrade tooltip incorrectly displayed damage based on your attack speed.
  • Fixed an issue where some Ranged skills from the player would not hit an enemy that they teleported directly to, and some ranged attacks used against the player by that enemy would also not hit the player.
  • Fixed an issue where Frost Nova would not count as a cooldown spell for effects such as the Ice Blades enchantment or Cooldown Reduction from Supreme Deep Freeze when using the Frostblitz Aspect.
  • Fixed an issue where the bonus from Esu's Ferocity was applying as a bonus to all damage instead of Critical Strike damage.
  • Fixed an issue where the bonus duration from Mage's Blizzard would not apply for casts of Blizzard that were made above 50 Mana, but still took the player's Mana below 50.
  • Fixed an issue where temporary movement speed increases did not contribute towards the Critical Strike chance increase from Esu's Heirloom.
  • Fixed an issue where the tooltip for Ice Blades didn't properly update Lucky Hit Chance.
  • Fixed an issue where Chain Lightning could fail to bounce when used while on stairs.
  • Fixed an issue where charging enemies could Stun the player if they teleported near the enemy with Raiment of the Infinite equipped.
  • The tooltip for Greater Ice Shards now properly describes that the upgrade guarantees Ice Shards will ricochet and deal bonus damage when the player has an active barrier.
Developer's Note: The previous tooltip stated: Ice Shards would behave as if the target was Frozen if the player had an active barrier. This is potentially confusing because it suggested that the enemy would be treated as Frozen for all other effects applied by Ice Shards, such as the Aspect of Control.
  • Fixed an issue where Hydra's Burning Damage scaled with the target's health, instead of with the player's weapon.
Developer's Note: The Hydra's Burning Damage now scales with the player's weapon, which is consistent with other Skills.
  • Fixed an issue where Sorcerers could not gamble for daggers at the Purveyor of Curiosities.
  • Fixed an issue where if Frozen Orb was cast above 50 mana and took the player below 50 mana, the extra damage from Enhanced Frozen Orb did not apply.

Cooperative Play
  • Fixed multiple instances where boss behavior could malfunction if not all players were inside the Fog Wall.
  • Fixed an issue where other players could be blocked from passing through the Fog Wall during the boss encounter in Eriman's Pyre if all players were not in the boss area when the encounter started.
  • Fixed an issue where accepting both Invite to Party and Request to Join Party would create a non-dismissible warning window.
  • When a player initiated an action that prompted members of their party to teleport to their location, but the initiating player left that location, it would cause the other party members to arrive at a random location. This issue has been fixed. Fixed multiple instances where players could interact with the Wanderer's Shrine in a Stronghold without fully gathering their party.
  • Fixed an issue where players joining an ongoing Echo of Lilith fight would be instantly killed.
  • Fixed an issue where activating separate Runestones in unison would cause some to unexpectedly fail in the Diviner quest.
  • Fixed an issue where the Reset Dungeon button was visible for players in the party that are not the party leader.
  • Fixed an issue where a Nightmare Dungeon could split into multiple different instances if party members all entered the Dungeon simultaneously.
  • Fixed an issue where players could not join each other's party if one of the players changed their World Tier and the other player(s) were not eligible for that higher World Tier.
  • Fixed an issue where the player could not be invited to any other parties if another person in their party disbanded the party.
  • Fixed an issue where Sorcerer Conjurations could appear partially invisible to other players in the party.
  • Fixed an issue where players could enter a Hardcore Realm with a non-Hardcore character under certain circumstances.
  • Fixed multiple issues where players could get stuck while performing certain actions as another player is joining them for Local Co-Op.

Dungeons
General
  • Fixed an issue where an excessive number of Elites would spawn when approaching the Bloodstone location in the Desecrated Crypt.
  • Fixed multiple instances where invisible walls could block player projectiles in various places within the Zenith, Hallowed Glacier, Caldera Gate, and Rimescar Cavern.
  • Fixed an issue where enemies could spawn behind the locked door in the Tomb of the Saints during events that spawned waves of enemies, such as Sole Survivor.
  • Fixed an issue where the Overseer could spawn behind a locked door in Cultist Refuge, which would block progression.
  • Fixed an issue where Immune enemies would remain Immune when teleporting to the player near the end of the Defeat All Enemies objective in Raethwind Wilds and Luban's Rest.
  • Fixed an issue where two stone carvings would drop if the player completed the Sigil of the Weak then the Sigil of the Indolent in the Fallen Temple.
  • Fixed an issue where the closed gate in the Flooded Depths could be bypassed using the Sorcerer's Teleport skill.
  • Fixed an issue where elite goatman monsters could infinitely spawn in Hoarfrost Demise.
  • Fixed an issue where the Curses applied to the player in the Fallen Temple would reset when leaving the Dungeon.
  • Fixed an issue where the player could spawn behind a locked door in the Kor Dragan Barracks, which would block progression.
  • Fixed an issue where the Sole Survivor event in the Sealed Archives could stop spawning enemies before all waves were completed.
  • Fixed an issue where enemies could spawn beyond the barrier in the Ancient Reservoir, which would block progression.
  • Fixed an issue where fighting enemies for the Holdout event in Halls of the Damned could be bypassed by hugging the walls of the room.
  • Fixed multiple instances where returning the mechanical box to the pedestal did not restore Life.
  • Fixed an issue where the Bastion of Faith did not have Fog Walls surrounding the final arena.

Nightmare Dungeons
  • Fixed an issue where Evading through the Drifting Shade in a Nightmare Dungeon could cause the player to stop moving mid-action.
  • Fixed an issue where the immunity bubble spawned after completing a Nightmare Dungeon could be bypassed by enemies that were not in direct line of sight of the Awakened Glyphstone.
  • Fixed an issue where Stormbane's Wrath could spawn outside the map.
  • Fixed an issue where Nightmare Dungeons would reset and become separate instances for party members after waiting 10 minutes outside the dungeon. They will still reset, but no longer become separate instances.
  • Fixed an issue where there was an unnecessary delay between defeating the boss at the end of the Dungeon and the Dungeon registering as being completed.
  • Developer's Note: This bug fix is relevant for Nightmare Dungeons, as it means Awakened Glyphstone will generally spawn quicker. This does affect normal Dungeons.

Events and Whispers
  • Fixed an issue where the Servant of Hell during a Legion Invasion event could lose its invulnerability preemptively if the player was killed at that stage or the monster targeted a mounted player.
  • Fixed an issue where the mastery event could still be achieved for the Potent Blood event even if all monsters were not killed within the time limit.
  • Fixed an issue where the Hold Your Ground event could end even when there are still enemies remaining to be defeated.
  • Fixed an issue where the Butcher would not despawn if the player was killed while the Last Stand event was active.
  • Fixed an issue where enemies could infinitely spawn after failing the mastery for a Last Stand event.
  • Fixed an issue where the Wayward Soul could continue indefinitely if the player repeatedly moved in and out of the area surrounding the soul.
  • Fixed an issue where the mastery for the Demon Vessel event would not be rewarded if the prisoners were freed too quickly.
  • Fixed various issues with the Ancient Obelisk event regarding pressure plates while mounted.
  • Fixed multiple instances where objectives could appear outside of a Whisper's designated area.

Gameplay
Monsters
  • Fixed an issue where Webbed Barricades, such as the ones in the Echoing Cavern, could not be damaged with Core skills.
  • Fixed an issue where monsters could disappear if they were Feared once they reset and after the player left their radius.
  • Fixed an issue where the Seething Abomination could enter Alzuuda.
  • Fixed an issue where Fallen Shaman bosses could miss their attacks against players in melee range.
  • Fixed an issue where Ghost monsters, primarily melee variants, would not attack the player while taunted.
  • Fixed an issue where Ward of Eyes monsters could apply its stun more often than intended.
  • Fixed multiple instances where enemies spawning after activating an Altar of Lilith could do so underground.
  • Fixed an issue where the damage area displayed by Echo of Lilith would not appear after an Elixir of Death evasion was activated during the encounter.
  • Fixed an issue where the Pitiless Gur could be killed from a distance without ever engaging the player.
  • Fixed an issue where Putrid Remains monsters could repeatedly spawn.
  • Fixed an issue where Ghost monsters could appear invisible when inflicted with Burn effects.
  • Fixed an issue where the Innes boss could have all movement and actions stopped if staggered at a specific point.
  • Fixed an issue where there was no notification when the Butcher escapes.
  • Fixed an issue where the Butcher would not use his ranged sickle attack across pits or chasms.
  • Fixed an issue with the death animation of Ghost monsters.
  • Fixed an issue where Bloated Corpsefiends with the Summoner Affix could spawn idle and un-killable monsters.

Miscellaneous
  • Fixed an issue where Nightmare Sigils could drop from World Boss caches in World Tiers II and III, where Nightmare Dungeons are not accessible.
  • Fixed an issue where Poison Puddles would cause excessive controller vibration.
  • Fixed an issue where the Thorns damage from the Needleflare Aspect ignored Damage Bonus and Damage Reduction effects.
  • Fixed an issue where rotating in place, such as while casting Incinerate, would count as movement for cancelling out the effect of the Aspect of Inner Calm.
  • Fixed an issue where the Scroll of Escape could sometimes not trigger properly in the event of a disconnect.
  • Fixed an issue where certain barricades could be passed through while mounted.
Developer's Note: This is not limiting the new functionality of breaking barricades while mounted. Rather, this is specifically referring to instances where the barricade could be passed through without breaking it.
  • Fixed an issue where the visual effect around the player from the Blast Wave Shrine could become less visible after Evading or Dashing.
  • Fixed an issue where the player could summon their Horse during the Duriel boss fight.
  • Fixed an issue where some tracking buffs, such as stacks from the Shadow Blight passive, could be lost when an inventory action was performed.
  • Fixed an issue where Helltide Firestorm could deal more damage than intended.*
  • Fixed an issue where the buff from the Elixir of Demon-Slaying would disappear when entering or leaving a town.*
  • Fixed an issue where some buffs that should be removed when entering town were not properly removed when using a town portal to go back to town.*
  • Fixed an issue where Paragon nodes that granted bonuses to non-physical damage were multiplicative instead of additive.
  • When the following Paragon Glyphs were applied by a player on a monster, other players were unexpectedly able to benefit from that effect. This issue has been fixed.
  • Destruction
  • Elementalist
  • Spirit
  • Canny
  • Chip
  • Devious

Items
  • Fixed an issue where Vigo's Protecting Amulet could not be salvaged.
  • Fixed an issue where items marked as junk that were traded would retain junk status for the player the item was traded to.
  • Fixed an issue where certain crafting materials could appear in the Lost Item stash.
  • Fixed an issue where the Recipe for Curative Elixir could be lost forever. It will now go to the Lost Item Stash if the player doesn't acquire it for whatever reason after completing the Pinch of Poison quest.

Strongholds
  • Fixed an issue where progression in the Moordaine Lodge could be blocked if the player reached the Beast's Lair before the boss.
  • Fixed an issue where players could attack monsters without retaliation from the other side of a traversal in Moordaine Lodge.
  • Fixed multiple instances where boss fights could not properly reset in multiple different Strongholds.
  • Fixed multiple instances where the player could get stuck behind the Wanderer's Shrine in multiple different Strongholds.
  • Fixed an issue where the player could avoid enemies during the Drowned assault objective in Hope's Light by going down the ladder off the ship.
  • Fixed an issue where Baelgemoth could be damaged from outside the Fog Wall during the encounter in Túr Dúlra.
  • Fixed an issue where Baelgemoth could unexpectedly disappear temporarily.
  • Fixed an issue where the player could avoid all enemies by mounting during the survival event for opening the Serpent's Eye Door in Vyeresz.
  • Fixed an issue where the Serpent's Eye door could be evaded through, which could block progression.
  • Fixed an issue where enemies could target the player on the other side of the Serpent's Eye Door, which could cause the door to appear open and consequently block progression.
  • Fixed an issue where the player could mount in the boss area in Vyeresz, which could prevent the boss from spawning and consequently block progression.
  • Fixed an issue where the player could destroy eggs and pillars prior to beginning the boss fight in the Temple of Rot.
  • Fixed an issue where the High Priest enemy in the Altar of Ruin wouldn't attack the player if it spawned with certain Affixes.
  • Fixed an issue where Crazed villagers could disappear in Nostrava when the player left the area, which would block progression.
  • Fixed an issue where enemies could be lured into a particular place in Malnok where they could be attacked without retaliation.
  • Fixed an issue where the Crusader's Monument objective to collect skulls could be completed by repeatedly using one skull.
  • Fixed an issue where Nilcar in Kor Dragan could be blocked by the Necromancer's Minions.

Quests
  • Fixed multiple instances where some Quests didn't properly grant Renown progress.
  • Fixed an issue where the Poachers could be non-interactable at the end of Tending Nature.
  • Fixed an issue where the Lilith Boss fight could be reset if a Barbarian player Leaped into the Fog Wall.
  • Fixed an issue where Brol's charge could still deal damage to the player even if he died during the charge.
  • Fixed an issue where the player could enter the chapel in Nevesk before opening the door with the key, which would block quest progression.
  • Fixed an issue where enemies could become passive, and no damage would be dealt to the player while Aridah was immune during the Apex of Misery fight.
  • Fixed an issue where Valtha could get stuck when teleporting during the Witch of the Wastes quest.
  • Fixed an issue where Elias' pathing could be blocked by the player while fighting him during Piercing the Veil, allowing Elias to be damaged without engaging the player.
  • Fixed an issue where Heretic could have progression blocked at the Find Aneta step.
  • Fixed some instances where Quest progression could be blocked if the Quest was abandoned in the middle of it.
  • Fixed an issue where progression could be blocked during In Desolation's Wake if Ninsa's minions were killed too quickly.
  • Fixed an issue where enemies could be lured out of the Quest area and block progression during Guardians of the Pit.
  • Fixed an issue where enemies could spawn too far away during the Flesh and Blood quest.
  • Fixed an issue where Desperate Remedies did not actually reward the amulet mentioned by the Quest.
  • Fixed an issue where By Three They Come could have progression blocked due to Ghouls not spawning.

User Interface
  • Fixed an issue where the indicator Icon for the Taunt effect was inconsistent between Classes.
  • Fixed an issue where some stats and tooltips, such as Damage Over Time, Damage Reduction, Elemental Resistances, or Skill Cooldowns would show different values on their tooltips depending on whether the player was in town or not.
  • Fixed an issue where the Elixir of Fortitude displayed its max life increase as 30% when it was actually 20%.
  • Fixed an issue where some Challenges did not have descriptions.
  • Fixed an issue where the tooltip for the active effect from an Elixir did not mention the experience bonus.
  • Fixed an issue where the Social Wheel could become unresponsive if all actions were unassigned.
  • Fixed an issue where the options on the Social Wheel could appear grayed out if the wheel was closed because of another menu being opened.
  • Fixed an issue where the notification for acquiring a Paragon Point didn't have a button prompt when playing with a controller.
  • Fixed an issue where the tooltip for Dungeons that have active Whispers associated with them would display the Codex of Power Aspect rewarded for completion even if the Aspect had already unlocked.
  • Fixed an issue where text in Japanese, Korean, and Chinese did not display properly in the Hall of Fallen Heroes or friends list notes.
  • Fixed an issue where Druids and Barbarians could appear as silhouettes in loading screens.
  • Fixed an issue where the Map would become unresponsive if opening the Map while using Force Move.
  • Fixed an issue where a Map Pin could change its location after using a Waypoint.
  • Fixed an issue where switching between the edit tab and other tabs in the Stash while playing with controller could cause the menu to malfunction.
  • Fixed an issue where some damage bonus stats did not display properly in the Character Stats window.
  • Fixed an issue where the selected tab in the Vendor menu would switch automatically when the shop's timer refreshed.
  • Fixed various instances where Challenge descriptions would not expand when interacted with.
  • Fixed various other issues where tooltips and text descriptions were inaccurate or displayed incorrectly.
  • Fixed various other issues with Map Pins and Quest Markers.
  • Fixed various instances where the Map and/or Minimap could be inaccurate.
  • Fixed an issue where the Snowveiled and Disobedience Legendary aspects incorrectly displayed their bonuses as multiplicative instead of additive.
  • Various Localization fixes.

Miscellaneous
  • Fixed an issue where horses, which are exclusively in zones where they cannot be damaged, were included in the Endangered Species challenge criteria.
  • Fixed an issue where the Killer's Hand Gloves would disappear from the Fields of Hatred Odds and Ends vendor if all other cosmetics from that Vendor were purchased.
  • Fixed an issue where The Grandfather was available as a Wardrobe customization unlock. Uber-unique items are not supposed to be available to apply their appearance to other items.
  • Fixed an issue where an Ore Node in Kor Dragan could repeatedly respawn after the player left the area during Helltide.
  • Fixed multiple instances where players could get stuck on terrain while mounted.
  • Fixed an issue where the Swift Delver Challenge could be awarded in certain instances that did not involve killing a boss monster.
  • Fixed an issue where Baleful Chests could spawn outside of the Fields of Hatred.
  • Various other graphical, visual, performance, audio, and stability improvements.

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Nice, but if you read critically, a lot of these things are still not going to fix a thing.
Fundamentally the game is fucked.

- Aspects are a bad, bad idea in terms of itemization - they are transferrable so this adds massively to the problematic feel in the game of 'all things are the same'. No change here - the entire gameplay up to tier 4 is going to be identical, and therefore boring as shit.
- They now limited drops to a world tier. Well yay, but that's what should've been done from the onset and it still doesn't fix much. Higher world tier already gave that extra stat, you just get it more frequently now.
- Halving enchant costs isn't going to change a single thing, much like many other tweaks, they're really just QoL and give players the impression something changed or got better because they have to grind a little less than before. But its the same grind for the same roll.
- What strikes most in these patch notes is the amount of design mistakes that are being fixed. Ironically they don't fix the game, they just solidify it in its problems; enchant cost being a prime example. The fact you can roll stats on every item kills the itemization, along with Aspects. Items don't feel distinct. Gem drops and Jeweler functionality much the same, it feels like a system lost between the idea of socketing items and how it functions in D2, and the revamped Diablo that throws boring loot at you. It was already weirdly out of place in D3, too, except there you could use secondary playthroughs to get a strong gem in your low level weapon to blast through the content with a new character. That's gone, you're now committed to the same boring slow grind every time you reroll :)

- All of the paragon bonuses that got expanded and more influential are downplayed by new calculations on the 'damage bucket'. Blizzard is fooling everyone. They just moved the slowdown elsewhere, net result you will grind just as long as you used to, and you might do it with a different build now. Last pass they fucked up Lucky Hit, now they screw up Critical et al. What's next? 'Making more builds viable' is effectively once again equalizing the playing field so nothing truly stands out. In other words, it matters even less what you do.

Mindless zombie game 101. The perfect ARPG noob trap.
Keeping this uninstalled.
 
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OK, about 6 more seasons and the game will become interesting
 
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I suspect D4 will be decent in 18 months, if Blizzard don't give up on it before then.

Another shining example of a half-baked beta released at full MSRP by an ex-AAA developer that's gone to hell.
 
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Never seen such a huge patch for any game. Detailed or not.
 
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I suspect D4 will be decent in 18 months, if Blizzard don't give up on it before then.

Another shining example of a half-baked beta released at full MSRP by an ex-AAA developer that's gone to hell.
Nah, the whole core game is broken. There are no separate acts, it's all a huge map, monsters are the same level whatever level you are, no speed leveling, population is very low on servers, there are no epic or interesting monsters, etc
 
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Imo the biggest flaw of this game (and disappointment tbh) is the skill system. I didn't like D3 for many reasons but, truth to be told, it had a way better skill system. Skill variants were fun, there were so many ways of creating an interesting build.
In D4 I focused on Sorccerer and to my disappointment that class turned out to be totaly blant (more fun from playing a caster class I had in Diablo I).
And on top of that there is this "Paragon" system. I hate it, tends to bore me to death.
I finished the base game, didn't even touch season 1 and I don't know if I ever return to D4. I feel it was 70$ down the drain.
 
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Space Lynx

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Never seen such a huge patch for any game. Detailed or not.

baldurs gate 3 had over 1000+ individual patch notes for its first or second patch. to be fair that game relies heavily on physics and lots of items, so I suppose makes sense.
 
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Imo the biggest flaw of this game (and disappointment tbh) is the skill system. I didn't like D3 for many reasons but, truth to be told, it had a way batter skill system. Skill variants were fun, there were so many ways of creating an interesting build.
In D4 I focused on Sorccerer and to my disappointment that class turned out to be totaly blant (more fun from playing a caster class I had in Diablo I).
And on top of that there is this "Paragon" system. I hate it, tends to bore me to death.
I finished the base game, didn't even touch season 1
I took two characters to high level in season 1 and the only thing it added was some hearts, which just broke the pathetically untested game mechanics further. I could solo a world-boss on my necro in about 5 hits. Uber Lillith was the only challenge this game had to offer, and it was only a challenge because the hitboxes of her attacks are inaccurate and laggy. That's neither fun nor rewarding gameplay because when I finally managed it I didn't feel that I'd learned anything or beaten her with skill, it was just dumb luck that the nth attempt happened to not get unfairly ended by broken mechanics. Also, the journey from about lvl 80-100 was the worst, most grindy and pointless waste of two weekends I've had in 20+ years of gaming, I think I was just being stubborn and fell foul of the sunk-cost fallacy.

Blizzard are utterly incompetent. I'm not sure they'd even survive more than a year or two without Microsoft buying them out and essentially junking all the dead wood. At the moment, that $70 is unjustified. I'm not touching it again until 2025, most likely - unless there's such a massive overhaul of the core game that it effectively warrants a relaunch.
 
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I'm going to say that if Diablo 4 was released with the game in the condition as it is with Patch v1.2, people wouldn't have hated Diablo 4 nearly as much. Does it completely fix the game? No. However it does bring it closer to the condition that the game should've been released in. There's no doubt that it still needs a lot of work, but v1.2 does bring it a long way from the original unmitigated dumpster fire of a release.
 
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This won't really fix anything, like others have mentioned. Further, it kind of screws with builds some have already put hours into doing only to have to almost start over.

It also doesn't fix the fundamental issue that the game just becomes boring. You're never going to feel OP even with the best drops. You're never going to have that moment of power, since enemies scale with the player's level and you'll still end up feeling like you're back at level 10 because enemies have become damage sponges and still requiring a similar TTK unless you min/maxed hard. The only joy one will ever have is defeating a world boss alongside other players, since those are fixed level and feels more like a classic boss raid.

Then on top of that, character customization is limited and heavily monetized, limiting how much one would "bond" with their characters.
 
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D4Bad

Seriously though, there are some fundamental aspects of the game that are just plain broken like itemization and the fact that the game was made for a console and does not have options for PC players that ALL ARPGs have. If they want to save this game they need to rebuild some of the core of the game.
 
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I took two characters to high level in season 1 and the only thing it added was some hearts, which just broke the pathetically untested game mechanics further. I could solo a world-boss on my necro in about 5 hits. Uber Lillith was the only challenge this game had to offer, and it was only a challenge because the hitboxes of her attacks are inaccurate and laggy. That's neither fun nor rewarding gameplay because when I finally managed it I didn't feel that I'd learned anything or beaten her with skill, it was just dumb luck that the nth attempt happened to not get unfairly ended by broken mechanics. Also, the journey from about lvl 80-100 was the worst, most grindy and pointless waste of two weekends I've had in 20+ years of gaming, I think I was just being stubborn and fell foul of the sunk-cost fallacy.

Blizzard are utterly incompetent. I'm not sure they'd even survive more than a year or two without Microsoft buying them out and essentially junking all the dead wood. At the moment, that $70 is unjustified. I'm not touching it again until 2025, most likely - unless there's such a massive overhaul of the core game that it effectively warrants a relaunch.
Yeah I just HAD to stop at level 85. And that was already a good 40 levels worth of utter boredom...

I'm going to say that if Diablo 4 was released with the game in the condition as it is with Patch v1.2, people wouldn't have hated Diablo 4 nearly as much. Does it completely fix the game? No. However it does bring it closer to the condition that the game should've been released in. There's no doubt that it still needs a lot of work, but v1.2 does bring it a long way from the original unmitigated dumpster fire of a release.
In what way though, can you put the finger on it? I cant... the game was perfectly playable it just wasnt fun and 1.2 doesnt fix that...
 
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Bigshrimp

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Way too late to bring me back to the game. The end-game is a complete bore-fest with not much to do other than the same Nightmare Dungeons and the same randomized unique items. Impossible to get the ultra-rare unique items, since they drop as much as a chance of winning the Powerball Lottery. Not much variety in the class builds either. I have lost faith in Blizzard at this point. :(
 
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Patch Notes 1.2: Fixes an issue whereby the game would suck.
That's the one thing they haven't fixed.

Technically, the game is excellent and this latest patch fixes the worst of the outstanding technical bugs.
Artistically, the game is excellent - nobody is saying that Diablo 4 looks bad and the atmosphere is always top-tier.

The problem is that Blizzard don't know how to do gameplay any more. They don't understand fun, they don't know what makes gamers happy, and at least at a controlling, management level, it's clear that there are no passionate ARPG gamers making the decisions. Not only are they unable to put any fun or interesting mechanics into their game, they also failed to test those unoriginal, unexciting mechanics adequately enough.

For a AAA developer, being completely blind to what's so good about the 5-6 established, successful ARPGs from their competitors is a massive red flag that essentially identifies them as unfit to be a game developer. Not only did they completely fail to learn from their own past mistakes, community feedback, and experience - they failed to even look at everything else on the market. Diablo IV is the Homer of ARPGs:

1697189600764.png

Was it fun to take for a test drive with friends for the first weekend or two? Sure.
Is it a long-term successful solution? No - it's completely unviable without a total redesign of the core concept.
 
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