Author: Nik Ranger

  • Diablo 4 players desperate for change to “obnoxious” travel obstacles – Dexerto

    Diablo 4 players desperate for change to “obnoxious” travel obstacles Blizzard EntertainmentOne of Diablo 4’s biggest gameplay points is traveling. There is a truly expansive map to explore in Sanctuary, and players feel that Blizzard isn’t helping users out – especially later in the game. The concept of moving around and exploring in Diablo has pretty much always been the same. Players travel around the map, killing enemies on the way and pillaging loot. Diablo 4 expanded upon travel by allowing the use of Mounts. While they’ve come with their own issues, they’ve generally improved the pace of travel. To counteract this, another gameplay mechanic seems to be holding players up. The problem is so basic that it’s got the community wondering if Blizzard “play their own game?” Diablo 4 road barricades are causing players “hassle” It may seem like a trivial issue, but when you factor in that some Diablo 4 players are investing hundreds of hours into the game, something as minor as road barricades can suddenly seem like a major inconvenience. A D4 Reddit user asked the community: “Who at Blizzard thought the road barricades were a good idea?” They explained: “These things are obnoxious! All I’m trying to do is get to a world boss or Legion event but these damn things block the way. I get off my horse, fight the monsters, destroy the barricade, and then get back on my horse. Boom! There’s ANOTHER barricade just down the road! I’ve done the campaign. I’ve earned all the renown in each region. Would it really break the game to just let me get to the world boss without hassle?” “One of countless things about Diablo 4 that GENUINELY make you wonder: does anyone at Blizzard play their own game?” said one of the top comments, and another added: “Agreed. Super annoying whenever I get stuck trying to get around one of these.” Whether jokingly or not, a D4 fan thinks they have an answer as to why Blizzard implemented this design choice: “Judging by all the stuttering and lagging I experience traveling the world, I have to assume it’s deliberately there to slow people down to try and hide the poor performance.” One area that players are hoping is not changed anytime soon though is Necromancers with users of the class worried that it’s going to get yet another nerf.

  • Diablo 4 players desperate for ability to finally save character builds – Dexerto

    Diablo 4 players desperate for ability to finally save character builds Blizzard EntertainmentClass builds in Diablo 4 are a big topic of conversation in the community. Players of Blizzard’s newest RPG feel that build creation could do with a significant update to make it more efficient. As with every game in the franchise, Diablo 4 players have already had a ton of fun putting together OP builds. From leading undead Necromancer armies to slaughtering enemies as a brutal Barbarian, there are many different ways to approach the action-adventure looter. Some players are finding it tricky and troublesome to mess around with builds though. Diablo 4 doesn’t allow players to save builds or create templates. Not only is this seen as a massive downside, but fans of the game even claim that it’s “time consuming” and “way too punishing to easily swap builds.” Diablo 4 builds need to be savable Reddit user KainLTD has put out a simple request to Blizzard Entertainment: “Please let us save builds.” They explained in great detail how detrimental it is that players can’t do this already. “I’m level 80 and want to test out some builds, but it’s so time-consuming and therefore feels way too punishing to easily swap builds.” They continued: “Missing this function adds a huge layer of frustration and therefore stops fun when you have to spend time on clicking icons instead of killing demons.” As has been the case with many community requests as of late, Diablo 4 players fervently agreed with the OP’s suggestion. “If I just got a refund all Paragon points button I could wait for everything else. But clicking for 5 straight minutes f*cking sucks,” commented one player, whereas another replied: “Yeah, I really want to experiment but just thinking about having to redo my entire build when it doesn’t work out makes me not bother. We need a template feature that lets us save and easily change Paragon and skill points.” The OP asked that fellow Reddit users upvote the post for visibility, and with 6K upvotes and counting, there’s every chance it will catch the attention of Blizzard. Aside from messing around with experimental builds, Diablo 4 players also think they’ve stumbled across a secret post-credits cut scene.

  • Diablo 4 players demand urgent fix for game-breaking Resource Burn bug – Dexerto

    Diablo 4 players demand urgent fix for game-breaking Resource Burn bug Blizzard EntertainmentThere are three certainties in life: death, taxes, and Diablo 4 bugs. One discovered recently on Reddit could make certain Nightmare Dungeons unplayable for most builds. Diablo 4’s Season of the Malignant has been a bumpy ride for the developers and a lot of the players. The seasonal patch was met with widespread vitriol, and bugs are still plaguing the game. Some are welcomed by the community because they reduce some of the perceived hassles of the game by letting you skip part of the battle pass grind. Other bugs, like one that could potentially cost players millions of gold, are heavily criticized. The most recently discovered bug falls into the latter category. Reddit user Emotional_Engine9 posted that a bugged Nightmare Dungeon Affix is applying the dreaded Resource Burn status to every enemy in the dungeon. Resource Burn is a status condition of sorts that causes attacks from enemies to damage both your health and your class’s primary resource. Each class has a resource like Spirit or Fury that they use to cast powerful core skills that are essential to most builds. The Affix in question is supposed to up the challenge of a Nightmare Dungeon by adding Resource Burn to enemy attacks from a distance. Unfortunately, multiple players are reporting that this particular affix is also applying Resource Burn to melee-focused enemies as well. Multiple users have confirmed that they’re experiencing the same issue with this particular Affix. “I ran a NM Dungeon last night with my Barb and literally could not attack because even the close monsters were draining my fury to zero,” one user replied in the thread. Other players say that even without the bug, Resource Burn is a problem mechanic. “The Resource Burn affix could be nerfed in half and I would still salvage every sigil that rolls it,” one said. “It needs to be reworked or removed altogether.” There were a few people in the thread who had found ways of using creative builds to skirt the problem entirely. The application of certain Legendary Aspects and skills eliminated cooldowns on certain abilities at a consistent enough rate that they had forgone resource-dependent abilities altogether. It’s currently unclear whether this bug is a known issue by the team at Blizzard. It may be addressed in a future hotfix or the impending Patch 1.1.1, which is the focus of the next Fireside Chat.

  • Diablo 4 players demand permanent XP & Gold boosts following Mother’s Blessing Weekend – Dexerto

    Diablo 4 players demand permanent XP & Gold boosts following Mother’s Blessing Weekend Blizzard EntertainmentThe Diablo 4 Mother’s Blessing Weekend was highly anticipated by the D4 community. It gives players the chance to earn a lot more Diablo 4 XP and Gold and the player base is unanimously in favor of making this a permanent feature. An aspect of Diablo 4 that keeps coming back is the idea of progression. Players feel that advancing your character, especially in later levels, can be a bit slow. So, the idea of increased Diablo 4 XP and Gold via the Mother’s Blessing Weekend was welcomed. Between the days of September 1 and September 5, D4 users can earn 25% extra XP and Gold. This represents a significant boost for the community. Somewhat predictably, players can’t get enough of the increases. To the extent that they are calling for Blizzard to make this short-term boost standard. Diablo 4 XP & Gold boosts have been a blessing “Show of hands to have Blizzard leave exp and gold like this permanently!” proclaimed Diablo 4 user Danwix in a post on the game’s subreddit. The OP claims it “Feels like you can actually make progress.” Another user said that not only would it make “a permanent improvement,” but “the next XP and Gold bonus events should be more generous, 100% for the weekends.” More seasoned Diablo players may remember something similar with D3. As described by one of the top comments: “That’s what happened with the legendary drop rate in D3. They doubled it one weekend and everyone was stoked about it, so they kept it. Hope they do the same here.” A second D4 Reddit post also doubled down on this sentiment. “Keep the XP boost for the rest of the season,” it simply said. They added: “The only people playing anymore are people leveling alts or people who don’t play much and are struggling to level their first character to 100. Just keep the seasonal XP gain boosted at this point to help the remaining players have fun and maybe even draw a few people back. The game is already so repetitive and slow, please just keep things moving forward with the XP boost.” The event is set to last for one more day. With such a positive reaction to the boost, all eyes will be on Blizzard going forward. Tons of users are still logging into Diablo 4 each day, and this will continue as we get closer to Season 2.

  • Diablo 4 players demand one major change to improve builds – Dexerto

    Diablo 4 players demand one major change to improve builds Blizzard EntertainmentBuilds are a key life force in Diablo 4 as they will dictate your playstyle. Ultimately, they are what will drive hours of gameplay. One aspect of D4 Builds has been left unchanged since the game launched, and players are growing tired of it. There’s a lot of expectation for Diablo 4 Season 2 to deliver. The game’s second season – the Season of Blood – will bring in a raft of changes, including significant fixes to Resistances. A lot of this is in response to a lackluster first season in the eyes of the fans. The community continues to be frustrated by underdelivering loot and item randomization. Even though these are core principles of Diablo 4, there’s another area that fans are desperate to see improved – builds. While it’s possible to make any number of powerful builds – particularly to cope with the endgame – a handy feature is still missing from the RPG title. Builds need to be fixed for Diablo 4 Season 2 In the words of Diablo 4 fan NeoViper101 on Reddit: “For the love of Lilith, give us the ability to swap between builds.” The user went into great detail about how the lack of the ability to tweak and customize builds properly is frustrating. “Let’s get real. This game is downright beautiful for what it is. Sure, it needs a lot of fixing. But above all? All I want, and I’m sure I can speak for the majority of people who still play, is to be able to swap between builds without having to spend 30 minutes refunding every single skill & Paragon point and equipping every piece of gear. I would gladly pay MILLIONS of Gold just to be able to buy build slots. Hell, I’d even give up my completely useless 666 Platinum to buy even one or two.” Bespoke builds come with great benefits as it means that players can swap to a different build that might serve them better in a Nightmare Dungeon compared to taking on a World Boss for instance. Another aggravated user agreed and said that it was also “the one thing I want” because they want to “try so many builds and have so much gear dedicated to other builds in my stash for my Druid. I just am not wasting my time respecting over and over again. One more comment also doubled down on this point: “So my 100 Druid is basically done and I’m not playing anymore. I’d LOVE to try different builds with him- but it’s insanely annoying to do so. So I’d rather just not play and do something else.” As well as the lack of additional build features, long-time fans are now leaving the game behind. One of the community’s most beloved Diablo streamers has finally had enough.

  • Diablo 4 players demand massive buff for popular Sorcerer build – Dexerto

    Diablo 4 players demand massive buff for popular Sorcerer build Blizzard EntertainmentMany Sorcerer and Sorceress users in Diablo 4 are becoming increasingly frustrated by the game’s inability to keep one of the most fun spells viable into the endgame. There truly are numerous ways you can go about playing Diablo 4. If you prefer a full on frontal assault of physicality, then a Barbarian will suit you. If you want your own undead army, then hello Necromancer. Many players love to opt for pure magic vibes though, making the Sorcerer the ideal choice. Featuring a wide variety of elemental magic, the class is teeming with possibilities. However, as with other classes, Diablo 4’s endgame changes up the dynamic of the gameplay. While many builds are effective early on, many fall by the wayside as the game progresses. One especially has got players hot under the skin and wanting Blizzard to impart some extra power to it. Diablo 4 players want buffs for “fun” Hydra build Reddit user 1990feels told the Diablo 4 community that it “Sure would be fun playing a Hydra build.” If you’re unfamiliar with the Sorcerer or just never encountered the skill, Hydra allows players to conjure a flaming, three-headed Hydra to fight alongside the caster. It’s an incredibly cool skill with both artistic and DPS positives. The ability seems to be a great tool to use early on for mages. According to players though, its potential to wipe enemies starts to dwindle much earlier than expected. “Oh wait, Blizz nerfed it by 75% because of level 25 “balance” & effectively deleted it from endgame. Super cool,” the OP continued. Players feel that Diablo 4 forces Sorcerers to go with specific builds. One player commented: “I played through the whole campaign (and had fun!) and for a while into Tier 3 until it began to feel too difficult to squeeze any more damage out of my hydra build to keep up with the mobs. When I finally switched over to the Nova / Ice shards build. It felt ridiculous how much of a DPS difference there immediately was. Ice shards are fun too, but not my favorite Sorcerer skill really, I liked the Hydras.” Another player explained their frustration: “I’m level 65 and doing a Hydra/Firewall build. Blizzard has made almost all of the gear learn towards Frost and it’s incredibly frustrating. I just want to play a build I have fun with but it seems I’m gonna have to switch to frost if I want to keep up in the slightest.” Diablo 4 is continuing to move along nicely despite this Sorcerer hiccup, although players are also a bit annoyed with the infamous delay bug, along with the lack of coherent social features in the RPG title.

  • Diablo 4 players demand buffs to the game’s most “useless” Shrine – Dexerto

    Diablo 4 players demand buffs to the game’s most “useless” Shrine Blizzard EntertainmentDiablo 4 players are in agreement that the Greed Shine is the worst of them all and would like Blizzard to make some tweaks to make it more useful. Last month, Diablo 4 developer Blizzard addressed a number of issues related to the title’s gameplay and end game prior to the start of Season 1. But, if social media is any indication, it appears that the player base would like more changes, particularly Shrines. One specific Shrine, the Greed Shrine, has become a major boondoggle for Diablo players. Diablo 4 players commiserate over Greed Shrine On Reddit, a viral post on the Diablo subreddit entitled “Buff or replace please Blizzard!” highlighted the fact that while there several powerful Shrine effects in the game, the Greed Shrine has been virtually useless in the game. The Greed Shrine is, in a sense, the outlier of the Shrines, as it really doesn’t provide any sort of battling benefits. The Shrine only grants gold when hitting an enemy, gold that doesn’t seem to scale very well with the player’s level. Based off of player reaction, many commented in agreement with the post. One user on the post stated regarding the Greed Shrine, “The Greed Shrine is probably called that because they knew no one would be happy with the amount of gold it gives.” Another cited the lack of gold it does bring to the table, adding, “Greed would be fine if it actually gave you good money. You should be able to get 1-5 mil or something.” This isn’t the first time that Diablo 4 players have requested a buff to Greed Shrines. A similar sentiment was expressed a few weeks ago by Diablo players on social media. The development team has not confirmed a Greed Shrine buff, but the development team has made tweaks to the title since the game launched worldwide. In fact, the Diablo 4 development team has made some major adjustments to the game since its release last month. A few weeks ago, the Diablo devs stated that XP buffs would be made towards Nightmare Dungeons, and those buffs have turned out to be a shot in the arm to D4’s late game.

  • Diablo 4 players demand Blizzard let them pet cats: “Fix this cruel injustice” – Dexerto

    Diablo 4 players demand Blizzard let them pet cats: “Fix this cruel injustice” Blizzard Entertainment, CanvaBlizzard’s Diablo 4 allows players to do lots of cool stuff, including the ability to pet the game’s dogs. Cat lovers aren’t as thrilled though as they are denied this privilege – and demand the feature to be added. Thanks to social media, “can you pet the dog?” has become a popular gaming meme. It’s gotten to the where point where players are questioning if games have dogs – just so they can ask this question. Diablo 4 features lots of animals including brand-new mounts, as well as cats and dogs. Blizzard Entertainment clearly knows its audience as users are allowed to pet dogs – although they probably shouldn’t. On the other hand, if you’re more into mischievous moggies than precious puppers, then you’re likely to be sorely disappointed in Diablo 4. Can you pet the cat in Diablo 4? “Blizzard must fix the cruel injustice, cats need love too,” explained Reddit user biomehanika711, and you can feel their pain. If you approach a cat in Diablo 4 then the fun feline will roll around and demand your attention. Yet, the game will only let you stand and stare. “You can’t pet the kitties?” asked one player, and they got a double-edged response: “No, they roll over and show you their tumtum.” On the contrary, players feel this is actually the choice of the cats, not the player. “You don’t get to decide if the kitty can be pet. The kitty does. It’s in the game, we’re just unworthy,” theorized one user, whereas another one humorously explained: “Do not attempt to pet the cat’s tummy, it has infinite +Thorns.” Whatever you think of cats, there’s definitely a feeling of inequality when it comes to dogs and cats in Blizzard’s RPG. While the issue is nowhere near as detrimental as the “save injured adventurers” issue or the gem problem, the devs must meow feel like they need to paw away the issue.

  • Diablo 4 players can’t decide if Uber Lilith’s rewards are “trash” or justified – Dexerto

    Diablo 4 players can’t decide if Uber Lilith’s rewards are “trash” or justified BlizzardDiablo 4 Season 4: Loot Reborn has done a lot to to improve balance and make grinding for legendary loot fun and worthwhile in a lot of way. However, not every task yields an impressive haul. Lilith is, of course, the final boss of Diablo 4‘s story campaign and one of its two main villains, depending on your point of view. Season 4 players can summon Uber Lilith too, a much more powerful version of Mephisto’s daughter to put their skills to the ultimate test and enjoy the spoils of besting her. However, sometimes those rewards don’t match the effort. As one Reddit user pointed out, after taking the time to kill Uber Lilith, they only received what they believed to be a meager reward for such an achievement. They said, “Who at Blizzard thought this is enough loot for killing Uber Lilith? Explain yourself”, before posting a picture of their loot drop: Some agreed with the original poster, saying: “I mean you’re right it’s trash, can’t believe they still didn’t fix that lol”. However, most players felt like the rewards were justified and that Uber bosses were “For fame and glory. Not for loot.” To counter, others argued that “the spark is enough”, due to this being a difficult item type to farm. One player explained why Uber Lilith doesn’t drop much loot, saying: “They’re not going to add good loot to Lilith, because then people would want or need to farm her, then there would be hundreds of Reddit posts of how bad this fight actually is for an uber boss.” Another supported the post, saying: “Just because it’s not “for” that doesn’t mean she couldn’t at least drop more than two items. They could make her loot table similar to Duriel’s but without the increased chance for an uber-unique. That would still be disappointing, but at least it would be better than this slap in the face.” The original poster softened their stance but still wished they could have been rewarded with more after such an epic battle. They said: “I know, I know. And I am also aware that Lilith is not for target farming. Killing Lilith was the goal I was playing for, glory is all I wanted. Just was a little surprised that even a nightmare+21 gives more loot.”

  • Diablo 4 players delighted by big Nightmare Dungeons “W” in 1.1.1 update – Dexerto

    Diablo 4 players delighted by big Nightmare Dungeons “W” in 1.1.1 update Blizzard EntertainmentThe subject of Diablo 4’s Nightmare Dungeons has been a focal point of community discourse. While the feature has certainly had pros and cons, Blizzard’s recent change to ND has been a big success in the opinion of players. There has been a bit of turbulence since the devs launched Season 1. Up until then, the player base was generally loving the game and thoroughly enjoyed it, aside from one or two concerns over the endgame. But Season 1 threw up some questions of its own pertaining to Sorcerers. Away from this, one of Diablo 4’s newest features has also faced scrutiny – Nightmare Dungeons. In some cases, long-time veterans actually miss the presence of Diablo 3’s Greater Rifts. To alleviate some issues regarding Nightmare Dungeons, Blizzard has made changes, and they’ve gone down well. Diablo 4 community praise Nightmare Dungeon mob update One of the common complaints directed toward ND was the enemies. Players found that they were simply too few and far between. All players want to do is constantly wail on demons. This now looks to have possibly been corrected by Blizzard with the 1.1.1. update. “Holy hell the new density in NM dungeons is amazing,” said one Diablo 4 subreddit post and the OP told users: “Been playing for an hour and I love it. I still wish they reverted XP changes though, looking at my XP bar, it still feels slow. But overall a W.” “Excited to play when I get home. Sounds like most people are enjoying the change,” proclaimed one D4 user and another commenter added: “The difference is night & day. I’m genuinely blown away by how good this feels comparatively.” It seems that as well as mob density, rewards have gotten better too: “Insanely, I’ve been getting double unique drops a few times (NMD and Treasure Goblin) and random Uniques from overworld mobs. All useless, but I’m richer!” With so much negativity at times, it’s good to see players getting on the same page with one another. It’s not just Nightmare Dungeons either, the D4 community has also had kind words for another one of the franchise’s newest additions too.

  • Diablo 4 players defend Gauntlet mode amid Season 3 controversy – Dexerto

    Diablo 4 players defend Gauntlet mode amid Season 3 controversy BlizzardDiablo 4 players have defended the new Gauntlet mode amid controversy in Season 3 of Blizzard’s ARPG. Diablo 4, Blizzard’s beloved ARPG has had a bit of a rocky history. Releasing as a fantastic return to form, the game went a bit off-track when transitioning into its seasonal model, with many players not happy about the Season 1 offerings. The following season managed to restore a bit of faith in players, hinting at a potential turnaround for the title. However, this comeback was shortlived with the Season of the Construct, which has been critiqued by players. The same can be said about Season 3’s newest content, the Gauntlets. Gauntlets are a new competitive fixed non-linear dungeon that has players fighting for the highest score. This new content has been slammed by the player base right out of the gate as being another disappointment in the new season. But it seems that some Diablo 4 players have come forward to defend the mode, claiming it does exactly “what it set out to do”. Diablo 4 players defend Gauntlets amid backlash from community Gauntlets arrived on March 5th, being a fresh new piece of content for players to partake in. However many considered the content to be boring straight away, serving as a re-skin of activities they’ve done before with “boring” loot to boot. Although some players have come forward expressing confusion at the outrage the community is having. “I’m confused: The gauntlet is good… It’s content for a specific activity, to test yourself against the best players in the game… I like it, it does what it set out to do, it was never for gearing, so it doesn’t feel compulsory,” one Redditor argued. Others agreed, claiming that many players are only outraged because they aren’t able to accept the content for what it is. “People are complaining that it’s not random map/AoZ/GRs/whatever else they have in mind catering specifically to them and don’t just accept it for what it is: A competitive leaderboard,” another player pointed out. “Every player now demands that every single part of every single game should cater exactly to their playtime, playstyle, and skill level.” another agreed. With Gauntlets being relatively new to Diablo 4, only time will tell what the mode may mean to the player base, but it certainly seems to have the community split.

  • Diablo 4 players criticize easy-mode ranged combat that “trivializes” bosses – Dexerto

    Diablo 4 players criticize easy-mode ranged combat that “trivializes” bosses BlizzardThe Diablo 4 community has voiced its concerns over how powerful the Sorcerer is when compared to the Barbarian, stating that ranged attacks often “trivialize” combat. The Diablo 4 beta has finally given players the chance to delve into the game’s dungeons, enabling adventurers to take control of the Barbarian, Rogue, and Sorcerer. While the full open beta will see the release of the Druid and Necromancer, the game’s community has already highlighted concerns over melee combat. While both the Rogue and Barbarian have plenty of methods to deal with and survive against mobs, there have been complaints about both classes’ ability to take down bosses. This is in direct contrast to Sorcerer, which many players have currently labeled the “easy mode” option. Diablo 4 community label Sorcerer “easy mode” While the Diablo 4 beta has only given players access to the Barbarian, Rogue, and Sorcerer classes – that hasn’t stopped many fans from voicing their concerns over the disparity between ranged vs melee. In fact, a large portion of complaints have been around how difficult the Rogue and Barbarian are to play when compared to Sorcerer. While both classes feel good to play, commenters were keen to highlight just how easy ranged combat seems. “The Rogue and Barbarian really capture the feeling of Diablo with the difficulty, whereas I feel like Sorcerer is really made to cater to the extra casuals,” explained one player. “It’s just like going for magic builds in Souls games. It significantly trivializes the early game, whereas nuances with melee builds really shine at higher difficulty.” A lot of the early issues seem to stem from Diablo 4’s bosses, which are a lot easier to take down with ranged abilities. Popular Twitch streamer Asmongold also noted this during his early impressions, where he stated that he “didn’t enjoy a lot of the fights as melee” and that enemies felt “obnoxious to play against.” This sentiment has been shared within the community, with one player noting how they had to respec to help alleviate these issues. “The only difficulty were the bosses,” said one commenter. “Every time I had to respec to an iron skin single target build or I would be toast no matter how carefully I danced. Still, once respeccing, it wasn’t that hard and was fun.” It’s important to note that Diablo 4 is currently in beta and a lot of these complaints could be addressed in the full release of the game. So, for those who are struggling to take down enemies with the Barbarian, you may want to switch up your playstyle or opt for another class. In the meantime, be sure to check out our Diablo page for all the latest news, guides, and general game updates.

  • Diablo 4 players craft insane build to clear The Pit in 69 seconds – Dexerto

    Diablo 4 players craft insane build to clear The Pit in 69 seconds Blizzard EntertainmentA Diablo 4 player’s insane Pit run prompted a handy how-to on how you can get the same results. Diablo 4 Season 4 added a bunch of game-changing improvements that are here to stay. The Artificer’s Pit is the penultimate endgame challenge that came in the latest seasonal content update. It’s the obstacle that every player strives to overcome with the perfect build. Despite Necromancers being tipped as the class to beat this season, Barbarian has been dominating the Pit. Whirlwind Barbarian in particular has been a popular build since Diablo 4 first launched but some new tools in Season 4 have turned it into a monster. One Reddit user has shown off its crazy Pit potential with a 69-second clear at Pit level 101. The key to the build is the Dust Devils afforded by the Devilish and Windslasher Aspects which have become a really popular way to run Barbarian. Of course, this player had their own unique take on the build with the addition of Rupture which serves as a boss buster. This has been the most intriguing addition to the build as other players were wondering how they managed such a swift takedown of the boss. The player gave their piloting tips that are “critical to boss damage”. Rather than Holding the Whirlwind input, spamming repeated presses delivers more DPS, casting Wrath of the Berserker and hitting the 200 Fury threshold to acquire its buff before you hit the boss room is also recommended. Finally, proccing bleed and instantly hitting Rupture the moment the boss’s health bar is fully overtaken will result in an instakill. With Season 5 on the horizon and the new Infernal Hordes endgame activity already making waves, players should definitely keep an eye on this build. If you’re looking for more options on other classes, check out our build guides for Diablo 4 below. Best Diablo 4 Barbarian builds | Best Diablo 4 Necromancer builds | Best Diablo 4 Druid builds | Best Diablo 4 Sorcerer builds | Best Diablo Rogue builds

  • Diablo 4 players convinced “devs are trying to slow you down” – Dexerto

    Diablo 4 players convinced “devs are trying to slow you down” Blizzard EntertainmentSome Diablo 4 players believe that many of the game’s purported negative aspects are deliberate design choices by the devs forcing players to progress at a slow rate. The Diablo 4 community has been very vocal as of late. Inconveniences such as road barricades and other general frustrations, comparing Diablo 4 to Diablo 3, have started to draw some minor criticism from a portion of the game’s fanbase. In fact, some unhappy D4 users think that some of Blizzard’s gameplay decisions are not actually accidental. There have been many complaints that the game is devoid of content once you hit Level 70. But now, players even think that even the lead-up to this point can be a struggle at times as well. Diablo 4 removes “insane speed” featured in Diablo 3 Reddit user ItsAJackal21 made a bold statement to the whole of the Diablo Reddit community: “I’m convinced most mechanics in this game are just meant to slow you down.” They added to their thoughts too: “I honestly think the devs did everything in their power to stop the insane speed we had in D3. Just think about it.” While we won’t list everything that they outlined, the OP discussed a staggering 26 examples of how the title is slowing players down. It mentions “Clunky leveling/paragon UI,” “No mount until later in the game,” and even “Lower enemy density so you can’t level up/loot too quickly.” They finished by saying: “I’m sure I’ve missed several, these are just all off the top of my head. Everything seems to be in place just to slow the player down. I still enjoy the game, but unless there is a specific reason I don’t see myself pushing past Level 70 in any season.” Other Diablo 4 players also agreed with the OP. “It does appear the devs spent considerable time ensuring time sinks dominate our playtime sadly,” remarked one player, and another added: “My conspiracy theory is that this is to slow down the average player’s progression to get to 70 and beyond to buy the devs more time to add end game progression and balance. Another user also offered: “They’re built this way on purpose. There’s a reason there’s no end game currently and a shocking lack of QoL enhancements and brutal itemization. It’s because they can release these over the seasons as “new content” and updates to appease shareholders with MAU numbers and keep the casuals “engaged” until Diablo 6.” Diablo 4 Season 1 is going to have its work cut out by the looks of it. We’ll have to see how things pan out and if opinions become more positive moving forward. One thing for sure that the devs are doing though is nerfing billion-damage builds.

  • Diablo 4 players confused as Barbarian gets buffed despite being the best class – Dexerto

    Diablo 4 players confused as Barbarian gets buffed despite being the best class Blizzard EntertainmentBarbarian’s have received several buffs on patch 1.4.3 despite arguably being the best class in the game. Barbs getting so many viable builds has left other players envious. Considering the wide variety of weapon types Barbarians can use — regardless of whether those weapon types are exclusive to the class — it’s hard to imagine this class not having a leg up on the rest when it comes to versatility. This is especially true when taking into account how easy it is to get one-shot in Season 4 and how naturally damage-resistant Barbarians are. However, many of the game’s strongest builds are Barbarian builds. Alongside Rogue, these two classes make up some of the highest-ranking Pit runs in the game, which can push into 140 and 150 with multiple classes in the hands of expert players. While Diablo 4’s best class is ultimately subjective, the fact that Barbarian is so effective late-game with a variety of different builds makes it really stand out. That, combined with an easy leveling process and the ability to make a dent in late-game content even without an optimized build, make it a frontrunner for best all-around class in the game. And, on patch 1.4.3, there are a ton of buffs aimed at making Whirlwind Barb one of the best builds to run on top of the already strong Bash/Cleave, Thorns, & Double Swing builds. Meanwhile, other classes like Sorcerer and Druid don’t have many options that are viable at the peak of late game. And, while not everyone feels that Barbarian should be nerfed per se, the prevailing sentiment from the community is that it’s hard not to feel as if other classes are being ignored as Barb gets put on a pedestal. “With even 50% of what this Barb has, players can still destroy Druids and Sorcs not using the Immortal build with just a sneeze,” the original poster claimed. “There are so many very easy to make Barb builds out there, and they are all very powerful,” another player said. “Sure, you wont get the 500k+ HP monstrosity that kills everything with Thorns, or whatever else Rob is cooking with super gear, but there is no shortage of down to earth builds for Barbs, Rogues and Necros that can push high.” While Barbarian has multiple builds that can push through Diablo 4’s hardest content, other classes are left out to dry. “I’m over here happy to hit 3 mil on my blizzard sorc and getting one shot on lvl 60 pit with good gear lol,” one player said. That’s without mentioning Druid — a class that many longtime players feel is dead in the water in Season 4. However, those who are more optimistic are ok with Barb players getting another viable build, just as long as other classes get the same treatment and everyone gets to have more fun with the game. “Dont look at Barb and ask for nerfs, be vocal that other classes get buffs and be that powerful!”

  • Diablo 4 players concerned Season 3 could be “dead on arrival” – Dexerto

    Diablo 4 players concerned Season 3 could be “dead on arrival” Blizzard EntertainmentDiablo 4 Season 3 is nearly upon us but fans of the game are concerned about the lack of information. There’s speculation that it may receive the same positive reception as Season 2. Diablo 4 Season of Blood is nearly at an end and we still only have snippets of information about Season 3. Thankfully, that should all be cleared up at the upcoming reveal stream for the next major content update of the game. Season 2 was incredibly popular with players thanks to a number of changes implemented. It’s a massive improvement from the admittedly poor showing that was Diablo 4 Season 1. Unfortunately, Blizzard’s silence on the next season has fans concerned that it may not reach the heights of its predecessor. A conversation on the Diablo 4 Subreddit, initially meant to gauge excitement for Season 3, ended up exposing the fanbase’s doubt. “I’m super cautious. Everything good about the game was due to feedback-inspired adjustments,” one user expressed. “Here we are, less than 10 days before the new season and we basically have zero info, which translates to zero feedback and zero mass testing.” The idea that the lack of news surrounding the new season so close to its release could be a detriment to the health of the game is a popular sentiment. Some are even assuming that the quiet from Blizzard means that Season 3 could be “filler”. “No itemization and aspect system changes = dead on arrival,” another player put forward confidently. “Season 4 will be a better time to come back.” The mystery surrounding Season 3 may be an attempt from Blizzard to build excitement but Diablo 4’s shaky track record has players anxious. “I don’t mind being kept in the dark and surprised but the confidence in the devs is just not there yet,” explained another user. Hopefully, a better idea of what’s in store for Diablo 4 Season 3 will put some of these concerns to rest. Devs have already promised to carry over some of the more popular changes from Season 2. The season will be properly revealed in a Developer Stream on January 18, 2024, which airs at 9 AM PT.

  • Diablo 4 players claim Unique items are mising “basic” feature – Dexerto

    Diablo 4 players claim Unique items are mising “basic” feature Blizzard EntertainmentThe Diablo 4 player base isn’t happy with how Unique items work in the game and claim they are missing a pretty obvious feature. Diablo 4 is all about loot; collecting loot, selling loot, trading loot, and using loot to improve your character and build to slay more demons. However, the game has certainly met its fair share of criticism when it comes to its loot systems, including the Unique items. These are designed to feel special when obtained, something that the players feel is lacking due to these items missing a pretty core feature. Diablo 4 fans believe Unique items are missing core feature The criticism is found on the Diablo 4 subreddit, in a post that lays it all out: “Unique items should have a unique look.” The player explains that they feel frustrated with the fact that Unique items don’t look any different to the normal skins. Largely, the community agrees with this point, and they’re not holding back in how they think it represents the game as a whole. “Nah, you are right, they dropped the ball in almost all places, and it’s our job to tell them as much.” One user was a little more biting in their comment, saying: “Relax, that’s how it is with early access games, especially when they’re F2P with just a few cosmetic MTX. I’m sure they will have unique graphics in the 1.0 release.” While many are shaking their head about this situation, there are some that are more reassuring about this changing in the future. “One of the Fireside chats they agreed this should be the case and it’s coming at some point.” The issue with this statement is that there has been no timeline given on when that feature could be brought to Diablo 4. Many players point to games like World of Warcraft and Path of Exile as examples of how the Unique items should work, giving a special appearance to the player that they can show off to others. It’s something that the community clearly sees as lacking, and something they feel is just another issue that the devs have to figure out.

  • Diablo 4 players claim Season 3 is a “downgrade” from Season 2 – Dexerto

    Diablo 4 players claim Season 3 is a “downgrade” from Season 2 BlizzardDiablo 4 players are not happy with the newest season to the game, calling it a “downgrade” and “boring” to play. Despite being a newly-released season with some new mechanics, Diablo 4’s Season 3 has not been well-received by the game’s community. Since it came out this week, the season has been dragged through the mud in multiple platforms online. Players are continuing this barrage of criticism on social media, calling the new season a step back from the previous season. And Season 2 wasn’t exactly flawless, either. Diablo 4 players claim Season 3 has “boring” gameplay While Season 3 is getting blasted on most online platforms, heading over to the Diablo 4 subreddit shows one post that really digs into it, titled: “By the way, the devs claimed that this would be the ‘biggest season yet.’ That’s demonstrably false.” To back up this claim of lying, the poster says, “What’s supposed to be big about this season? It’s a robo-pet, traps in the open world, and vaults which are just dungeons with traps. That’s literally the sum total of what this season is.” They also mention that the last season gave them new bosses, a new progression system, and more. Season 3 doesn’t bring much of anything new to the table on that front. The community is flocking to the post to agree with the sentiment, with one response saying: “Biggest disappointment for sure.” Some Diablo 4 players blame others for believing the marketing claims made by the devs: “Don’t ever take those marketing statements seriously.” One user goes as far as to say that it doesn’t matter what the new content is, as the game is fundamentally broken in its core systems: “… it’s the core systems in the game that are bad, world tiers need to go, so do aspects.” It is clear that this season is not helping with any of the criticisms Diablo 4 has been met with since its launch last year, and the community is reaching a breaking point.

  • Diablo 4 players claim Season 2 needs massive overhaul as game is “dead” – Dexerto

    Diablo 4 players claim Season 2 needs massive overhaul as game is “dead” Blizzard EntertainmentDiablo 4 Season 2 will be one of the biggest moments for Blizzard’s looter title yet. After a strong start, the game’s player count and viewership has slowly declined. The community feels D4 S2 needs to deliver a ton of new content to stop the game from being “dead.” The hype for Diablo 4 was off the charts. The launch period for the title was a record-breaking one. A few stagnant post-launch weeks halted its momentum, and then Season One presented even more issues. Many feel that Blizzard has not capitalized on the game’s promising release period with one community issue being raised after another. We know that the devs are working furiously behind the scenes on the game’s now-yearly annual expansions – which we do think is a good thing! But it’s forthcoming content that players are more fixated on. Diablo 4 Season 2 could be a huge moment for the RPG looter title. Some D4 users have already outlined how vital the season could be in the grand scheme of things, especially with many considering the game to be already “dead.” Diablo 4 Season 2 can give the game much-needed life It’s been reported that Diablo 4 has seen a mammoth viewership drop-off on Twitch since Season 1 began. Around launch, D4 viewer numbers were around the 700K mark, and now it’s down to around 1,000. While this isn’t the be-all and end-all for the title, they are worrying signs. Reddit user SieberZg explained why Season 2 is crucial: “Season Two needs quadruple the content, if this can’t be mustered then just leave it in the grave it’s already in and bury it! The game is dead, unfortunately, I’ve finally had to accept this. I’ve really enjoyed this game, but there’s truly nothing left to do. The Diablo team needs to learn from other successful games that can create enough content for all that play these games!” Once again, it feels like the whole seasonal vs expansion debate is once again coming to the fore, or with some players misunderstanding that Seasons are not expansions, just a new themed way to play the existing game with some bonus content thrown in. However, some players feel that seasonal content is not enough to satiate the hunger for new D4 gameplay, but players are also unhappy about having to pay for expansions. “You’re not going to get any impactful content without paying for it, they have made that very clear,” said one user, whereas another person offered: “You’re setting yourself up for disappointment. No seasonal content will quadruple the base game.” Another take made sense as it explained: “It’s not about the amount of content its the quality. People have been grinding D2 for years but D4s grind – it’s just an absolute kick in the nuts.” This is an ongoing conversation in the Diablo community, and it will likely continue to do so. The good news is that Blizzard has already announced that Season 2 of Diablo 4 will be more substantial than Season 1, with it bringing back a much-beloved feature from Diablo 3. For more on Diablo 4, take a look at the latest Prime Gaming Rewards for September, as well as all the latest changes in the 1.1.4 patch notes.

  • Diablo 4 players claim paid cosmetics are “not needed” after showing off free drip – Dexerto

    Diablo 4 players claim paid cosmetics are “not needed” after showing off free drip Blizzard EntertainmentDiablo 4 fans have started showing off their in-game drip and claim that paid cosmetics are “not needed” to make a stylish character. In the leadup to Diablo 4’s release, many fans were worried about the game’s inclusion of microtransactions thanks to the situation surrounding the mobile game, Diablo Immortal. During the early access period, some fans slammed the game’s use of microtransactions for cosmetic armor sets, calling them “more expensive than OW2 skins.” However, some players are asserting that they don’t need to rely on microtransactions to look cool in Diablo 4, and showed off some of their favorite free in-game drip. Diablo 4 players show off stylish free drip A post on the Diablo 4 subreddit got the conversation moving after one fan claimed that paid cosmetics were “not needed” to make one’s character look cool. The OP included a screenshot of their Necromancer decked out in a menacing armor set and holding a wicked scythe. Beneath the screenshot, they said, “Self found items are looking dope so far. This is just the start.” Fans agreed that the OP’s Necromancer looked great with the free, in-game loot and were curious to see how the armor sets for other classes would shake out. “Necros drip is on point! I wanna see some druids that don’t look like homeless taxidermist!” Other Diablo 4 fans agree in the comments, with as one player said, “This is the main distinction from [Path of Exile] that makes me totally fine with paid cosmetics… you can actually look good without paying.” Plenty of players in the comments also said they really didn’t find the paid cosmetics overly appealing at the moment, and were fine leaving them to the side for now. “I don’t even like the shop cosmetics right now. The in game sh*t is way better to me and I have no problem spending money for cosmetics at all.” Thankfully, Diablo 4 doesn’t include any pay-to-win mechanics at the time of writing, so players who want to skip paid cosmetics can do so with no in-game repercussions.

  • Diablo 4 players claim one dungeon change is Season 5’s biggest win – Dexerto

    Diablo 4 players claim one dungeon change is Season 5’s biggest win Blizzard EntertainmentDiablo 4 has been going through a bit of a resurgence after the community has praised some of the changes made in Season 4. With Season 5 set to release in August, many players have also been delighted with the announcement of an upcoming change coming to dungeons. In an official post on the Blizzard website, the developer confirmed several features that are present on the PTR for Season 5. One of the biggest highlights was the new way to farm dungeons more efficiently. Specifically, this was explained to players as the following, “You no longer need to reset the dungeon to replay the same boss. Upon killing them, the summoning Altar reappears and allows you to use more resources to play them again.” This was met with immediate praise on social media, including one player who simply stated “we won” over on Reddit, referencing the amount of time that players had been calling for the change. Many were quick to agree, with one saying “Same. This is a big enough QOL change that I don’t think I can be bothered to farm bosses anymore this season, knowing how much better it will be in the future. It’s so, so tedious right now that I get bored after like 5 runs in a row.” Another added, “We won. We got another change that should have been implemented from from start. We can’t be too annoyed, at least they’re listening and changing things, but how did it ever get to live like this?” Others called for further changes, including a new middle difficulty, saying “I also think a middle variant of the bosses is needed. Something at level 150, costing 2x Mats + 1 Stone and giving 3x loot. (ratio is better than normal, but not as good as tormented). There’s just a big gap between puny Level 100 that insta-dies and Level 200 where you NEED a good build to kill. What about people still working on their gear?” With Season 5 scheduled for release on August 6, players don’t have too long to wait to jump on and try the new systems.

  • Diablo 4 players claim lackluster Season 1 was “filler” to stall for Season 2 – Dexerto

    Diablo 4 players claim lackluster Season 1 was “filler” to stall for Season 2 Blizzard EntertainmentDiablo 4 Season 1 is being characterized as “filler content” now that Season 2 is on the horizon, and many players claim it feels as if it was just meant to tide players over until Season 2 brought meaningful changes to the game. The story of Diablo 4 upon its release tells an entirely different tale from the Diablo 4 we have now. We’re on the cusp of Season 2’s release, and, with Season 1’s content offering (or the lack thereof) leaving players and content creators burnt out, Diablo 4 isn’t in the best spot. Though many players are hopeful that Season 2 will put Diablo 4 in a better place, Season 1 has left the community divided as to whether or not people got swept up in the honeymoon phase of Diablo 4 or if it’s actually a good game. One player compared Diablo 4’s first season to “filler content”, sparking a conversation in the community as to whether or not Season 1 was rushed or if the devs just needed time to figure out what problems needed to be addressed. Diablo 4 players call Season 1 “filler content” ahead of Season 2 To say Diablo 4’s first season has been divisive would be an understatement. Though the game initial reception was glowing, the end game left players wanting and Season 1 didn’t sate players’ thirst for new, challenging content. While the whole Malignant theme had its upsides and features that players genuinely enjoyed, there’s been a lot of negative sentiment surrounding the content on offer along with the Season 1 update. Season 2 has generated a great deal of hype with Diablo 4’s remaining player base with how much more it has than Season 1, but this has led players to look back on the game’s journey so far with ire. Reddit user Krostas called Diablo 4 Season 1 “filler content” and said that, while they’re impressed with the Season 2 content offering, it really puts Season 1’s lack of content into perspective. Their perspective prompted hundreds of comments, many of which had varying viewpoints on Diablo 4’s first season. On the optimistic side of things, some players weren’t surprise that it’s taken the dev team some time to figure out how the end game should function and are willing to give devs the benefit of the doubt. “Season 1 was already complete at the time of the game’s release. They could only make so many tweaks via hotfixes at that time. Whereas it’s clear that they’ve had time since the release to add as many simple fixes ASAP in time for the S2 release. We’ll see more and bigger fixes coming from now on as each issue is resolved, tested, and then released. :)” concluded one Redditor. However, others felt that Diablo 4 Season 2 won’t fix enough to stand out from the first season, and that there are core issues with the game that have yet to be addressed. “I’ll reserve judgement but there are still plenty of underlying design decisions that are unresolved, including the core of an arpg – loot, affixes, and dungeons, which remain largely unchanged in s2. The game is still going to feel incomplete after lvl 75-80, it still has timer gated content, it still has limited dmg scaling besides crit and vuln, no loot filters, etc.” speculated another Redditor. Ultimately, it remains to be seen if Diablo 4 can recapture the magic of its release with a strong Season 2 content offering.

  • Diablo 4 players claim it can’t compare to the “magic” of Diablo 2 – Dexerto

    Diablo 4 players claim it can’t compare to the “magic” of Diablo 2 BlizzardWhile Diablo 4 has been well received by most, people who have been longtime fans of the series can’t help but feel like it doesn’t have the same “magic” as Diablo 2 does. The release of Diablo 4 has been meteoric. It’s Blizzard’s fastest-selling game of all time, and, while tons of fans are stoked about the latest ARPG, others claim that it will never compare to the golden days of Diablo 2. While Diablo 4 has recieved rave reviews from critics ahead of launch, longtime fans of the series are convinced that it fall short and that certain aspects of the game aren’t as good as older entries. Mainly, fans of the franchise are stating that Diablo 4 is just too difficult to keep up with. The constant updates being made to the game are the main reason fans fear for their ability to causally play the game. Diablo 3’s seasonal content rotation may have kept the game fresh, but it wasn’t a universally loved feature. And Diablo 4 has doubled down on that seasonal formula. What sets Diablo 2 apart from Diablo 4 Diablo 2 was created during a time of “gameplay first”, as mentioned by one of the commenters on the Reddit post. They state that “D2 was made in an Era where gameplay was the main objective. And it’s an Era that’s mostly long gone.” Diablo 4 has a lot going on, and while for some that might be fine, others want to enjoy the game in a more relaxed state. Diablo 2 is easy to jump into at any time as nothing really changes anymore within the game. The game’s static nature is a big part of the appeal for old-school players who just want to hop in and play the game they love. Whereas those who come late to Diablo 4 feel as if they may never catch up to the never-ending cycle of updates, changes, and revolving classes. One commenter lamented this, feeling like they’d always fall behind as Diablo 4 evolves. “I won’t be able to keep up with D4 because it isn’t a casual game…it’s constantly going to evolve which will make it difficult to play for casual players.” Another pitfall to some of the fans is the seeming lack of community in Diablo 4. Unless you have your own group of friends, you are stuck playing solo. And, though there are a ton of players running around in the overworld, participating in World events and other cooperative missions, parties rarely form and players go their separate ways just a short time after completing their objective. “The game reminds me of an MMO there’s all these people running around doing stuff but none of you are actually working together.” another commented said. With all those players running around but none of them partying up, the game can feel simultaneously populated and lonely for those who don’t have a dedicated group of friends. Going by people’s feelings on the topic, there are some clear reasons people prefer Diablo 2 to the latest entry in the series. While some worry we may never get another Diablo like Diablo 2, there is still hope for the game, as at least two more expansions are on the horizon. Blizzard could bring back territories that don’t scale to keep things more confined as they did with World of Warcraft Classic. Until then, all fans can do is sit back and wait for those DLCs and enjoy the ride on the Diablo 4 train.

  • Diablo 4 players claim Greater Rifts make The Pit feel like a “mobile game” – Dexerto

    Diablo 4 players claim Greater Rifts make The Pit feel like a “mobile game” Blizzard EntertainmentDiablo 4 players are looking to its predecessor’s endgame with renewed fondness after frustrations with The Artificer’s Pit reached a boiling point. Diablo 4 Season 4 constituted a major overhaul of the game from the ground up. Changes to crafting mechanics, inventory management, and Helltides were all implemented to help the season live up to its title, Loot Reborn. Along with these alterations to the base Diablo 4 experience, The Artificer’s Pit was introduced as Diablo 4’s penultimate endgame challenge. Of course, players have had their issues with The Pit since its addition to the game including troublesome one-shot mechanics and inconsistent respawns. Even with Blizzard’s efforts to fix some of The Pit’s nagging issues, nostalgic Diablo 4 players can’t help but compare it to Diablo 3’s Greater Rifts. Many think that The Pit is missing what made Greater Rifts enjoyable and this is primarily due to the rewards on offer. Reddit user GonzoPunchi took to the Diablo 4 forum on the site to question why The Pit didn’t seem to offer the same sense of satisfaction as Greater Rifts. “ I genuinely don’t understand. When I played Diablo 3, Greater Rifts were tons of fun. Pits don’t give me the same feeling at all,” they complained. “Diablo 4 worked itself into a spot where we grind for currencies to get our items,” One player explained. “It’s mobile game mechanics in what’s supposed to be a full desktop experience. The primary rewards for completing runs in The Pit are crafting materials that allow players to engage in the new Masterworking mechanic, allowing you to improve your endgame gear further. Diablo 3’s Greater Rifts rewarded players with abundant new loot and the potential to add more powerful gear to their build immediately. Enemies will still drop loot in The Pit but it’s certainly not on the same level that Greater Rifts offered. Players had hoped that there might be a shift towards more loot in The Pit for Diablo 4 Season 5. We now know that the next Season will introduce Infernal Hordes which may give more loot-hungry Diablo 4 fans what they’re after.

  • Diablo 4 players claim getting good items is a “full-time job” – Dexerto

    Diablo 4 players claim getting good items is a “full-time job” Blizzard EntertainmentThe Diablo community debated whether the itemization of Diablo 4 was better than its predecessors, and some felt it was much worse and similar to a full-time job. Diablo has risen in popularity since its first release in 1996 thanks to its addicting blend of RPG gameplay, and dark, mysterious storytelling. However, for a lot of people, the crowning feature of Diablo is the loot system. It offers a seamless blend of randomization, combined with depth and variety, that can keep players grinding for hours on end trying to obtain a desired item with the perfect stats. However, some fans felt that not every sequel in the Diablo franchise has built upon the success of the previous game, and for some Diablo 4’s itemization is majorly worse than its predecessors Diablo 4 players rage at itemization One player felt that loot and Itemization had taken an obvious hit in Diablo 4, and wished that Blizzard would return to the system implemented in Diablo 2. “Diablo 2 did itemization 1000 times better than Diablo 4. Why throw away a winning formula?” Complained the fan. “Diablo 2 had blue items, yellow items, white items, ethereal items, rune drops, Runewords, set items, etc. ALL item types had chances of being amazing at the extremely late end game,” said the player. “Diablo 2 did item drops better […] Blizzard had the winning formula with D2 and I have no idea WTF they were thinking by forcing people to clean the carpets/floors before getting a 0.5% drop chance of an amazing item. “Blizzard now makes games that brainwash people into being that “peon” worker drone slave from Warcraft. Blizzard also makes games that cater to people that actually work while playing the game (streamers). AKA, Diablo 4 is literally a job. It is not a game. […] Diablo 4 is slot machine and a full-time job (not the kind of job that you enjoy either).” However, not everyone agreed with the player, and some were quick to point out that many people were biased to look at the games they enjoyed in their childhood more favorably. “I played Diablo 2 for over 5000 hours when I was a kid and teenager and find that people are too nostalgic and romanticize it too much,” said one person. “The worst case of rose-tinted glasses I have ever seen,” described the original complaints. So, it seems the player base is torn on which Diablo game has the best looting, and only time will tell whether any future Diablo games will have a better item system.

  • Diablo 4 players claim Druid class is “dead” after disappointing 1.4.3 buffs – Dexerto

    Diablo 4 players claim Druid class is “dead” after disappointing 1.4.3 buffs Blizzard EntertainmentDiablo 4’s Druid class got some love in the 1.4.3 patch, but those who have been playing the class since launch feel like build diversity hasn’t meaningfully evolved since launch. What’s more, people who love the class are starting to leave it behind. On the surface, the Druid class got several buffs in patch 1.4.3 and has seen mostly buffs since the release of the game. In reality, players are frustrated that none of these buffs have pushed any Druid builds into having a more consistent and even leveling process with healthy build variety. Sure, Sorcerer wasn’t great at launch, either, but that class has been buffed up enough to push through high-level content without too much difficulty. Druid is a different story unless you’ve got the right build. Patch 1.4.3 had over two dozen buffs for Druid, but most of them increased damage and scaling on inconsequential things like thorns and Rabies or focused on increasing how much the class Fortifies from abilities rather than giving players more damage. “Since the start of the game, they have been buffing Rabies every patch. Stop wasting space on patch notes if you are not willing to get in game and test your builds,” one Redditor asserted. “The build doesn’t even clear T100 NMD with full +8 gear and perfect Masterworks, it’s doing like 300k dmg, what do you think a 25% buff is going to do?” they asked the community. “It’s starting to be frustrating that none of the issues with the class get addressed.” It’s worth mentioning that, when you get everything you need for a Druid to shine, they’ve got some of the best late-game tools to clear out Pit 100 and Helltides with ease. Once you get a cohesive Pulverize build together or a Werewolf Tornado build, this class absolutely shreds late game — even if Pulverize somewhat falls off against bosses. The problem is just how much of a slog it is to get there, and how specific these builds are. You need every component for them to work properly. Additionally, every top-tier build requires using animal forms, making the human form and most abilities associated with it pointless. “Probably in the minority but I wish there were some real advantages to staying in and fighting as human form Druid,” said another fan. “At this point I’m just resigned to Spiritborn probably being more what I’m looking for.” This is where player frustration comes from. Though the class received a ton of buffs that look big on paper, the reality is that they don’t make any new builds viable for the class or meaningfully change the way Druid plays. “They are slowly deleting the druid class so you can play the new druid class soon,” one Redditor joked, referring to the Spiritborn class that’ll be coming with Vessel of Hatred. Sentiment toward Druid even from those who love the class most is at an all-time low. “Rabies got buffed AGAIN! 25% isn’t gonna do anything. Holy sh*t man, they clearly don’t play test Druids. Dead class.”

  • Diablo 4 players cheat Gauntlet game mode with new exploit that gives head starts – Dexerto

    Diablo 4 players cheat Gauntlet game mode with new exploit that gives head starts BlizzardDiablo 4 players have been cheating the new Gauntlet game mode with an exploit that gives players a huge head start before they even begin. Diablo 4 has just released a heap of new content for its third season. With the season before being a high point for the ARPG, Season of the Construct has been considered a far more controversial experience for players. This includes the newest Gauntlet dungeons, which are highly competitive experiences to have players immortalized on a leaderboard. The Gauntlet is a fixed layout non-linear dungeon that players can compete in to earn the highest score. These scores are then immortalized on a leaderboard, cementing them in the hall of some of the best Diablo 4 players. The mode hasn’t been without controversy, however, with a mixed reception and a delayed launch, it’s been a precarious launch, to say the least. Now it seems a new exploit is plaguing the competitive integrity of the mode, giving players a massive score headstart before they even begin. Diablo 4 players break the Gauntlet with new head start exploit Players have discovered that you can actually enter the Gauntlet without starting it. While you don’t get scores you’re able to still kill the key bearers for their keys and pull all monsters. Then you can drag them all back to the start, open up the door, and begin the dungeon, shaving off precious time during your run. Diablo 4 content creator Rob2628 showcased the bug while live, explaining the strategy. Players were not too happy to see the competitive mode have serious bugs with it, particularly highlighting the delay in not ironing out the bugs beforehand. “Good thing it got delayed to iron out the bugs,” some sarcastically argued. With Diablo 4 being a live service title, it’s likely bugs and exploits like this will be patched out, but for a mode like the Gauntlet, the damage may have already been done.

  • Diablo 4 players can’t stand teaming up with “annoying” Season 2 build – Dexerto

    Diablo 4 players can’t stand teaming up with “annoying” Season 2 build Blizzard EntertainmentDiablo 4 is no stranger to some busted builds but one in particular is becoming a bit of a pariah. Players say it’s ruining Legion Events, bosses, and more. Diablo 4 is experiencing a bit of a renaissance thanks to its incredibly well-received Season of Blood. The changes made during the Season’s initial update have fans of the title “rooting” for Blizzard. Players have praised Season of Blood for injecting more fun into Diablo 4, particularly because of its new Blood Harvest events. Thankfully, Blizzard has made a solemn vow not to “nerf the fun”. That could be a problem for some though as these lack of nerfs appear to be cutting in on the fun for certain players. When Reddit user u/SupportedGamer revealed that their friends weren’t happy to play alongside their Ball Lightning Sorcerer, many others expressed similar sentiments. You might recognize the Ball Lightning Sorcerer from an insanely fast Uber Lilith takedown or a serious debate about whether to nerf it. This build melts through even the toughest Diablo 4 challenges and that is the root of the problem. “My friends said they basically aren’t having any fun anymore because their whole screen is lightning and they are always just trying to catch up to me,” the player explained. Other users were quick to concur. “I don’t even bother to attack shit during Legions when I see a Ball Lightning Sorc show up,” one player said in response. “I grouped up with a level 100 to do some Uber bosses and they all died instantly.” “It was neat at first but it got annoying not being able to do anything during group activities,” another admitted. Other players instead took this as their cue to convert to the all-powerful Ball Lightning Sorcerer. It seems that this S-tier Sorcerer build won’t win you any friends. Even if you can carry a World Boss or a Nightmare Dungeon. If you’re after a Diablo 4 build that will help you clear but won’t put you on any blacklists, check out our guide on the best builds in the game.

  • Diablo 4 players can’t stand “lazy” design of endgame boss – Dexerto

    Diablo 4 players can’t stand “lazy” design of endgame boss Blizzard EntertainmentDiablo 4 has added a bunch of endgame bosses since its launch. However, players still have some gripes with the OG. Diablo 4 has done a lot of growing since its humble launch in June of 2023. The game is in its third season and it has seen numerous iterative improvements to fill the content void. One of the most popular changes was the addition of multiple endgame bosses that players could use to target farm unique gear. Of course, Diablo 4 players have had their issues with the associated mechanics but the bosses themselves were received well. Though for the team at Blizzard, these new bosses have had players comparing and contrasting with the original and still penultimate challenge. Reddit user u/Co-OpHardcoreFordie kicked off a conversation that has seen numerous citizens of Sanctuary slam Uber Lilith. The primary issue seems to be with Uber Lilith’s ability to one-shot even maxed-out builds with attacks that the original poster described as “death incarnate”. Of course, we’ve seen the hilarious 30-second takedowns but it seems that for ordinary players, the challenge is a little too much. Other issues include her punishing AOE attacks and the amount of pattern recognition involved in the fight that the player describes as “fundamentally different from everything else in the game”. Other players are equally as frustrated. “Why make actual mechanics or interesting gimmicks when she can just spam one-shots,” asked one user sardonically. “That’s isn’t challenge, its bad design,” said another player complaining about the lack of telegraphs for her attacks. “Ultimately, I think they wanted it to be a hard fight but they weren’t able to design a good one so they just made it artificially hard instead,” one player put forward. “I think this game is crying out for challenging content. But, so far, their version of a challenge is getting one shot.” To be fair, Uber Lilith is Diablo 4’s pinnacle boss but the complaints regarding her encounter have been festering since the launch of the game. As of yet, Blizzard hasn’t addressed the feedback in patches or one of their many Campfire Chats.

  • Diablo 4 players calling it a ‘brand new game’ after torrent of 2.0 update reveals – Dexerto

    Diablo 4 players calling it a ‘brand new game’ after torrent of 2.0 update reveals Blizzard EntertainmentThe Diablo 4 2.0 PTR reveal has introduced so many new mechanics that players are basically getting a whole new Diablo game. Naturally, they’re thrilled. There’s no better time to be a Diablo 4 fan than right after a Campfire Chat. The latest reveals for the Diablo 4 2.0 PTR have given us all a glimpse of what we can expect for Season 6 and the Vessel of Hatred expansion. To put it mildly, it’s a lot. The nearly two-and-a-half-hour stream showed off major changes to leveling, the Paragon system, and even new mechanics like Rune Words. All of this is bolstered by the inclusion of new Mythic Uniques and a plethora of class changes. The sheer amount of alterations to the base experience has players on Reddit calling the 2.0 update “a brand-new Diablo game”. They sounded off on the most exciting reveals for this massively revamped Diablo 4. Interestingly, a number of Diablo 4 fans have likened the alterations revealed in the 2.0 PTR Campfire Chat and the expected shake-up to its predecessor’s game-saving expansion. “Looks like Diablo 4 got its Reaper of Souls glow up finally,” one player declared. “The new changes look great.” It’s not just spiritually reminiscent of Diablo 3, however, as there are some new mechanical similarities. Players can now earn a total of 300 Paragon Points and upgrade their Glyphs an extra 79 levels to a max of 100 for an unseen level of power. “They literally just changed glyphs into the legendary gems from Diablo 3, complete with the same leveling system,” a user in the thread asserted. “That said, I’m pretty hyped for this change.” Regardless of the similarities to previous installments, players seem keen on the arrival of this new Diablo 4. While some will gain access to it in the PTR, others can expect to try everything out when the 2.0 update arrives alongside Vessel of Hatred and Season 6 on October 8, 2024.

  • Diablo 4 players call Season 5’s Infernal Hordes ‘best thing to happen’ to the game – Dexerto

    Diablo 4 players call Season 5’s Infernal Hordes ‘best thing to happen’ to the game Blizzard EntertainmentThe verdict is in on Diablo 4 Season 5’s Infernal Hordes and players can’t get enough of them. Diablo 4 Season 5 has arrived with a bang. As the armies of Hell pour into Sanctuary, players are keeping themselves busy by clearing Hellbreach Dungeons, hunting for the new-and-improved Mythic Uniques, and grinding out the Battle Pass. Of course, the centerpiece of Season 5 is the relentless Infernal Hordes sent forth by the Prime Evils. This wave-based endgame content has players testing their might against tides of demons. Diablo 4 players who have managed to make it to Season 5’s endgame mode are impressed with the offering. Reddit user gorays21 went as far as to call Infernal Hordes “the best thing that happened to Diablo 4” and others seem to agree. “For someone who still doesn’t care much about hell tides, the new infernal hordes mode is exactly what I wanted,” gorays21 explained. “Its monster density is a dream come true for any ARPG fan.” Infernal Hordes certainly lives up to its name in that respect. In order to take the mode on, you’ll need to be of a high enough level that you can take on an incredibly high volume of enemies, and the bosses that cap off waves, particularly with the potential buffs they receive from the boons and banes system. “It’s insanely fun. The density is crazy and I like the little bit of strategy trying to pick boons that synergize,” one player agreed. “Infernal Hordes are like the cooler older brother of Legion Events. They’re the most fun I’ve had in Diablo 4,” another added. Infernal Hordes aren’t without their faults of course. “I really enjoy them,” one user qualified. “I just think the boon/debuff selection needs a bit of work. It isn’t really worth it to pick [anything] other than additional Aether drops. Other than that, it’s really fun.” “At this point, that’s all I’m doing,” another agreed. If you’re gearing up to face Diablo 4 Season 5’s Infernal Hordes, our build guides might be a help. Whether you play Barbarian, Druid, Necromancer, Rogue, or Sorcerer, we’ve got you covered.

  • Diablo 4 players call Season 4 a “make or break” moment for the game – Dexerto

    Diablo 4 players call Season 4 a “make or break” moment for the game Blizzard EntertainmentDiablo 4’s tumultuous post-launch journey continues with beleaguered players saying the upcoming Season 4 may be its last chance. Diablo 4 is creeping into the back third of the Season of the Construct. The game’s third seasonal content update added some new twists to the ARPG with a mechanical companion and the long-awaited leaderboard system. Unfortunately, these new changes and mechanics didn’t hit the mark for players, and continuous misses from the dev team are taking their toll on the game’s audience. The goodwill engendered from Diablo 4 Season 2 has almost completely dried up and players are concerned about the future of the title. Reddit user u/JerczuUK put it succinctly in a post titled ‘Season 4 needs to get it right’ in which players expressed some fear about a potential “death” for the game. Many are saying that if there isn’t a substantial improvement in Diablo 4 Season 4, they may give up on it entirely. The devs at Blizzard seem to understand the danger and have recently announced that Diablo 4 Season 4 will have a Public Test Realm (PTR) prior to its release. The stated aim of the PTR is to have players give feedback on the major overhauls they have planned so that they can make appropriate changes before the season’s launch. The current lack of a PTR with just over one month before Season 4’s likely release date is worrying some players. “The fact that the PTR isn’t live right now makes me think nothing they put in there will have enough time to be reasonably impacted by feedback outside of some bug fixes,” one commenter said in u/JerczuUK’s thread. The primary draw for Season 4 is the long-teased changes to Diablo 4’s itemization that has grated on players since the game’s launch. Unfortunately for Blizzard, players aren’t hopeful. “After the gauntlet, I have no more hope at the itemization rework,” one explained. “The itemization overhaul will make or break Season 4. This is likely their one shot prior to the expansion to recapture player interest after the largely disappointing launch,” one user put forward. “If Season 4 doesn’t deliver, I don’t know if I can justify spending more time on the game,” another replied. This is a familiar point of discussion in the lead-up to new seasons of Diablo 4 and whether or not a perceived failure of Season 4 will have a genuine impact on the game’s more dedicated playerbase remains to be seen. Diablo 4 Season 4 will likely release sometime in April if previous trends around seasonal timelines continue. The PTR launch is yet to be announced but we’ll be sure to update you with information as it develops.

  • Diablo 4 players call out Blizzard for paywalling the best skins – Dexerto

    Diablo 4 players call out Blizzard for paywalling the best skins Diablo 4Diablo 4 players criticized Blizzard for locking the best skins behind a paywall, sparking a wave of backlash. Diablo 4’s monetization system, including a battle pass and in-game shop, has faced criticism since its inception. The game offers both free and premium battle passes, with the latter providing exclusive cosmetic items. Despite assurances that the system isn’t pay-to-win, players argue it still feels exploitative. As Season 4 draws to a close, players took to Reddit to dissect Blizzard’s handling of paid versus free skins in the Diablo 4 battle pass. They pointed out that the most desirable skins often remain hidden behind the premium paywall. One frustrated player recalled, “The best skins won’t be behind a paywall. Pretty sure I remember hearing some variant of sh*t they spewed out their mouth when talking about it.” Another player echoed this sentiment, remarking, “Oh they said, and I didn’t believe it for a second.” They then recalled confirming their suspicions about Blizzard when they saw the free track was peasant attire in the first season of Diablo 4, adding, “I knew I was correct.” Many players took particular offense at the shop’s pricing. “Honestly I wouldn’t even care if the shop prices weren’t ludicrous,” one player complained. Another added, “Same. $10, or like $5 on sale: Sure. I might grab a couple. $25!?! F*ck that.” Comparisons to previous Blizzard controversies resurfaced, such as when they claimed gear wouldn’t cost real money in Diablo Immortal. One player remarked, “Oh yeah, because your power comes from gems.” “Anyone that believes them at face value is just delusional,” this same Diablo 4 player concluded about Blizzard. Despite the backlash, anticipation builds for Season 5, which promises new uniques and bosses from Diablo 2. While some players praise these additions for “finishing” Diablo 4, others, especially those in the Eternal Realm, feel Blizzard “doesn’t care” about them.

  • Diablo 4 players call for Seneschal companion to be added to Eternal Realm – Dexerto

    Diablo 4 players call for Seneschal companion to be added to Eternal Realm Blizzard EntertainmentThe Diablo 4 community is asking for Blizzard to save the game’s little robot ally, the Seneschal companion once Season 3 ends by requesting it be added to the Eternal Realm. The Eternal Realm is Diablo 4’s non-seasonal mode and is where seasonal characters go once that particular season ends. However, once added, they become just normal characters with none of the gimmicks or powers they had access to during that season. Following the Vampire Powers of Season 2, the Seneschal companion was Season 3’s main draw, allowing players to be joined by a friendly robot spider that followed them around, battled enemies, and could even be customized. While Season 3 wasn’t as popular as Season 2, fans are now realizing they’ll need to say goodbye to their construct pal when Season 4 hits on May 14, and they may never get to battle alongside it again. A Reddit user has called on Blizzard to “let the Seneschal come back to the Eternal Realm as a wandering pet”. This would mean that although the Seneschal would no longer be a companion, it could still live on as an NPC, and like the various dogs in the game, could be interested with and petted. The original poster went on to say how fond they’ve become of the companion, saying: “I’m gonna miss the guy. He was there for god knows how long I’ve played S3. Homeboy was tanking Uber Lilith ghosts like a champ.” A commenter suggested that Diablo 4 should bring back the Seneschal as a pet follower, stating: “If they used the Senechal as the base for pets, cool. I miss my D3 pets that ran around picking up gold and mats.” In Diablo 3, pets didn’t take part in combat but helped by collecting gold dropped from dead enemies, as well as provided company while out adventuring. Pets are a mechanic Diablo 3 players miss in Diablo 4 and regularly ask to be added. Another player suggested that the Seneschal companion could be added to the Eternal Realm after Season 3 so that everyone could experience it, comparing the mechanic to the popular Vampire Powers that returned to the game during Season 3 after vanishing once Season 2 ended. They said: “He was quite fun to have around. I wish they would bring it back on a less powerful version permanently. They brought back Vampiric Powers after all, so a pet you could customize a bit wouldn’t be that huge of a thing.” In Season 4 of Diablo 4, Blizzard will be taking a new approach and will be overhauling the itemization system rather than focusing on seasonal gimmicks like Vampire Powers or the Seneschal companion. This opens the door for more popular seasonal content to come to the Eternal Realm, or return in later seasons, should it be considered worth it. However, not everyone is keen for the Seneschal companion stick around, with some happy to see the back of it. One said, “I hope not. For me, the season 3 theme was a miss.” Another player adding: “Say bye-bye, you ain’t ever seeing that again”. And finally, one player was especially ruthless, saying: “Or make a mass grave outside the town as it’s left there to rot after the season hundreds of them”.

  • Diablo 4 players call for major Sorcerer changes after meager buffs – Dexerto

    Diablo 4 players call for major Sorcerer changes after meager buffs Blizzard EntertainmentDiablo 4 players have called for major revamps to the Sorcerer class after being disappointed by the minor buffs they received in a recent patch. Diablo 4 is still thriving well after its release on June 6, 2023. The ARPG has been an absolute success for Blizzard selling a fantastic $666 million in just the release week and breaking records as a result. Unlike its previous iterations, Diablo 4 is focused on a more open-world style of gameplay and offers a live service model which will feature seasonal updates. As a live service game, Blizzard is ensuring the game stays up-to-date and balanced through new patches. These patches shift power for classes, ensuring they maintain a somewhat balanced state. The most recent patch for Diablo 4 saw some nice buffs to the magical Sorcerer class. Wielding the arcane, sorcerers were the most created class on Diablo 4’s launch. However, since that time, the class has received a decent amount of nerfs, bringing it to the state of today. Even with the recent buffs, many have felt that the class is still fundamentally broken, calling for major changes. Diablo 4 players request major revamp to Sorcerers in future seasons “The problem with Sorcerer is that the issues are ingrained in the fundamental structure of the class… To change any of that would require significant fundamental changes to the game or the class” one popular post on Reddit argued. Many players believe that the Sorcerer class is fundamentally flawed at this point in time, and that “fundamental” changes won’t come until season 2 at the earliest. It’s uncertain if Sorcerers will receive the love they need in an upcoming patch, but according to players, the class is definitely in need of a tune-up.

  • Diablo 4 Players call for major change to Living Steel drops – Dexerto

    Diablo 4 Players call for major change to Living Steel drops Blizzard EntertainmentThe Diablo 4 community has taken to social media to call on Blizzard to alter the current system for Living Steel drops. Blizzard’s flagship action RPG had a tough start to life out in the wild, but recent updates have seen the community’s opinions warm towards the game. A complete overhaul to dungeon layouts was particularly well-received, while a refreshed leveling system has lessened the grind significantly. That said, there are still plenty of things for the developer to work on. Making certain classes and specs more viable is a priority, and the endgame still needs some work to bring it up to the standard of the first 50 levels. Now, the community is raising another issue, this time with the drop rates for Living Steel, a crucial resource for the endgame. Living Steel drops are too low to make farming Duriel enjoyable For context, Living Steel is a resource that drops from Tortured Gifts of Living Steel chests during Helltide events. Players collect this to summon Grigoire, who in turn drops Shards of Agony when defeated. After players have collected both the shards and Living Steel, they can summon Duriel, the only boss in the game who drops Uber Unique items. One player took to Reddit to point out that the drop rate for Living Steel from Helltides makes farming Duriel a lengthy experience: “The builds this season are a ton of fun. The problem is that I now just want to farm Duriel all day, and I would, if I could. Having to wait around 3 hours for a single Duriel run is poor game design and I really hope they change it before the season concludes.” Others were quick to agree, with one noting that it’s unfair for solo players: “The higher up I go, and need to farm stuff like living steel to get to the bosses, the more I realize that playing solo is a disadvantage.” The solution doesn’t necessarily have to include higher drops, though, with many suggesting an alteration to the way Helltides work would be enough to address the issue: “Honestly, just making the helltide a rotating always-up like vamp tide would be great. Still grindy, but not the big gap in time between them. Vamp tides really feel like how Helltides should be going forward.” Blizzard addressing the issue before the end of the Season of Blood is unlikely, with the scale of the change making it a more likely candidate for whatever season comes next. With recent evidence suggesting the developer is listening to the community, it’s unlikely to go unaltered for too long.

  • Diablo 4 players call for fan-favorite class from old games to be added next – Dexerto

    Diablo 4 players call for fan-favorite class from old games to be added next Blizzard EntertainmentDiablo 4 has various classes for players to choose from, but users have already outed two key candidates they believe could take the game to the next level. The Barbarian is the physically dominant and aggressive class, the Druid is a nice hybrid utilizing both magical and summoning elements, the Necromancer is renowned for the ability to bring the dead, whereas Rogues are agile, and Sorcerers simply love spells. These five impressive classes give Diablo 4 players a ton of choice. There’s real flexibility in how you can approach the game’s combat and mold your playstyle. Although the title hasn’t been out all that long, Diablo 4 players have identified new classes that could be added to the game. Diablo 4 players demand return of classic roles If you’re new to the Diablo franchise, then you might only be familiar with the aforementioned classes. However, if we take a journey through the history of Diablo, the class pool widens. The Paladin and Crusader have previously been playable classes in Diablo. The Paladin is a heroic Knight with magical powers and has exclusively been seen in Diablo II. On the other hand, the Crusader was first seen in Diablo 3’s Reaper of Souls expansion and focuses on holy magic and steadfast armor to remain resolute and powerful. Diablo 4 players feel the time is right to bring back one, if not two, of these classes in Blizzard’s newest RPG looter. “We definitely need some light powers in this hell-ish world!” Reddit user Chastiell said in a Diablo 4 subreddit post. While it would be great for fans to have an extra headache to choose from, commenters believe that their exclusion is down to moneymaking purposes. “Yeah, I definitely think leaving out a Paladin or Crusader was a letdown. It’s without question being saved for an expansion or some other “pay us more” feature though,” said one player, and another added: “I honestly think the base roster is sorta small. Might be an unpopular opinion since last time was downvoted, but I think we should have a larger option than Diablo 3. I know gotta have DLCs, but I think a newer class would have been nice. Not that Crusader is new either but yeah.” It has already been confirmed that Diablo 4 DLC is on the way. So there’s a strong possibility that a Paladin, Crusader, or both, will make an appearance down the line.

  • Diablo 4 players call for classic looting feature to return – Dexerto

    Diablo 4 players call for classic looting feature to return Blizzard EntertainmentDiablo 4 advertises looting as a big part of its gameplay loop. While players do enjoy it, the community is in agreement that a fun tweak could make looting even more addictive. While franchises such as Borderlands and Destiny have become synonymous with looting, Diablo is what really kickstarted the trend. Exploring, killing, and looting to see if you can find gear that supersedes the equipment you have now. Diablo 4 carries on this tradition in style. It’s not without its flaws though in Blizzard’s latest entry in the series. For instance, the ever-popular treasure goblins have come under fire for being “underwhelming.” To improve matters, Diablo 4 fans have devised a genius way to make looting even more enjoyable – and it won’t require any effort on the players’ part. Diablo 4 players want to see loot pets added Reddit user Delling_Rembran posed a simple question to the Diablo 4 Reddit community: “Do you guys want loot pets?” and the thread replies were quite unanimous. In Diablo 3, players could acquire a pet that would follow the player around and pick up loot such as Gold. Not only did it save time, but it was a neat feature that became extremely wholesome. One user said: “Do you mean the gold collecting pet? If so yes,” and another added: “And with a fully customizable loot filter for every pet,” to prevent unwanted items from being acquired. Excluding loot pets from the launch of Diablo 4 has hurt the game’s quality of life, according to one player: “It’s like the devs from Destiny 2 got new jobs here. I can’t understand for the life of me why you would spend YEARS improving QoL in games just to throw it all out the window when developing a sequel.” The more cynical side of the community believes that this is a deliberate ploy to artificially add new content down the line: “Create a problem, so you can add/sell the solution later. Why come up with new features, if you can reuse the same ones in every installment of the series?” Gold-collecting pets were a feature from Diablo 3 that allowed players to focus on demon-slaying while their little minion ran around scooping up all the Gold. The feature wasn’t available at the launch of Diablo 3 but was added in subsequent updates. Due to loot pets often being cute or comical in nature, the feature was omitted from the more grimdark Diablo 4, but long-time fans of the series are clearly missing their avaricious little pets. If the demand is there, then it’s likely that we’ll see loot pets return in Diablo 4. It would also take some of the heat off of the game’s recent Battle Pass news.

  • Diablo 4 players call for beloved Diablo 3 boss feature to return in new game – Dexerto

    Diablo 4 players call for beloved Diablo 3 boss feature to return in new game Blizzard EntertainmentThe Diablo 4 community is in agreement that the game’s campaign bosses are excellent, however, they are in need of a significant change to improve them moving forward. The quality of Diablo 4 means that most players have different aspects of the game that they prefer. Some love the Strongholds, others prefer maxing out Renown in each region, whereas some solely concentrate on the main campaign itself. For those needing story content, the campaign bosses provide more than adequate roadblocks. They are generally an area where players have few complaints, although fans feel that they definitely need a serious tweak to make the game even better. Diablo 4 campaign bosses are the “best boss battles” “Some of the best boss battles by FAR are in the campaign, and we only get to play them once per character,” claims Diablo 4 Reddit user Kurtiz_TSW. Unlike other battles that can be experienced repeatedly via endgame content, campaign boss battles are currently a one-time-only experience. The OP continued: “All of the bosses leading up to the end of the campaign, and the final boss were all amazing. Why not reuse the content? I would farm the shit out of those if I could and, actually, there is one in particular I just want to play again, but I can’t unless I reroll a new chat and do 75% of the campaign to get back to them.” This proved to be a popular opinion with various members of the subreddit remembering how this was literally a feature in Diablo 3. “Exactly, the way they were part of the bounty system in D3 was awesome,” said one player. Another user made a comment referring to Diablo 4’s endgame bosses: “You will fight the Blood Bishop and only the Blood Bishop, and you will like it!” A slightly more cynical viewpoint felt there are negative reasons behind this: “10$ bet they will be future uber bosses in the coming seasons. It’s free content they can drip feed.” Is it a practice that Blizzard will enforce in the future? Who knows. What we do know though is that Diablo 4 Season 1 is on the way, and players are losing 200 hours worth of progress to D4 bugs.

  • Diablo 4 players blast “incredibly poor” Aspect system – Dexerto

    Diablo 4 players blast “incredibly poor” Aspect system Blizzard EntertainmentDiablo 4 players have taken to social media to blast the current state of the Aspect system despite significant progress in other areas following the release of Season 2. Diablo 4 has undergone significant changes since its rocky release back in June. Though it has taken some time, the game’s direction finally seems relatively positive, and Blizzard has seemingly begun to react to significant feedback from the player base. The leveling experience has been streamlined and is far less reliant on grinding and repetitive activities beyond level 70. Equally, the Patch 1.2.0 update introduced huge updates to dungeons, including an improved layout system and more appropriate mob density. Despite those successes, there is still a lot to do, and one feature is drawing the ire of the community. Diablo 4’s Aspect system is attracting player criticism For the uninitiated, Diablo 4’s Aspect system allows players to add Legendary powers to items of Rare quality or higher. These Aspects are earned via codices rewarded at the end of a successful dungeon run. An interesting idea in theory, one post on Reddit made it clear that the community is unhappy with their execution. Titled “What bothers you about the current aspect system?” the post detailed issues with inventory management and drop rates among the major complaints. Others were quick to chime in with their own opinions, with one saying, “Needs to be completely reworked or removed. It’s an incredibly poor system that ruins the whole game and the itemization.” Another added, “Pretty much hate the entire implementation. Legendaries in this game should be nuked from existence, aspects should be on charms, and there should be a crafting system for raising their tier.” As one of the major systems in the game, Blizzard will keep a close eye on how Aspects are implemented. With further updates expected throughout the season, time will tell if the developer maintains the current positive direction.

  • Diablo 4 players blast devs for killing solo with constant Dungeon nerfs – Dexerto

    Diablo 4 players blast devs for killing solo with constant Dungeon nerfs Blizzard EntertainmentDiablo 4’s Dungeons are one of the game’s main sources of action and XP, but players are becoming more frustrated with the devs as they continue to nerf them. Going all the way back to the series’ roots, Dungeons are a constant aspect of Diablo. When users aren’t busy progressing through the main game, Dungeons provide a nice distraction. Filled with enemies, loot, and XP opportunities, Diablo 4 has a staggering amount of these areas to explore. They add to the game’s already enormous sea of content and hours of gameplay. But, Blizzard Entertainment keeps making tweaks to the game – especially to Dungeons, and players are becoming more agitated by constant nerfs which are making it increasingly tough for solo players. Diablo 4’s Dungeons “feel so damn empty” Multiple Reddit posts have complained about the state of Diablo 4’s Dungeons, with all players hammering down the point that the devs need to leave them alone. “Devs, we run dungeons to level because the XP everywhere else sucks!” one post said, and explained: “Seriously, what are you doing? Why do think so many people keep running dungeons? It’s because XP everywhere else is bad, it’s that simple. World Bosses, Helltide [Events], and NMD (Nightmare Dungeons) all need their XP buffing. It’s so frustrating having you make it increasingly more difficult to level, especially for solo players.” This becomes increasingly problematic for solo players because, to combat the reduced XP, they’ll need to team up with random players to earn a bonus XP modifier – which many won’t necessarily want to do and feel they shouldn’t have to. The OP went on to say that “it’s becoming harder and harder to play this solo” and other users were in agreement. “It makes no sense. D3 went through the same thing, players demanded more density, they eventually gave it in the form of rifts, and it proved hugely popular,” commented one player. One of the reasons for the Dungeon downturn is the decreased presence of mobs. Reddit user cindeson explained in another Diablo 4 post: “I play ARPGs to kill hordes of mobs, not 5 at a time.” The player went on to say that the game’s “Nightmare dungeons and normal dungeons feel so damn empty. Where is the mob density?” Once again, the replies were unanimous in their way of thinking: “This. They just nerfed mob density and amount of elites for all Dungeons. This just takes away the fun of killing big packs and loot drops,” said the top comment. Other users said: “I was hoping later dungeons would just be crawling with mobs because aside from the rest of the minor gripes, the time spent trying to FIND mobs is the worst thing about the game. I’m here to kill demons. Why is there a literal minute between mob groups in a dungeon? Are we being overrun by hell or not? Sometimes it feels like we could just hire an exterminator. It’s like a running simulator that sometimes has enemies.” All things considered, Diablo 4 is still comfortably in its first full month of being out. Blizzard is trying to work out the kinks and balance the game where possible. But it has to be said that the user issues are racking up from endgame users dominating PvP in low World Tiers to the obvious server miscommunication problems.

  • Diablo 4 players blast Blizzard for “sad” Call of Duty crossover with Lilith – Dexerto

    Diablo 4 players blast Blizzard for “sad” Call of Duty crossover with Lilith Activision BlizzardIt was a shock to many when a Diablo 4 and Call of Duty crossover was announced. While it bolsters CoD’s already stacked vault of skins, D4 players have criticized Blizzard for the move. Ever wondered what Diablo’s Lilith and Inarius would look like in the CoD universe? No? Well, it doesn’t matter as Activision has gone ahead with the insane crossover. We’ll also see D4’s infamous Butcher take to the lands of Warzone 2 as well. The reality is that the move makes all the sense in the world. Activision Blizzard owns both IPs, so mixing the two series is a no-brainer. Many Diablo fans are quite exasperated with the tie-in for a variety of reasons and have slammed Blizzard for it. Call of Duty & Diablo 4 crossover upsets players “Look at what they did to my beloved franchise,” exclaimed D4 user razbouz on the game’s subreddit. They highlighted the new Diablo 4 skins wielding firearms in Call of Duty. One of the top comments was particularly savage saying: “Even Lilith and Inarius quit D4,” presumably in reference to the player’s ongoing gripes with the game. “It is Activision’s franchise now. And Activision is driven by profit, not quality,” added one user, and someone else commented: “Blizzard is not the company you remember or grew up with. They are done, only similarity is the name.” Whereas one user solemnly added: “It is pretty sad. Sigh.” Call of Duty skins make Activision tons of money, it goes without saying. However, the player consensus is that Blizzard has sold out the identity of Diablo 4 for profit. While skins are a sore point for many fans it seems, the fan base is also unhappy with other areas of the RPG title too. Not only are Builds being called into question, but so is item randomization.

  • Diablo 4 players believe Season 5 will be “purposefully broken” – Dexerto

    Diablo 4 players believe Season 5 will be “purposefully broken” BlizzardAs Season 5 looms on the horizon, Diablo 4 players have wondered why Blizzard is going all-out with changes in the game’s shortest Season. One player in the Diablo 4 subreddit had a theory about Blizzard’s plans and believed that Season 5 will be “purposefully broken/insane.” The post began with the player worrying about the power creep in Diablo 4. As each Season becomes more and more insane, and with Blizzard buffing Uniques, players should prepare for a wild Season of the Infernal Hordes. The player believed that the developers were purposefully buffing items and introducing incredible features to nerf stats and cap player levels during Season 6 to bring the game to a more stable state. Despite the setbacks from previous seasons, Diablo 4 Season 4 shaped up to be a “tremendous success” that revived the game. Players reveled in how fast they could collect high-tier loot and slay hordes of enemies. Now that Season 5 will return Uniques to their game-breaking glory, alongside introducing 50 new Uniques and Legendary items, Diablo 4’s shortest Season could easily become one of its best. The Reddit post ended with the player explaining how they “like this approach of letting players do crazy things and then getting back to a more concrete basis for the game.” Fans in the replies mostly agreed with the original poster, with one comment stating “It wouldn’t be the first time Blizzard made something ludicrously strong, then nerfed the sh*t out of it.” The reply continued to say that players who want to still feel powerful during Season 6 should try the Spiritborn class. Even the Diablo 4 lead said that Spiritborn will be “broken in the most fun way.” Although most replies responded positively, some players were skeptical, with one explaining how players do not respond well to powers getting ripped away. Fans will just have to wait and see how the jump from Season 5 to Season 6 will be.

  • Diablo 4 players beg for map progress to carry over to repeat playthroughs – Dexerto

    Diablo 4 players beg for map progress to carry over to repeat playthroughs Blizzard EntertainmentDiablo 4 fans have called on Blizzard to add a big quality of life feature to map completion after creating a new character. Diablo 4 is nearly here for all players, although those with early access have already started exploring Sanctuary in the fourth installment of the dungeon-crawling action RPG. Naturally, the game’s map is expansive, with tons of locations, towns, and dungeons to stumble across. However, fans have already noticed a frustrating caveat when it comes to map completion. Those Diablo 4 players who have decided to start the game again with a new character have discovered map data doesn’t carry over, and have called on Blizzard to implement it as a feature. Diablo 4 fans want helpful map completion change A post, titled “Blizzard please give us the full map when we create a new character,” on the Diablo 4 subreddit brought the issue to the community’s attention. The OP explained that they had “spent quite a bit of time trying to discover every nook and cranny of the map and it felt so rewarding.” Unfortunately, upon creating a new character and skipping the early campaign segments, they released the vast majority of their map completion progress was gone. Diablo 4 fans in the comments agreed with the OP’s opinion that discovering the map multiple times is “just tedious for the sake of it,” and urged Blizzard to add this as a feature in the future. “If you choose to skip [the] campaign on an alt, the map should be fully discovered or as discovered as on the initial character who completed the campaign, agreed,” said one Reddit user. Another replied to that statement and asked “Gold carries over. Why not [the] map?” Some have claimed this has put them off of exploring the map with a new character on subsequent playthroughs. “I was talking with my buddies about this earlier. There is *zero* chance I am bothering to uncover the map again with alts, it’s too big and there are far too many discovery points to do so.” Blizzard seemed receptive to community feedback during the beta period, so hopefully that mentality carries through now that Diablo 4 is nearly available for everyone.

  • Diablo 4 players beg for major QOL update to remove its most “tedious” activity – Dexerto

    Diablo 4 players beg for major QOL update to remove its most “tedious” activity Blizzard EntertainmentDiablo 4 players are petitioning Blizzard for a quality-of-life change that fixes the waypoint grind. Diablo 4 Season 5 is firmly underway and it has been a bit of a mixed bag for players. The devs have capitalized on the dramatic itemization overhaul from Season 4 and added Infernal Hordes which have become the preferred endgame grind for the soldiers of Sanctuary. On the other hand, early bugs and performance issues as well as some misfires on the supplementary Mother’s Blessing event have dampened the enthusiasm. While problems with the newer inclusions to the season are grinding the gears a little, lingering issues with how Diablo 4’s seasonal content is implemented are still causing frustration. Reddit user BusinessCommunity813 raised the issue of Diablo 4’s fast travel points resetting for every new character. Many players in the thread agree that the repeated grind of unlocking waypoints has become “tedious”. Coming into the fifth major content update for the game, Diablo 4 players have gotten used to the idea of creating at least one new character for every season. While it helps with the game’s replayability to try out new builds and tools, what should carry over to new characters has been a point of contention between Blizzard and players. “It’s highly reasonable to expect that waypoints should be automatically unlocked as a quality-of-life improvement,” BusinessCommunity813 expressed in their post. At present, every new character you create in Diablo 4 must take a tour of Sanctuary to unlock all of the fast travel points you’ve accessed previously. It creates some non-optional busy work in order to access the specific content you need to start honing your build properly and players are a little fed up. “Running around getting waypoints is not fun for the Nth time,” one user agreed. “I agree 100%. Players who have beaten the campaign or have unlocked them previously non-campaign should have waypoints unlocked,” another player added. “They are part of the progression for the campaign and feel bad for non-campaign.” The round trip to pick up waypoints can be particularly grating at the beginning of a new season when you’re looking to jump straight into whatever new content Blizzard has cooked up. Players are requesting a quality-of-life update to remove some of the tedium but whether the devs will be receptive is anyone’s guess.

  • Diablo 4 players beg for important Diablo 3 features to make game less “painful” – Dexerto

    Diablo 4 players beg for important Diablo 3 features to make game less “painful” Blizzard EntertainmentFeatures change from game to game and many of Diablo 3’s features didn’t make it over to Diablo 4, presumably, in an effort to make the new game stand out and assert its own identity. However, D4 players believe that some of these iconic traits need to be brought back. There’s always a fine light that developers need to tread with sequels. A follow-up ideally needs enough of its own identity to make itself a viable sequel, but it helps to keep gameplay features that fans loved and gravitated toward its predecessor. It seems that this is something that Diablo 4 has wrestled with since its launch. While Mounts and Strongholds have represented a new way forward for the dark and depraved franchise, players have also conversely missed elements of previous entries – such as the reroll system. Diablo 3 features could make Diablo 4 “more fun”? Two interesting points of contention have got the Diablo 4 community talking. The first is the subject of Nightmare Dungeons vs Greater Rifts – the former being a D4 feature and the latter a D3 mechanic. “Greater Rifts were better content,” said one Reddit user’s post and explained that they “can’t get over how much more fun Greater Rifts were. Running Nightmare Dungeons just feels like you keep running the same bounties over and over. It just gets boring so quickly.” Nightmare Dungeons have effectively replaced Greater Rifts, but the slower-paced nature of NDs and its instance of completing mini-objectives and backtracking is seen as a step backward from the fast-paced, action-packed nature of Greater Rifts. “They tried so hard to make D4 be NOT D3, they flushed many of D3’s best features. I understand wanting to innovate but I’m not sure this is it,” said one user, and another explained: “GRs were certainly massively better than NM dungeons. Having to deal with sigils, trying to get a specific level of sigil, salvaging the sigils with awful affixes or that are for nearly empty dungeons, etc, is just a pita that adds nothing fun or even interesting to the game. I just want to kill stuff.” Another bone of contention concerns the lack of a minion to pick up Gold for the player. A relatively simple concept that may seem benign, but it’s got the goat of many players. “I feel like there is a lot of backtracking in game, in general, but to backtrack to pick up gold is annoying af,” said another post. The top comment dropped a bomb for the forum to take in: “Coming from the last season of Diablo III to this was painful. My blessed minion was upgraded, grabbing poor-quality loot and auto-dismantling for parts. Speeding off after any and all gold. Even picking up all the gems? My guy was the MVP. Now look at me. Minionless. It’s just not the same.” A more positive user also agreed with this point too: “I haven’t complained anything about D4. I’m mostly enjoying the game. Of all things, the one thing I really wish would be different is the pet. Picking up gold and materials is so boring.” We’ve seen already since its debut that there are certain parts of the game’s design fans would love to see change. These are another two aspects that may possibly get tweaked, but we know for sure some changes are coming with the much anticipated new Diablo 4 1.1.1. update.

  • Diablo 4 players beg Blizzard to stop turning servers off without warning – Dexerto

    Diablo 4 players beg Blizzard to stop turning servers off without warning Blizzard EntertainmentThe erratic nature of Diablo 4 servers is leaving players completely frustrated. Blizzard has a tendency to turn them off without warning, and fans think the devs need to change the system. In what has completely taken fans off-guard, Diablo 4 servers have actually held up quite well since launch. Due to the severe influx of players, constant server disconnects and queue times were expected to plague D4. However, it hasn’t been as frequent as other titles, although this has come with a significant caveat. Blizzard has suddenly, without any forewarning, decided to turn the servers off several times. The reason is so that they can implement a new update to improve the game’s functionality. It does mean though that players are midway through Dungeons and Strongholds one second and then being kicked the next. Diablo 4 players desperate for World of Warcraft server feature A passionate post on the Diablo 4 subreddit led with a complaint: “Blizzard: PLEASE stop shutting down servers with zero warning.” It broke down the issues caused by suddenly turning Diablo 4 servers off and why it’s so problematic for players. “World Of Warcraft…another BLIZZARD game warns the players before shutting servers down. As they should, it’s common sense. In the middle of a nightmare dungeon or a helltide and servers suddenly go down. On no planet is that acceptable for your players. Full stop. No, I shouldn’t have to keep checking Twitter,” the OP said. They certainly weren’t alone in their thoughts: “Agreed. Past games (including WoW, a Blizzard game) have always had a ‘server maintenance in 15 minutes’ kind of notice. It’s weird D4 isn’t doing that. I’ll happily find a stopping point and log out and go do something else while they work on the servers, but getting kicked mid-dungeon crawl is dumb,” one player said. Another user chimed in too: “You’re right that most online games will do an in-game warning because that’s where the player’s attention is focused at. Posting on Twitter/launcher is fine and all but that’s not a good alternative for those playing and that will be actively affected. It’s not even a big ask/complaint. I feel bad for those playing hardcore with this. The concept of Hardcore is already a big one to juggle without any other extraneous variables. The extreme difficulty option can result in the permanent death of a character if they fall. So if a server is being turned off in the middle of a boss fight, for instance, it can have devastating consequences. We’ve already seen the world’s first Level 100 hardcore character disappear due to server issues, so it’s understandable that players want this issue to be rectified.

  • Diablo 4 players beg Blizzard to make Season 3’s Gatehall hub permanent – Dexerto

    Diablo 4 players beg Blizzard to make Season 3’s Gatehall hub permanent Blizzard EntertainmentDiablo 4 Season 3 has some interesting additions to spice up the experience but one of its more mundane inclusions is a crowd favorite. Players are pleading with Blizzard to keep the Gatehall hub around. Diablo 4’s Season of the Construct got off to a bit of a rocky start as fans of the game leaped to criticize the new seasonal mechanics. Even the game’s most prominent streamers were struggling to find any merits in Season 3. Fortunately, the most recent patch for Diablo 4 Season 3 has caused players to do a complete backflip. Changes to the new Vault dungeons at the core of the seasonal gameplay loop have reinvigorated Diablo fans. Now that the dust has settled and the initial outrage has died down a bit, players are looking at the season in a new light and noticing more of the positives. Diablo 4 Season 3’s new Gatehall hub area has fans on the game’s Subreddit petitioning Blizzard to make it a permanent fixture. The Gatehall hub removes a lot of the fuss of Diablo 4’s gear management and upgrading thanks to its inclusion of all the relevant vendors in very close proximity. Diablo 4’s towns and cities aren’t a major hassle to get around but it can be frustrating when the two vendors you need are on opposite sides of the settlement. The convenience of the Gatehall relative to the other towns and cities in Diablo 4 has forever altered the habits of players. “You can’t put the toothpaste back in the tube Blizz,” one player said. “Having this hub is phenomenal QoL.” Multiple people grinding out new Seasonal characters have come forward suggesting that the Gatehall be made a permanent inclusion in Diablo 4 going forward. While the semantics are up for debate on just how to implement it, one suggestion has gained the most traction. “Expand the Tree of Whispers base into a full base like the Gatehall,” one player put forth to unanimous agreement. This would probably be the simplest method as all the site needs is an Occultist and an Alchemist. Diablo 4’s dev team has done a pretty good job of implementing major seasonal feedback from fans with the inclusion of target farming and permanent Helltides. Hopefully, this is another suggestion they take on board to reduce the time spent managing gear so we can spend more time acquiring it.

  • Diablo 4 players beg Blizzard to keep popular Season 4 mechanic – Dexerto

    Diablo 4 players beg Blizzard to keep popular Season 4 mechanic Blizzard EntertainmentDiablo 4 players aren’t ready to say goodbye to Season 4’s Profane Mindcage and have petitioned Blizzard to keep it around. Diablo 4 Season 4 completely reworked the game’s itemization and crafting mechanics from the ground up. These changes revitalized the game and were generally well-received and the good news is, most of them are sticking around beyond Season 4. One of the most popular changes to Diablo 4 that came during Season 4 was a rework to Helltides. Their earlier availability made leveling up significantly easier and allowed access to better loot in the early game. One of the new additions to Helltides was the Profane Mindcage Elixir which increases the drop rate of Aberrant Cinders in Helltides but also makes enemies more powerful. With Diablo 4 Season 5 right around the corner, players on the Diablo 4 Subreddit are pleading with Blizzard to keep the mechanic in the game. “Profane Mindcage makes Helltides more challenging and rewarding for those that have maxed builds and want a bit of a little challenge to spice things up.” a Diablo 4 player explained in their post. “Do not take away what makes the game fun.” Ordinarily in Helltides, enemies that spawn are three levels higher than the player which is already somewhat challenging but the extra seven provided by Profane Mindcage ups that tremendously. Players are even requesting that the Elixir be made stackable to push levels higher which would make practicing for the Artificer’s Pit in Helltides an option. It’s not just Season 4’s Profane Mindcage that players want to stick around, however. “To be honest all the seasonal elixirs need to stay, holy bolts and the momentum elixir are just so good and make the game more fun,” one player put forward. “I actually want to use them over, say, the iron skin ones which are redundant now we know the armor cap is so low.” Blizzard has previously stated that seasonal mechanics that players enjoy may be permanently implemented in the game. This season’s Helltide changes were inspired by the tremendously well-received Blood Harvests of Season 2 so it’s entirely possible that Profane Mindcages could return following Season 4.

  • Diablo 4 players beg Blizzard to finally fix “broken” damage over time – Dexerto

    Diablo 4 players beg Blizzard to finally fix “broken” damage over time Blizzard EntertainmentDiablo 4’s lingering damage over time (DOT) issues are the final straw for some players. They are pleading with devs to resolve it. Diablo 4 has just entered its fifth season, but a rocky start has led some players to designate it “the season of Infernal Bugs”. Despite these hiccups, new content like the titular Infernal Hordes has been incredibly well received. Diablo 4’s developers have been working hard to restructure the game, which began with major overhauls in Season 4. These efforts culminated in Diablo 4 Season 5, but there are still some lingering issues that frustrate players. One major cause for concern is the insane DOT inflicted by higher-level enemies, which, thanks to newer inclusions like Infernal Hordes and The Pit, are incredibly common. Reddit user yxalitis took to the Diablo 4 Subreddit to petition Blizzard to solve the issue. The initial complaints were specifically in relation to poisonous enemies, and they seem to be the worst offenders. “There’s no doubt poison feels much stronger than any other trash mob attacks in the game. It’s been like this since the start of the game,” one player complained. It’s not just poison damage that feels unfair, however. Players have been struggling with many of the game’s DOT status ailments. “It’s all DOTs. They can really feel overtuned sometimes,” one user explained. “The Desecrator in the Infernal Horde T5+ has fire DOT that instakills. It’s definitely mostly poison, but there’s some that’s fire,” another confirmed. As well as the significant damage dealt by DOT effects by higher-level enemies in Diablo 4, there are multiple reports of the mechanic not working as intended. “My favorite part is if you die from poison damage and revive too fast, it ticks again and kills you,” one player joked. “I had the same thing happen several times in spider dungeons,” another added. Effects like Barriers or Unstoppable will remove the effects of poison and other DOT ailments in Diablo 4. Unfortunately, not every build is tuned to have these abilities in play. Players in the thread are asking Blizzard to acknowledge the issue and fix it but the possibility of that is uncertain given how long this sort of thing has persisted.

  • Diablo 4 players baffled by Blizzard’s decision to include “unobtainable” loot – Dexerto

    Diablo 4 players baffled by Blizzard’s decision to include “unobtainable” loot Blizzard EntertainmentA common Diablo 4 player sentiment is that loot is very hit-and-miss. In particular, some of the game’s most luxurious and rare treasures are so scarce that they are almost unobtainable. The community wants a big change to Diablo 4’s loot and they want it ASAP. As always, the Diablo 4 player base has been very vocal as of late with constructive views on how to improve the game. Focused feedback has been directed toward the nature of the game’s builds mechanic, as well as item randomization as a whole. Now, attention seems to have shifted back to the game’s loot. Diablo 4, by nature, is an RPG looter. A great deal of the game revolves around the persistent hunt for jaw-dropping loot to boost stats to inflict mad attacks. As players reach the game’s higher player levels though, one consistent problem seems to persist – the lack of Uber Uniques. Diablo 4 Uber Uniques are too unique In case you didn’t know, the probability of an Uber Unique item dropping for you in Diablo 4 is practically zero. These almost mythical items provide a great deal of attribute-increasing qualities and are highly sought-after. The drop rate for them though is non-existent. Diablo 4 Reddit user Such–Balance has questioned Blizzard and their decision-making process. “I want to know what was said in the meeting when they decided on [the] drop rate of the superuniques,” they asked. They explain that it’s “a mindbending decision to, in a loot game, have a rarity that doesn’t drop for 99.9999% of players and isn’t tradable…in a LOOT game!” “I personally don’t understand the concept of having something in a looter that is basically unobtainable. If a lucky few get them in lottery odds, again what is the point here? Because as luck would have it, some random who casually plays and doesn’t understand the history gets one. It’s lost on them, making them difficult to obtain makes sense. Near impossible a waste of their time and mine,” said a top comment. On the other hand, while many agree, other fans aren’t as bothered because they don’t see the point in Uber Uniques anyway. “The funniest thing is that half of them aren’t even good,” declared one user. It wasn’t all that long ago that data revealed how many shako drops there had been since launch. Could we see Blizzard tweak drop rates with Diablo 4 Season 2?

  • Diablo 4 players are so bored that they’re giving away endgame loot – Dexerto

    Diablo 4 players are so bored that they’re giving away endgame loot Diablo 4Many Diablo 4 players who have already reached their Season 4 endgame goals are just giving away their loot to other players, claiming that they’re done with the game and don’t see themselves playing out the season. The Loot Reborn update was a promising start to Diablo 4’s fourth season, and it was well-received at the beginning. However, as time has gone on, community sentiment has changed. Between the endgame gold grind being a slog, bricked weapons souring the Tempering system, growing dissatisfaction with The Pit being the only real challenge and many other issues, players are just hoping Season 5 can mend Diablo 4’s endgame woes. For now, though, those who don’t see themselves playing Season 4 anymore are just giving away their gold, crafting materials and gear to other players. A number of Redditors have publicly posted about it, saying that they’ve got billions of gold saved up along with essential crafting materials that they’re willing to just give away. One player who posted on Reddit asking, “Who wants my gold?” after claiming they were done with the Season spawned a massive response. Not only did they split their bounty of 18 billion among other players, but they inspired others to give their loot away in the same thread. “Love this. I gave my billions to a real life friend who was still playing. If he didn’t accept I was going to do the same. Everyone should do this imo,” said one player. Seeing as Seasonal characters are effectively useless once the Season’s over to those who keep up with the game’s new content, these players just sped up the process of getting into Season 5. This thread isn’t an isolated incident, either. Across Diablo 4’s niche subreddits for each class, players can be seen giving away their class-specific loot to other players. What makes offers like these even more generous is the real-life money many sell gold and items for, to the point where many want the series to bring back a Diablo 3-esque auction house so they can circumvent shady sites and vendors. However, these players are just offering up their hard-earned loot for free. They could sell it for a profit, but they’d rather help a player get through the grind and reach their own goals. While this is a wholesome move from the generous players who have decided to just give away their loot, it’s also not a great sign of where the endgame is at. If the grind is so boring that players are leaving their loot up for grabs instead of pushing further, there are clearly players who want more content to sink their teeth into. It remains to be seen if Season 5’s changes will be enough to rope them back in.

  • Diablo 4 players are sick of Season 5’s recycled tutorials – Dexerto

    Diablo 4 players are sick of Season 5’s recycled tutorials Blizzard EntertainmentDiablo 4 players are questioning whether the developers think they are “stupid” after forcing them to replay the game’s tutorial once again in season 5. Diablo 4 season 5 has recently gone live, and the community, dedicated as ever, is jumping back in to experience all the new content and features added to the game. While the community has already reported some bugs and glitches with the new season, they have also expressed frustration about replicating the game’s tutorials after creating a new character. Often, gamers create multiple characters when diving into an RPG to test out different builds and that’s certainly the case for Diablo 4’s seasonal updates. Now, in the fifth season of Diablo 4, the community is getting restless with how the developers keep making them play through certain tutorials when each new season is released. In a new Reddit thread, one D4 player questioned whether the devs think the community is “stupid” after once again having to go through the Gem crafting tutorial. When creating a new character, even if you’ve already played through the season multiple times, all waypoints will be locked, and you’ll be required to go back and “relearn” how to craft items and other simple gameplay features. One player commented, “It is super duper annoying. Want to level up your potions in the town you are in? Nah-uh-uh: you need to go to Kyovoshad and learn how to level up potions first!” Others also pointed out that, while they understand the need for tutorials for those entering the game for the first time, developer Blizzard should allow those who have already played through the game to skip it entirely. “At the very least they should make it so that, once you unlock them on one character during a season, they’ll be unlocked for all characters,” added another. Diablo 4 season 5 is now live and includes a whole new Battle Pass and more.

  • Diablo 4 players are overjoyed with ‘significant nerfs’ to the Artificer’s Pit – Dexerto

    Diablo 4 players are overjoyed with ‘significant nerfs’ to the Artificer’s Pit Blizzard EntertainmentDiablo 4’s Artificer’s Pit just got a lot more manageable for the average player thanks to the latest patch. Diablo 4 Season 4 kicked things off by bringing in a host of new mechanics to shake up the foundational experience of the game. Many of which are sticking around for good. While things like the new and improved Helltides have sped up Diablo 4’s early game, the Artificer’s Pit is the endgame that players aspire to conquer. Thanks to a number of changes introduced in Patch 1.4.3, running the Pit has gotten much easier. Diablo 4 players are reporting that the Pit feels “significantly nerfed” but it’s not a point of complaint. While some were already managing ridiculous single-skill runs pre-patch, it was still considered notoriously difficult. Diablo 4 Patch 1.4.3 did introduce some direct adjustments to difficulty in the pit, but those aren’t the only reasons it feels more accessible. One player reported feeling a major increase in their build’s functionality thanks to a reduction in stat requirements for buffs from Paragon Boards. Given the sheer volume of changes established by the patch, it’s likely a combination of things that have softened how the Pit feels. Whatever the cause, many Diablo 4 players are excited about the alterations. “It’s great. Now I don’t have to feel so bad for not swapping to my Bash Barb to speed farm materials,” one user explained. “I can farm the mats efficiently enough with an off-meta build.” Another player responded that this was the “first, last, and best take”. With the new changes from the patch, players are reporting being able to hit much higher levels of the Pit with minimal adjustments to their build. This should make it far easier to engage with the new Masterworking mechanic introduced in Season 4.

  • Diablo 4 players are loving Season 3 for one surprising reason – Dexerto

    Diablo 4 players are loving Season 3 for one surprising reason Blizzard EntertainmentIt’s fair to say that reaction to Diablo 4 Season 3 has been mixed so far, but some players are thankful to it for highlighting a wider issue. Every Diablo 4 season isn’t going to be everyone’s cup of tea, this is unavoidable and Season 3 was always going to face an uphill battle after the success of Season 2. Vampires are always cool, so the constructs of Season 3 always had big shoes to fill. While Zoltun Kulle‘s traps have the Diablo community divided, there’s one thing dominating everyone’s thoughts when it comes to Season 3 of Diablo 4. That’s the Seneschal companion, the little robot who follows you and fights alongside you in Season 3. While the Seneschal isn’t so tough in combat, its main strength is the buffs it gives you by adding certain stones to its body, not unlike Vampire Powers from Season 2. While some players are disappointed by the little guy’s lack of power in basic combat, others are pleased that this has highlighted a bigger issue in Diablo 4 – the fact that pets and companions feel so underpowered in the game. It’s a common gripe in Diablo 4 that Necromancer and Druid minion builds feel underwhelming when compared to some of their counterparts in Diablo 3, namely the Necro and Witch Doctor, who were that game’s summoner classes. Diablo 4 also omits Mercenaries and the customizable companions from Diablo 3. While some NPCs follow you around in certain quests, they’re barely noticeable in battle. Diablo 4 Season 3: Seneschal companion While many Reddit threads have been written lamenting the weakness of minions, including the Seneschal, some players are actually happy that Season 3 has finally highlighted this issue to players who were previously unaware that companions were weaker than in previous games. One user started his thread by saying: “I frickin’ LOVE this season (hear me out). Thanks to the Seneschal, now everyone gets to see, gets to experience, gets to FEEL just how hilariously detached the devs’ concept of what a minion should be is. If you find yourself unimpressed and disappointed by your little robot, remember to pour one out for your Summoner Necro [Edit: and Pet Druid] homies.” Lots of players agreed, posting replies such as: “What’s the point of putting anything on a dedicated skill tree for a specific character if you have 0 intention to fully support those skills to be viable and impactful choices when the player chooses to invest skill points into those abilities?” And: “I really hope the abysmal failure of the Seneschal – a minion they were TRYING to make fun, functional, and powerful – shows them that their idea of what is “balanced power” in an AI buddy is horrendously off.” Others suggested ways that Blizzard could improve minion builds saying: “We need a command skill, a buff minions skill, and a debug enemy skill. With two minion skills on your bar, a basic attack skill, and those three types of skills… that’s your basic summoner/pet action bar sorted.” While some were more positive about minion builds, saying that Season 3 has made some more effective. One said: “Summoner Necro is popping off this season… go look at Krips GolemMancer.” It’ll be interesting to see how minion/pet builds do in future seasons and if Blizzard gives companions such as the Seneschal additional buffs to make them more powerful in combat.

  • Diablo 4 players are flawlessly creating God of War’s Kratos – Dexerto

    Diablo 4 players are flawlessly creating God of War’s Kratos Santa Monica Studios, Blizzard Entertainment, CanvaDiablo 4 and God of War have improbably joined forces to bring the Greek God to the game. Using the game’s customization tools, it’s entirely possible to bring the slayer of deities to the dark world of Sanctuary. In recent times, Kratos, the Greek God of War, has notably traded the scorching shores of Athens for the piercing Nordic cold. His transition recently reared its head once more in God of War Ragnarok, and now he’s back, only this time in Blizzard’s Diablo 4. Players have many different options when it comes to Diablo 4’s classes, from undead-raising Necromancers to spellbinding Sorcerers. However, players have managed to create their own class it seems – Ghost of Sparta. God of War’s Kratos marches into Diablo 4 Lox72 is the Reddit user who got the Kratos ball well and truly rolling in Diablo 4. They showed off their scarily accurate depiction of the God of War – and it’s not even his recent makeover, it’s the classic look from earlier games. There was a time when Kratos didn’t have a beard, only a goatee. During this time period, he was also battling the likes of Zeus and Hades instead of Thor and Odin. This classic look has now been fully immortalized in Diablo 4. The design has been pulled off using the game’s transmog tools. Everything about the look is practically spot on from Kratos’ white skin, which we know is actually the ashes of his dead wife and child, down to his bald look with the old-school goatee look. Fans were full of praise for the design. “That’s actually pretty f*cking dope,” exclaimed one user, and another joked: “You single-handedly destroyed the $20 Destiny Kratos skin.” Another user by the name of tinnkerbull1990 also shared their version of Kratos. The first one is a shirtless version showing more of the warrior’s red markings, and the other one represents the more recent incarnation of Kratos. This may just be the start of some weird and wonderful Diablo 4 creations that we could see in the weeks to come. Meanwhile, if you’re not seeking a Diablo 4 eulogy from Megan Fox of all people, you could also go about building yourself a giant army of NPCs on horses.

  • Diablo 4 players are equally wowed and stunned by Season 2 attire – Dexerto

    Diablo 4 players are equally wowed and stunned by Season 2 attire Blizzard EntertainmentDiablo 4 players loved a viral post that showed off “cheeked up” rogue customization options in Season 2. Most of the games loved by players in 2023 featured immense customization options, like Baldur’s Gate 3 which hilariously allows the player to run around practically naked, allowing the players to feel more connected and immersed in the gameplay through a character that feels unique to them. Diablo 4, the long-awaited sequel that content creators like Asmongold have found disappointing to the point of quitting the game, released a Season 2: Season of Blood update that features a vampiric theme. The update brought with its Vampire-infused tone a complete seasonal reset, a new follower called Erys, and some new Vampire-themed gear that players have used to create some interesting new character looks that the community has found hilarious. Diablo 4 community stunned by Rogue outfit One player was thrilled with the Diablo 4 Season 2: Season of Blood update, sharing their excitement with the community: “The season 2 skins are even better!“ Diablo 4 players united in laughing and joking in response to the post, with some admitting, “Guess I’ll have to play rogue again,” with others jokingly sharing their admiration for the more exposed sections of Blizzard Entertainments Rogue character model: “It’s unfair how much cake rogues get.” But some in the community couldn’t help but compare the game to its currently more successful rival Baldur’s Gate 3, which many players have crowned as king of character customization for games in 2023: “Baldur’s Gate 3 has ruined me. Why can’t I just run around all the time with t*ts and bits flying free, Blizzard?” However, other players are more focused on other new items added to the game, like the invincible Lich King Mount from World of Warcraft which comes in at a costly Platinum price.

  • Diablo 4 players are elated with key Season 2 changes to Renown – Dexerto

    Diablo 4 players are elated with key Season 2 changes to Renown Blizzard EntertainmentDiablo 4 Season of Blood got a surprise reveal at Gamescom and one incoming change has fans overjoyed. The often-maligned renown grind looks set to get a little more forgiving. Diablo 4 Season of the Malignant is barely a month into its run and Blizzard has shocked fans of the game by revealing Diablo 4 Season 2 at Gamescom on August 22. The first season got off to a rocky start with poorly received patches, multiversal glitches, and a bothersome in-game economy but Blizzard has a chance to right the ship. A major sore point for newcomers to the franchise was the revelation that they would have to create a new character for every Diablo 4 Season. While this does add major replayability to the game with the chance to try new classes and playstyles, players dreaded retreading the cumbersome grind for Renown. Blizzard partially addressed those Season 1 concerns with the reveal of shared map progress and some Renown carry-over from your most accomplished character. In a post to their blog, Blizzard has gone the extra mile announcing all characters, Seasonal and Eternal, will now share Renown. Players have called the move “a dramatically good decision”. Players weigh-in on Diablo 4 Season 2 Renown changes The particular point in Blizzard’s Season of Blood announcement that Diablo 4 players are referring to is this: “Paragon Points, Skill Points, Potion Charges, and Obol capacity upgrades will now carry over into a new Season once achieved with an Eternal or previous Seasonal Realm character.” The change has been welcomed with open arms by players on Diablo 4’s famously prickly Subreddit. Some have hailed it as “the single best change to Season 2” based on the admittedly limited information we have so far. Some detractors have expressed concerns that this change may dilute Diablo 4’s limited pool of content. However, the vast majority seem to be keen on the thought of skipping what they consider less desirable parts of the game. “Definitely a good move if they plan to stick with the new character system,” one user said. “I can see myself enjoying the game long term, making more characters in future Seasons.” Diablo 4 Season of the Malignant is still in full swing and won’t end until October 25. More news regarding the upcoming Season of Blood is a while off according to Blizzard. They’ve said they’ll have a comprehensive breakdown of the season 2 mechanics for Diablo 4 closer to its release. In the interim, check out our massive list of guides on how to get the most out of Season of the Malignant while it lasts. Diablo 4: Best way to make money | Diablo 4: Fastest ways to get XP & level up | How to Transmog gear in Diablo 4: Armor, weapons & more | Does Diablo 4 feature followers or mercenaries to hire? | Diablo 4 couch co-op explained: | When is Diablo 4 Season 1? Possible start date, theme, & rewards | How to play Diablo 4 Early Access: Dates, times & how to preload | What is Diablo 4 Hardcore mode? | How to get a mount in Diablo 4 | Diablo 4: How to upgrade your healing potion | How to swap weapons in Diablo 4 | Diablo 4: World Tiers explained | How to use emotes in Diablo 4 | Diablo 4 review

  • Diablo 4 players are buying microtransactions to solve PS5 license error – Dexerto

    Diablo 4 players are buying microtransactions to solve PS5 license error BlizzardDedicated Diablo 4 players are resorting to a rather interesting technique to help bypass the game’s current widespread login issues on PS5. Very few video games manage to release without a hitch these days, and it seems like Diablo 4 is no different with reported error codes and fan frustrations. One major issue has affected tons of PlayStation 5 players, with the game causing frustrating login issues. To help combat this bug, many players have resorted to tricking the game and Sony’s servers by using the game’s microtransactions to get into Diablo 4. Diablo 4 players buy in-game currency to bypass PS5 login issues When loading up Diablo 4, many PlayStation 5 players were met with an unexpected error message that read: “Unable to find a valid license for Diablo IV.” This issue has left some players unable to fully enjoy their early access privileges. To help combat this, some fans have found a rather interesting workaround. Essentially, as reported by users on Blizzard’s technical support, simply purchasing the smallest in-game package from Diablo 4 will trick your PlayStation into granting you that lost license. While we don’t recommend purchasing packages just so you can get into the game, one fan has taken to Reddit to explain a free way to solve this issue, stating: “If you download anything from the PlayStation store like a free game it’ll let you through the queue. Just got into the initial settings.” It seems all the PlayStation store needs is a reminder that you have a valid license and you’ll be able to play the game. Due to this being such a widespread issue, Blizzard quickly responded, saying: “We are seeing reports regarding PlayStation users experiencing Invalid License errors. The team is looking into this right now and will update once we have more information.” It’s clear that the problem is at the forefront of Blizzard’s bug-squashing team, so players can expect to see their license issue clearing up relatively quickly.

  • Diablo 4 players already lashing out at “mid” Season 2 Battle Pass rewards – Dexerto

    Diablo 4 players already lashing out at “mid” Season 2 Battle Pass rewards Blizzard EntertainmentDiablo 4 players are cautiously optimistic about the announced changes for Season 2 but one thing has them skeptical. The cosmetics on offer in Season 2’s Battle Pass have failed to impress. Blizzard’s recent reveal of Diablo 4 Season of Blood came with a number of planned content, events, items, QoL changes, and more. The proposed changes have fans eager to see what the game looks like following the launch. A lackluster Season 1 has massively diminished interest in Diablo 4 with the game’s Twitch viewership floundering. Many players are hopeful that Season 2 will turn Diablo 4 around. While there’s some excitement to play Diablo 4 Season 2, there are fewer fans eager to pay for it. A post in the game’s Subreddit has sparked a discussion around the Season 2 Battle Pass rewards and they’re not enticing players. A post showing off Diablo 4 Season of Blood’s cosmetic transmogs for its paid Battle Pass track has failed to build hype. Many players have expressed a desire to forgo the paid track altogether. “This is very mid and worthy of skipping,” one user asserted. Others agreed with the sentiment and claimed that the Season 2 Battle Pass cosmetics were too similar in theme to those of Season of the Malignant. “I was about to contest that the armor looks good for Necro but it is incredibly similar to season 1,” one user explained. “Yeah, just a blood motif versus a bone motif. Still very Death Knight looking,” another replied. “If all the armor ends up being Death Knight armor then it’s a bit meh.” It’s not just the paid cosmetics from the Season 2 Battle Pass drawing heat either. “The free horse armor is literally just an old rag,” one user complained. “Blizzard is definitely trying to mock people who don’t pony up more cash each season.” It’s very doubtful this is some sort of deliberate attempt from Blizzard to antagonize Diablo 4 players given how much effort has gone into Season 2. Whether they pay for a premium Battle Pass or not, the same players do seem willing to give the base content of the new season a try. If you’re preparing to dive back into Diablo 4 for Season of Blood on October 17, check out our huge list of Diablo 4 guides to prepare yourself for vampire hunting in Sanctuary. Diablo 4 Review | Diablo 4: Best way to make money | Diablo 4: Fastest ways to get XP & level up | How to Transmog gear in Diablo 4: Armor, weapons & more | Best Diablo 4 Sorcerer builds | Best Diablo 4 Druid build | Best Diablo 4 Rogue build

  • Diablo 4 players accuse mods of “bias” toward pet builds – Dexerto

    Diablo 4 players accuse mods of “bias” toward pet builds Blizzard EntertainmentDiablo 4 players are unhappy with what they see as a “bias” from the mods toward pet and minion builds in the latest season. Diablo 4 boasts five of the game’s iconic classes as playable options: Barbarian, Rogue, Sorcerer, Druid, and Necromancer. Each class has its own unique skills and playstyle. While they’re not necessarily evenly matched against one another, by and large, the game’s provided a lot of balance across class lines. But two of the five core classes seem to be getting left behind in the current meta, leading many players to feel there’s an inherent prejudice toward them. Necromancer and Druid both focus on builds using pets or minions and as players are pointing out, the D4 mods have stated they don’t want pets and minions to become part of the Season’s meta. A stance that has frustrated a significant portion of the player base. After the recent comments around class balance going forward in the recent Developer Update, some players took to Reddit, accusing the mods of “bias” against pet and minion builds. In a lengthy thread, one player outlined the current problems with the class builds; “Not only the devs but the player base needs to understand the issue it faces,” the thread begins. It also covers why they feel the classes need “to be revamped to become viable.” “Great post, Summoner necro is in a really bad state,” agreed one player. “I think it goes beyond minions,” another added, going on to say that the Necromancer class feels “hollow” and “unfinished”. A separate thread also popped up — Devs need to realize Druids and Necros want to have pet builds — with players discussing the merits of pet and minion-focused builds entering the current D4 meta. Some players pointed out that these sorts of builds make the meta in comparable games too. “I play a tanky summoning build in Remnant 2 on the highest difficulty,” said one user. “They rotate in and out of Path of Exile’s meta as S-tier,” another user also pointed out. It seems like Druid and Necromancer players will just have to wait to see if the devs are listening and what Diablo 4’s midseason update might bring.

  • Diablo 4 player with 500 hours played ranks every class at Level 100 – Dexerto

    Diablo 4 player with 500 hours played ranks every class at Level 100 Blizzard EntertainmentQuite remarkably, a D4 player has managed to hit the max Level 100 cap with every Diablo 4 class in the game. To give the community some insight, they’ve described their experiences and ranked each class in order. Diablo 4 has five classes for players to try out and experiment: Barbarian, Druid, Necromancer, Rogue, and Sorcerer. Each one offers various benefits and is tailored to specific gameplay styles. Want to avoid close-range fisticuffs with Demons? Then something ranged like a Sorcerer or Necromancer will do the job. Are you the opposite and thrive on a face-to-face scrap? Then the Barbarian is what you need. Traditionally, players typically find a class they enjoy and stick to it. Occasionally, they might venture out and see what else there is on offer – especially with the seasonal model system in D4. It’s not common though for players to use each class extensively though – particularly reaching Level 100 with each one! This is exactly what one Diablo 4 player has achieved and they documented their journey and ranked each one at the end. Diablo 4 player has found the best class to use It took just under 500 hours, but Diablo 4 Reddit player Risp_91 did the unthinkable. They hit Level 100 with all five classes. In a post titled “My 489 hours Diablo 4 journey so far with all classes at 100,” they explained their journey. Now, the actual content is highly detailed and lengthy, so we won’t cover everything. However, the user explained how they started with the Sorcerer and worked their way through them all: “This would probably be #2 on the list. This character had by far the best gear (simply due to the game time among others) but damage output was the weakest by far, but it was such a thrill.” The Druid was a 7/10 and third on their list, whereas the Barbarian was a 6/10 and fourth on the list. The bottom spot shockingly went to the popular Necromancer: “Based on Bone Spear 5/10. The damage is too much, which makes the game far too easy as it already is. I understand people want high numbers, but especially in Dungeons with small corridors you can just spam Bone Spear in front of you and everything dies.” By now, you’ve probably worked out that Rogue has taken the number one spot. The OP gave their reasoning as to why this was: “End rating of the Rogue – 9/10. Absolutely love this man. Sorcerer is my favorite class of all but everything fits so perfectly together on Rogue. This should be the standard. All builds are viable, the mobility, no Uniques required. Just empowering Uniques. In my opinion, that is, obviously.” The community enjoyed reading the post and one user said: “Truly glad for you having fun on leveling all classes to 100. That’s an achievement not all people can get.” Do you agree with the player’s rankings of every Diablo 4 class? This kind of topic is always going to be fiercely contested no matter what. It is about to become easier to level up classes though thanks to the Mother’s Blessing Weekend which will increase XP & Gold gain.

  • Diablo 4 player who sold a crossbow for 30 billion gold escapes ban – Dexerto

    Diablo 4 player who sold a crossbow for 30 billion gold escapes ban Blizzard EntertainmentThe Diablo 4 player who sold a crossbow for 30 billion gold has not been banned from the game despite calls for it from certain players. The incident was blamed for the brief banning of in-game trades but the seller doesn’t believe themselves to be at fault. Diablo 4 player Jeppe-O published a video to their YouTube channel on August 15 showing them auctioning off a crossbow on Discord. The video titled ‘The 30 Billion Gold Crossbow That Disabled Diablo 4 Trading’ has since racked up more than 80,000 views. The viral incident was used as evidence of a duplication exploit for in-game currency which prompted Blizzard – as the title of the video suggests – to temporarily ban trading in Diablo 4. The developer also threatened to ban players caught using duplication exploits on gold or gear. At the time, many players in the game’s Subreddit called for Jeppe-O’s ban despite the fact that they did not duplicate gold or items. On August 22, exactly a week after the incident, Jeppe-O published a new video updating the community on whether their account had survived a ban and what they did with the gold from the sale Is Blizzard at fault for the state of Diablo 4’s economy? In the initial trade, Jeppe-O had to requisition two friends to help them take the proceeds from the sale as Diablo 4 caps carryable gold at 10 billion. “I’m still running around the world of Sanctuary along with my two friends who were involved in the big trade,” Jeppe-O began. Using an AI-generated narration in the voice of Elden Ring’s White Mask Varre, they went on to explain why they felt a ban was ridiculous. “I don’t think I should get banned. I haven’t used any actual exploits,” they explained. “I simply sold a decently rolled item through the sanctuary Discord at the peak of the broken Season 1 gold economy,” they continued. They placed the blame squarely on Blizzard for what they perceived as a poorly managed system, going as far as to say that this specific incident wasn’t the cause for the ban. “Hundreds of these types of trades and dupes were going on in the days before trading got disabled. It is speculative at best if my trade actually forced Blizzard’s hand,” they said calling the timing coincidental. Jeppe-O claimed that the proceeds went toward Diablo 4’s system for gear enchantment. “I did what any player would do with capped gold, I rerolled my items and quickly blew 2 billion gold.” “I think it’s safe to say enchanting needs an overhaul,” they finished, echoing a popular sentiment in the community regarding in-game costs. Diablo 4’s trade ban has since been lifted but a trip to the occultist will still set players back millions of gold.

  • Diablo 4 player topples Uber Lilith with the weakest Sorcerer build possible – Dexerto

    Diablo 4 player topples Uber Lilith with the weakest Sorcerer build possible Blizzard EntertainmentDiablo 4’s endgame is a haven of uber-tier meta-builds but one streamer has gone against the grain to a splintering degree. She’s taken down the game’s penultimate challenge with an Incinerate Sorcerer build. Diablo 4’s Sorcerer has had an interesting journey throughout the game’s relatively short lifespan. The class’ sorry state at launch made it the weakest option and had players calling for major changes. Developers heard the feedback and promised significant buffs for the class. Fast forward to Diablo 4 Season 2 and the all-powerful Ball Lightning Sorcerer reigns supreme as the top endgame build on Maxroll. Of course, there are numerous powerful Diablo 4 Sorcerer builds but they all have one thing in common: a complete lack of the Incinerate skill. That’s what makes Twitch streamer AnnacakeLive’s Uber Lilith takedown so impressive. AnnacakeLive has crafted her entire Diablo 4 Sorcerer build around the most maligned skill in the class’ arsenal. Incinerate is found in the second tier of the Sorcerer’s skill tree but it’s vastly outstripped by alternatives like Chain Lightning and Ice Shards. The streamer has made hundreds of attempts to take down Uber Lilith with her incinerated Sorcerer but the game’s penultimate challenge is not an easy hurdle. Made even more difficult by using one of the worst skills in the game as your primary damage dealer. AnnacakeLive’s build relies on a combination of ZFlame Shield and Ice Armor to keep her Sorcerer healthy as Incinerate necessitates a lot of standing still. That makes dealing with the massive amounts of AOE damage Uber Lilith deals a real hassle without them. To supplement Incinerate, she runs two cooldown skills: Ice Blades and Lightning Spear. By not taking an ultimate, she’s able to pour points into maxing out her damage-dealing skills which gets her over the line during the Uber Lilith fight. It’s definitely not a build we’d recommend if you’re trying to be as effective as possible. Still, you’ve got to give props to AnnacakeLive for pulling off this massive challenge. If you are on the hunt for some powerful endgame builds for Diablo 4, we’ve got a bunch of guides that will have you clearing high-tier Nightmare Dungeons in no time: Diablo 4 Review | Diablo 4: Best way to make money | Diablo 4: Fastest ways to get XP & level up | How to Transmog gear in Diablo 4: Armor, weapons & more | Best Diablo 4 Sorcerer builds | Best Diablo 4 Druid build | Best Diablo 4 Rogue build

  • Diablo 4 player thinks they’ve found a “secret” post-credits scene – Dexerto

    Diablo 4 player thinks they’ve found a “secret” post-credits scene Blizzard EntertainmentTwo weeks after the game’s release, one Diablo 4 player thinks they’ve uncovered a “secret” post-credits scene. Certain types of movies, TV shows, and games send audiences into a post-credit frenzy. The question, then, is often whether or not sticking around for the credits is worth the hassle. Those who’ve finished Diablo 4’s story campaign and saw the ending may be convinced that skipping the credits and jumping straight into the endgame content serves as the best bet. However, one player who rolled credits multiple times may have recently proven everyone wrong – to a certain extent. Diablo 4 might have a post-credits scene that few have found First spotted by Icy Veins, a player who goes by AnActualSadTaco on YouTube recently uploaded a video that claims to feature a post-credit scene for the new Diablo. The video runs for only 11 seconds but once the “Special Thanks” portion of the credits passes on, something rather interesting takes place. In the clip’s final few seconds, viewers can spy what looks to be an extreme close-up of horned being with glowing eyes. The image being drenched in bright oranges and deep reds make the being in question hard to make out. But it’s certainly there, staring straight ahead. Notably, the YouTuber explained that the scene popped up for them after completing the campaign with a second character. But since Diablo 4 is still new, it’s unclear what the exact method for unlocking the extra scene entails. One user in the video’s comments said they received the same post-credits surprise after beating the game once with their first character. The person additionally claimed, “except that I had lava flowing and a very loud scream during this short passage.” Given the community’s dedication to unearthing Diablo 4’s many secrets, it stands to reason that fans will uncover the ins and outs of this particular scene soon enough.

  • Diablo 4 player slams Premium Battle Pass UI for its “malicious design” – Dexerto

    Diablo 4 player slams Premium Battle Pass UI for its “malicious design” Blizzard EntertainmentA Diablo 4 player condemned the “malicious design” of the game’s battle pass UI after accidentally activating his Premium Battle Pass. Diablo 4’s Season 1 Battle Pass is here bringing with it special mounts, armor transmogs, and much more. Unfortunately, the Battle Pass has not been warmly received by the community with players already blasting various aspects of it, like its lack of premium currency. Now, one Diablo 4 player publicly slammed the Premium Battle Pass UI for its “malicious design” after accidentally activating it during a stream. Diablo 4 player criticizes “malicious design” of Battle Pass UI Content creator and streamer Rurikhan posted a clip of the incident on Twitter and explained, “So Blizzard placed the ‘Activate Premium Battle Pass’ button right next to the button you have to constantly press to check your Season Journey. Guess what happened to me and at least 5 others on my stream. This is straight up Malicious Design.” The video showed Rurikhan opening the map menu before tabbing over to the Season tab to check if progress in a specific dungeon counted towards the Battle Pass. Unfortunately, the streamer hit the ‘Confirm’ button on his controller one too many times as the Season tab defaulted the cursor placement to ‘Activate Premium Battle Pass.’ With no confirmation message, the transaction began to process while the content creator screamed in horror. Despite the game crashing, the transaction still went through and his saved Premium Battle Pass was activated. Rurikhan explained that he had a Premium Battle Pass from buying the Digital Deluxe version of the game, but didn’t want to activate it during Season 1. The streamer wasn’t the only player this happened to, as multiple others replied to his tweet and claimed they’d done the exact same thing. Just had a powwow with people on this post stream. We have a temp fix in the works that will at least ensure the cursor isn’t defaulted there and will instead be defaulted on Season Journey. — Adam Fletcher (@PezRadar) July 21, 2023 Thankfully, Diablo 4’s Global Community Development Director Adam Fletcher confirmed that the team has “a temp fix in the works that will at least ensure the cursor” is not defaulted to ‘Activate Premium’ after switching over to the Season tab. While Rurikhan wished the team luck with the game, he ended up deleting Diablo 4 after the incident as shown in a video highlighting his criticisms of various elements of Season 1’s design.

  • Diablo 4 player proves horses move slower on console than PC – Dexerto

    Diablo 4 player proves horses move slower on console than PC BlizzardA Diablo 4 player has proven via a video that horses on consoles are actually moving slower than their PC counterparts. Diablo 4 has been nothing but a success for Blizzard. The ARPG came swinging for the fences and delivered players the classic Diablo experience they’d be longing for, alongside a bunch of new features. Diablo 4 sold tremendously well, making over $666 million USD in just the first week of release and breaking all-time Blizzard records for their fastest-selling game. Unlike the previous entries into the franchise, Diablo 4 was developed particularly with the new player experience in mind. The developers were aware that this would be the first Diablo game for many players. They ensured that whilst the game would be easy to enter, they wanted to provide a new experience for veteran players also. Some of this came in the form of land itself. Sanctuary in Diablo 4 is presented as a completely open world, with sprawling dungeons and cellars to explore. The iconic locations could be explored entirely without loading screens, with a trusty steed that unlocks during the story. However, a portion of players has taken issue with their mount, with console players particularly peeved at the slow speed they get in comparison to PC players. Diablo 4 console player discovers horses move faster on PC As shown by Reddit user Competitive-Trade-16 in their video, console players can’t seem to keep up the pace with their PC counterparts. Trade is hoping that this is just a bug for the moment, and will hopefully be fixed in the future. One of the potential reasons behind this major speed gap is due to the way the “Spur” ability works on PC. “I don’t know why you got downvoted, but that’s how it works on PC. The far your mouse cursor is from your horse, the faster the horse gets, and it’s like a huge difference,” a user commented. Blizzard has acknowledged that they’re aware of the bug, and will likely be implementing a fix in the near future so that console players can find a more fair footing.

  • Diablo 4 player loses Hardcore character just minutes after reaching level 100 – Dexerto

    Diablo 4 player loses Hardcore character just minutes after reaching level 100 Blizzard EntertainmentA Diablo 4 player has suffered the heartbreaking loss of their Hardcore character only moments after achieving the coveted max level. Hardcore mode is Diablo 4’s permadeath challenge and it is not for the faint-hearted. A single death will result in the permanent loss of the character you’ve been playing Hardcore mode with regardless of level. The struggle of making it to level 100 in Diablo 4’s Hardcore mode is so great that during the game’s launch period, Blizzard immortalized the first 1,000 players to achieve the feat on a statue of Lilith. Despite the Daughter of Hatred being part of the ultimate reward, she can also lead to the ultimate downfall. Reddit user Caligrya knows this all too well after losing their level 100 Hardcore character just moments after finally maxing them out. In the thread, Caligrya revealed their big mistake. Upon achieving level 100, they immediately went to challenge the Echo of Lilith. Known colloquially as Uber Lilith, the boss fight is one of the most difficult challenges in Diablo 4, Hardcore or otherwise. “I didn’t know what I was getting into. My naivete on full display,” they admitted. The decision to challenge the Echo of Lilith was made because the game suggests players should be level 100 before attempting the fight. While you definitely should be level 100 before giving it a go, the fight requires players to have the best gear possible and to have workshopped their build. Most players won’t be able to take on the challenge until they’ve been able to clear Tier 100 Nightmare Dungeons or Pit levels above 60. Though with a Hardcore character, you might die during those as well. If you’re looking for tips for the fight, our guide on taking down the Echo of Lilith in Diablo 4 is a good place to start. We can’t promise you won’t lose your Hardcore character, however.

  • Diablo 4 player loses 24 hours of hardcore progress after falling asleep mid-stream – Dexerto

    Diablo 4 player loses 24 hours of hardcore progress after falling asleep mid-stream Blizzard EntertainmentA Twitch streamer who was 24 hours into a Diablo 4 hardcore marathon lost all of his progress after he fell asleep while playing. Streamer AMValentine1 had been grinding out quests for a full day on stream to perfect his Druid build when he found himself dozing off. He caught himself the first time, but couldn’t fight off the exhaustion forever. Diablo 4 Twitch streamer falls asleep on stream and dies (in-game) As he was dozing off, AMValentine1 realized that he was close to falling asleep, so he shook himself away again, saying: “I’m daydreaming. I’m f*cking daydreaming. That was like 2 seconds. I almost f*cking died, bro. That could have been it. Damn.” However, just a few seconds later, he actually did fall asleep, and his character, who was still in combat, quickly perished, meaning Valentine lost all his progress from the entire stream. He woke up a few seconds later and realized what had happened, shouting: “I fell asleep! I was about to log out, man! Holy sh*t. Well, there goes my hardcore journey. It was right in front of me, and I f*cked it up. I f*cked it up because I didn’t go to sleep when I should. I should have said ‘f*ck this quest, I can barely keep my eyes open’. “But I got stubborn. Now it’s over for good. I wasted 24 f*cking hours. I streamed for 24 hours and now I’m f*cking dead for good.” To make matters worse, AMValentine1 was playing Diablo 4’s Hardcore mode, which means that his character was lost forever, with no way of bringing it back. However, he didn’t let the death prevent him from trying again, with him promising his audience that he’d try streaming tomorrow with all the knowledge he’d accumulated. For more news and updates on Diablo 4’s launch, check out our guide to every class in the game.

  • Diablo 4 player finds way to insta-kill game’s hardest boss with godly Necromancer build – Dexerto

    Diablo 4 player finds way to insta-kill game’s hardest boss with godly Necromancer build Blizzard EntertainmentThe only thing Diablo 4 players love more than a challenge is trivializing said challenge with game-breaking efficiency. One Aussie content creator has done just that with Uber Lilith, the game’s penultimate boss. It’s been a wild week in the Diablo 4 community. We’ve had Druids melting enemies with billions of damage per hit, chests that spew never-ending tides of loot, and now this. YouTuber Struth Gaming uploaded a clip to his channel earlier this week in which he made Uber Lilith look like an early-game trash mob. Using a Blood Orb-enhanced Necromancer, he polished off both phases in essentially a single hit. The literal bloodbath was over in 79 seconds. In a subsequent video, Struth Gaming broke down his Necromancer build and what was needed to pull off the slaughter. The star of the build was a Unique chest piece, the Blood Artisan’s Cuirass. The gear’s affix lets you spawn free Bone Spirits for massive damage based on your current health. This will multiply the base damage you have for the skill so specs into the Bone Spirit skill are a must. The drawback is that it only spawns a Bone Spirit for every five Blood Orbs you consume. This meant that Struth had to set the field by keeping out of the boss’s spawn range and casting Blood Wave for 75 minutes before triggering the fight. “That’s the trade-off for cheesing Lilith and facing no mechanics,” Struth said. An unpleasant prospect, but the rewards are an achievement, a prestigious title, and the Bloody Liquid Steed mount. Unfortunately for those wanting to try some of the more busted builds in Diablo 4, Blizzard recently announced they were planning changes to the game to eliminate some of the more egregious ones. If you want to take a look at our take on a Necromancer build ahead of the upcoming Season of the Malignant, check out our build guide. Hopefully, it stays beyond the reach of Blizzard’s nerf-hammer.

  • Diablo 4 player finds insanely rare ‘Legendary’ items that defy logic – Dexerto

    Diablo 4 player finds insanely rare ‘Legendary’ items that defy logic Blizzard EntertainmentA Diablo 4 player might have just gotten an item drop that exceeds Uber rarity. We’re not sure we’d believe it if they hadn’t posted proof. The name of the Diablo 4 game is loot and Blizzard has done a tonne of work to make sure it lives up to it. Season 4 completely reworked the game’s itemization mechanics with permanent inclusions that will carry over into all future updates. While these changes do a lot to make standard item drops in the game more exciting, the holy grail is still the ever-expanding suite of Unique and Uber Unique gear. Coveted in part for their power but also for their extreme rarity, one Diablo 4 player may have found something even more scarce than an Uber. Reddit user ‘Fr0zenberg‘ took to the Diablo 4 Subreddit to share one of the more interesting finds we’ve seen in the game’s lifetime. Revealing they “got a ‘legendary’ Rare item” while showing off a piece of gear that defies all logic. The gear in question is something called Paragon’s Ire and it’s classed as a Rare drop, denoted by its yellow UI coloring. It has the three Affixes you would expect to find on a Rare drop but it also has a fourth Affix with all the characteristics of a Legendary (orange) drop. Fr0zenberg queried the community on whether they’d seen anything like this before and the answer was a resounding ‘no’. “This is probably rarer than an Uber Unique,” one Diablo 4 player speculated. “It shouldn’t be possible.” It should also be noted that the Paragon’s Ire also has a Damage Reduction Affix on it, which shouldn’t be possible following the Season 4 reworks. At present, the only way to acquire Damage Reduction is via the Paragon Board. The item drop was so baffling that one player accused Fr0zenberg of Photoshopping the image in a now-deleted comment thread. The theory was quickly dispelled when Fr0zenberg posted video proof of the item in their inventory. The drop is clearly a bug but it’s an exceedingly rare one given how shocked the community seems to be. We’ve played countless hours of Diablo 4 and never come across anything similar. It’s possible bugs like this will be rectified when Diablo 4 Season 5 drops on August 6, 2024, so if you’re trying to recreate it, do it fast.

  • Diablo 4 player finds bizarre NPC bug that allows them to amass horse army – Dexerto

    Diablo 4 player finds bizarre NPC bug that allows them to amass horse army Blizzard EntertainmentA Diablo 4 NPC glitch has sparked comparisons to The Lord of the Rings fellowship as one player managed to assemble their own personal army to follow them around in Sanctuary. Diablo 4 has been an unbelievable success for Blizzard Entertainment. It’s already the fastest-selling game the company has ever produced. Not only that, but the company has also brought in Megan Fox for a truly unique promotion. Outside of its commercial and critical victories though, one Diablo 4 player encountered a truly eye-catching NPC glitch that made for a spectacular visual. There can’t be too many times in history that The Lord of the Rings and Diablo will have been directly compared – but that’s exactly the case right here. Diablo 4 NPC glitch sparks comparisons to The Lord of the Rings True, a Diablo 4 Necromancer user can raise up a small army of the undead to carry out their evil bidding, but that’s nothing compared to 28 NPCs on horseback. Reddit user Ok-Establishment94 shared their extraordinary experience with the RPG game for all to see. In their video, they showed themself running around with a scarily large army of NPC characters. The visual managed to one-up itself though once the player mounted a horse. At that moment, every single NPC suddenly spawned their own horse and the user had a fully-fledged army by their side. Commenters immediately harked back to the legendary The Lord of the Rings films, in particular, the formation of the fellowship. “LOTR memes leaking across my Reddit,” said one user, and another added: “Lord of the Rings X Diablo crossover when?” The reference with easily the most traction and love was for King Theodon. The top comment was a GIF of the aforementioned King as he screams “Ride now! It should be noted that these NPCs are unlikely to do any actual damage for the player, but it’s still a great visual nonetheless. While some players have been amassing NPC armies, others have called for old-school classes to be added to the game.

  • Diablo 4 player discovers secret Season 5 Sorcerer-exclusive transmog – Dexerto

    Diablo 4 player discovers secret Season 5 Sorcerer-exclusive transmog BlizzardPlenty of items throughout Diablo 4 can be Salvaged to unlock their transmog look in the Wardrobe. However, one Season 5 reward grants Sorcerer players a skin that’s never obtainable before now. One specific Focus for Sorcerers is called Istel’s Grimoire. It is not only a Tome transmog, which typically cannot be obtained in the Wardrobe, but also only works if you salvage it as the Sorcerer class. One player on Reddit discovered this and posted their findings on the Diablo 4 subreddit. The poster explained that Istel’s Grimoire is a reward granted to players by the end of the seasonal questline. This item is not flagged as anything that could drop in the world, just like around 30 other items in the game. However, players could still salvage items with identical appearances and specific classes to gain the look in their Wardrobe. The poster continued to explain how, until Season of the Infernal Hordes, no obtainable item with the same appearance as the Tome existed to receive this look. Once this Season ends in two months, players will lose the chance to gain the Tome for good. The only thing that would change this is if Blizzard decides to activate the Tome transmog in Season 6, but so far we have no evidence of this happening. With how exclusive this secret Tome transmog is, anyone playing as a Sorcerer should complete the Season 5 questline just for the grimoire. If you chose any other class, Salvaging this grimoire won’t grant you the transmog. One player explained how they Salvaged it and didn’t receive the look, but this was because they were the Barbarian class. Dedicated Sorcerer players, or Diablo 4 completionists in general, may want to make a seasonal Sorcerer just to get this Season 5 cosmetic. It’ll no doubt be a rare find one day if Blizzard decides to keep the transmog under lock and key.

  • Diablo 4 player discover incredible strategy to take down The Butcher – Dexerto

    Diablo 4 player discover incredible strategy to take down The Butcher Blizzard EntertainmentChances are you’ve come across The Butcher in Diablo 4. The devilishly difficult boss has caused more than one headache and to make his presence less threatening, an effective tactic has been found that could help you in your fight. Diablo 4 has a litany of fearsome bosses. From dominant World Bosses to Uber Lilith, players running around will inevitably have to encounter some seriously strong foes. One who’s become infamous and synonymous with big fights is The Butcher – a returning Diablo enemy who seemingly won’t stay dead. He is not to be underestimated at any cost. Worse still, The Butcher’s most terrifying trait is that he can just randomly appear in any Dungeon. Literally, you could be strolling through a Dungeon when suddenly, the music changes, and the Butcher attacks. If he’s causing you issues though, Diablo 4 players might have a useful tip. The Butcher boss fight made easier in Diablo 4? Should The Butcher decide to invade your personal space when you’re riding solo, Reddit user BlastingFonda has posted a strategy that surprisingly worked well for them. “Run in the direction of the map that is undiscovered and will feature fresh mobs.” As the user points out, it does “seem counterintuitive,” but doing this will attract the attention of the mobs who will home in on The Butcher. They explained: “Fresh mob chipped away at his health – he lost 1/3rd [health] between my respawn and coming back to him. TLDR – if you can’t solo The Butcher, try running toward a fresh area!” Players seemed to be in agreement that it would work regularly too. “This could prove quite useful as long as the game doesn’t spawn you on the other side of the dungeon while the butcher kills the rest of the mobs,” said one user, and another player added: “Interesting. I never knew he fights with other enemies; that’s actually pretty cool.” While this is admittedly a risky strategy, as the Butcher is perfectly adept at slaying most mobs, it can buy players time and put the massive boss at a disadvantage. Be warned though, mobs and the Butcher will also attack you. For more player interactions, check out the findings from one dedicated player who has leveled up every class in Diablo 4 to Level 100 and ranked them all.

  • Diablo 4 player cracks the code to Butcher spawns with musical clue – Dexerto

    Diablo 4 player cracks the code to Butcher spawns with musical clue BlizzardA crafty Diablo 4 player has figured out the secret to knowing if the Butcher has spawned. He uploaded the proof in a YouTube video. Diablo 4 recently launched Patch 1.1.1 and it’s been a cause for celebration in the game’s community of players. The highlight seems to be greater mob density in Nightmare Dungeons. An enemy you don’t want spawning in one, however, is the Butcher. The hulking, hungering demon can be one of the toughest challenges in Diablo 4. He culled countless beta players and evolved to an even greater threat through certain Nightmare Affixes. YouTuber GoinPostle2 has figured out a very handy way to know if the Butcher is present in the dungeon you’re raiding though. In a recent video published on their channel, they revealed the trick. Tell-tale signs of the Butcher in Diablo 4 The tell is actually super simple. There’s a particular musical cue in Diablo 4 that can be used to definitively prove the presence of the Butcher. GoinPostle2 showcases this by moving in and out of an area in a dungeon he’s raiding and showing the dramatic change in the game’s score. Other anecdotes from players suggest the presence of a Treasure Goblin in the dungeon is a surefire sign the Butcher lies in wait. “If a treasure goblin is in the dungeon then the butcher is in it as well,” a user said in the video’s comments. “That’s how you know without musical cues or seeing bodies on pikes before a room.” Another user sardonically revealed their proven method for identifying the presence of the Butcher. “The way I can usually tell the Butcher is nearby is when I start getting a big cleaver to the face,” they explained. This new revelation about the musical cue is probably the best means of alerting yourself to the Butcher’s presence to date. From there it’s up to you to decide whether to run or not. At least with knowledge of this musical hint, you can also steel yourself for the fight and make sure all your cooldowns have ended before you engage the demon.

  • Diablo 4 player clears level 80 Artificer’s Pit run with a single skill – Dexerto

    Diablo 4 player clears level 80 Artificer’s Pit run with a single skill Blizzard EntertainmentDiablo 4 players have a recorded love of breaking the game and this single-skill Artificer’s Pit run illustrates that perfectly. Diablo 4 Season 4 will go down in infamy for its game-changing inclusions, such as permanent Helltides, new crafting mechanics, and a merciful update to Aspects and inventory management. However, something else that might warrant some callbacks is the intriguing balance changes for classes. The impending Diablo 4 Patch 1.4.3 has left a lot of fans scratching their heads after powerhouses like the Barbarian class received further buffs. Meanwhile, players have pronounced the Druid “dead” after it only gained a minor increase in power. If you needed any proof of the Barbarian’s supremacy in Diablo 4 Season 4, Reddit user dioiadu’s level 80 Artificer’s Pit run using only a single skill should be enough. The skill in question is Bash, and anyone following the meta will know why. The run was in response to an earlier post from a player using Barbarian to clear a level 80 Pit with a single weapon, reducing the amount of Affixes giving them buffs. While dioiadu did have the full suite of weapons available for Affixes, they ran the whole pit using only the Bash skill. Whether the achievement is on the same level as a single weapon run is up for debate. Presently, Bash is ridiculously powerful thanks to an unintended buff to its Tempering that makes the percentage increases multiplicative rather than additive like every other skill in the game. In practice, where most Tempering offers increases of up to 30% in effectiveness for particular Skills, Bash can be increased many more times thanks to this feature. Blizzard hasn’t addressed the issue in Patch 1.4.3 either, meaning Barbarians will remain stacked for the foreseeable future. Unfortunately, other classes can’t pull off the same crazy feats and the disparity between the high and low ends in Diablo 4 is something of an issue for the playerbase. Whether the solution is increasing the effectiveness of other classes or lowering the impact of the Barbarian is up to Blizzard.

  • Diablo 4 player activates permanent Conduit Shrine mode with insane build – Dexerto

    Diablo 4 player activates permanent Conduit Shrine mode with insane build BlizzardOne Diablo 4 player has kicked the infamous Ball Lightning Sorcerer build into overdrive. The addition of one simple Unique turns them into a permanent Conduit. Diablo 4 has really picked up with the launch of its second Season. Well-received updates have created all sorts of opportunities for incredibly enjoyable builds. Perhaps the most famous of these new builds is so powerful, players have debated its need for a nerf. The Ball Lightning Sorcerer is so effective that Diablo 4 fans refuse to team up with them in order to maintain some of the game’s fun. Reddit user u/Northernlightz29 has taken this pariah of a build and dialed it up to eleven. Commanding other players to “witness true power,” they showed off a version of the Ball Lightning Sorcerer that behaves as if it is eternally buffed by a Conduit Shrine. Conduit Shrines in Diablo 4 turn your character into an orb of holy lightning that teleports with attacks that deal massive AOE. u/Northernlightz29’s Sorcerer somehow makes that look like a downgrade. Combining the Ball Lightning and Arc Lash skills with a myriad of other buffs and The Oculus Unique Wand turns them into a whirlwind of destruction. This is because of The Oculus’ effect that randomly teleports the user to a group of enemies every time they dodge. “This has to be one of the cheesiest builds I have seen in Diablo 4 so far,” one user claimed before u/Northernlightz29 responded with the drawbacks. “The downsides are that mobs become unstoppable extremely fast and I die to like two, sometimes one, physical damage hits,” they explained. The build is almost entirely offensive with next to no physical resistance and a small amount of elemental resistance from Paragon Glyphs. If that doesn’t scare you off and you want to try u/Northernlightz29’s build, they’ve added it to the description of this YouTube video. We probably should have added a motion sickness warning to this article because watching that Sorcerer whiz around is almost headache-inducing. Only the incredibly strong-stomached should test it out. If the Sorcerer isn’t your preferred class, we have a heap of alternative builds in our Diablo 4 guides you can check out. Diablo 4 Review | Diablo 4: Best way to make money | Diablo 4: Fastest ways to get XP & level up | All Diablo 4 Gems: Types, effects, costs, more | How to Transmog gear in Diablo 4: Armor, weapons & more | Does Diablo 4 feature followers or mercenaries to hire? | Diablo 4 couch co-op explained: | When is Diablo 4 Season 1? Possible start date, theme, & rewards | How to play Diablo 4 Early Access: Dates, times & how to preload | What is Diablo 4 Hardcore mode? | How to get a mount in Diablo 4 | Diablo 4: How to upgrade your healing potion | How to swap weapons in Diablo 4 | Diablo 4: World Tiers explained | Diablo 4 build tier list

  • Diablo 4 player achieves world-first dungeon clear wearing the wrong gear – Dexerto

    Diablo 4 player achieves world-first dungeon clear wearing the wrong gear Blizzard EntertainmentA Diablo 4 player has done the impossible by clearing the game’s hardest dungeon. It’s even more impressive when you realize they botched their exploit and did it unoptimized. Diablo 4’s mid-season update brought the crushingly difficult Abattoir of Zir dungeons to the game. Their insanely hard level of challenge actually convinced some players to drop the game and wait for Season 3. Fortunately, Blizzard saw the outcry and was quick to course-correct with a patch that toned down Abattoirs of Zir. Despite that, the higher tiers of these dungeons are now the penultimate challenge of the game and were still thought impossible to clear. That is until a Chinese Diablo 4 player by the name of Xingluoah pitted his stacked Whirlwind/HotA Barbarian build against the tier 25 Abattoire of Zir and became the first player in the world to survive it. Initially reported by PC Gamer, this is one for the history books. In the 25th tier of the Abattoire of Zir (bars) players pit themselves against enemies with billions of collective hitpoints in a timed challenge to pulp them all in 10 minutes. Famed Diablo 4 streamer Wudijo broke down Xingluoah’s legendary run and the sheer effort that goes into engineering something like it. Abattoires of Zir have a randomized table of enemy types and Xingluoah took part in a days-long grind to ensure they had the easiest enemy variants (Skeletons and Spiders) to face off against. They also pushed their Tears of Blood Paragon Glyph to level 140 which is the highest we’ve seen so far. In order to take down the powerful enemies in the 25th tier of this particular dungeon, Xingluoah worked RNG to their favor but they also used an insanely optimized Barbarian build and a sneaky exploit. The build relies on stacking guaranteed crits and Overpower by swapping between weapon types allocated to the Whirlwind and Overpower skills. Xingluoah amplified the build’s strengths by taking advantage of a particular bug that multiplies Legendary Aspect effects by swapping gear within the dungeon. Thanks to their clever combo of build craft and bug exploits, Xingluoah was able to hit for damage in the tens of billions and breeze through the threats. Unfortunately, they missed a small detail for max optimization and forgot to swap out their pants. We’re sure the spiders and Skeletons were thankful though. We can’t guarantee that you’ll be able to clear a tier 25 Abattoire of Zir but our huge list of Diablo 4 guides might help you get a bit closer. Diablo 4 Review | Diablo 4: Best way to make money | Diablo 4: Fastest ways to get XP & level up | How to Transmog gear in Diablo 4: Armor, weapons & more | Does Diablo 4 feature followers or mercenaries to hire? | Diablo 4 couch co-op explained: | When is Diablo 4 Season 1? Possible start date, theme, & rewards | How to play Diablo 4 Early Access: Dates, times & how to preload | What is Diablo 4 Hardcore mode? | How to get a mount in Diablo 4 | Diablo 4: How to upgrade your healing potion | How to swap weapons in Diablo 4 | Diablo 4: World Tiers explained | How to use emotes in Diablo 4

  • Diablo 4 player achieves the impossible by hitting max levels for all seasonal characters – Dexerto

    Diablo 4 player achieves the impossible by hitting max levels for all seasonal characters Blizzard EntertainmentA passionate Diablo 4 fan has put an estimated 1000 hours into the game in order to reach the max level in all classes for every seasonal character. As Season 1 of Diablo 4 has started to unwind, Blizzard has looked to turn their focus towards Season 2: Season of Blood, which launches on October 17. The developers have already been seen boasting on social media, where they stated that they would need around 4 hours in order to showcase all of Season 2’s content. This was soon roasted by the Diablo community, who remained less convinced, with some even stating that it was too late and they had stopped playing the game altogether. Despite the backlash, one player has proven their dedication to still play Diablo 4 after they have put a suspected over “1000 hours” into the game to max out all of their seasonal characters. Diablo 4 player achieves max level in all Classes with Seasonal Characters The player shared his unbelievable achievement, which revealed he had reached the max level of 100 for all five seasonal characters, which all had different classes. The author reveals that they had this goal and “went for it,” where they claimed they completed the task in just 9 weeks. With this being no easy feat, the Diablo community erupted, as comments soon flooded in to praise the player, however, some were even left concerned. “Oh wow – that’s some serious effort and commitment!.” one said. “This is easily something like 200 Hours per character, which is total of 1000 hours.” a user said. “get help man this amount of playtime is not healthy seriously,” another said. After the influx of comments, he replied addressing those that were “concerned,” as he stated he did other things including working, sleeping, exercising, and watching movies, where he proceeded to call some commenters “bitter.” A surprise September update has seen EXP being boosted and Seeds of Hatred fixed.

  • Diablo 4 players argue patch 1.4.2’s The Pit changes leave a lot to be desired – Dexerto

    Diablo 4 players argue patch 1.4.2’s The Pit changes leave a lot to be desired Blizzard EntertainmentDiablo 4 Update 1.4.2 fixed many of The Pit’s problems, yet players continue to encounter some lingering issues. Diablo 4 Season 4 introduced a new endgame challenge in the form of The Pit. Its 200 unlockable tiers offered players lots to sink their teeth into, though its shortcomings left much to be desired. Users immediately called foul about the jarringly unbalanced difficulty. Boss characters felt too overpowered, for example, especially since some were killing even high-level characters after one or two hits. As a result, Blizzard packed Diablo 4’s 1.4.2 patch with several fixes, improving Stygian Stone earnings and tweaking boss encounters. Players appreciate these adjustments, but not everyone believes The Pit is free of errors. Reddit user Hidonite sparked somewhat of a debate when saying, “The Pit is much better post-patch.” From their perspective, the experience feels “less hectic now,” since one-shot kills are few and far between and the frequency of boss affixes has been reduced to prevent overlapping. By and large, fans in the comments agree Diablo 4’s Pit has received noteworthy improvements. Stygian Stones drop more frequently as promised, for one. Plus, players feel the overall balancing has hit a sweet spot, so much so that “if I die now it’s 95% my fault and I love it,” one person explained. But many argue that several frustrating issues continue to linger in the wake of Patch 1.4.2’s release. Multiple people pointed out that spider poison damage has progressively gotten worse over time: “Poison dots have felt broken since before resistances were fixed and now it seems worse than ever,” one player claimed. Others think boss characters still have an excessive amount of HP, too. So, even though damage output is improving, it’s negated by bosses with hefty health bars. Blizzard developers haven’t addressed this feedback. For now, though, Diablo 4 players can enjoy a better Pit experience than that which launched alongside Season 4.

  • How to unlock & use pet companions in Diablo 4 – Dexerto

    How to unlock & use pet companions in Diablo 4 Blizzard EntertainmentBlizzard shadow-dropped pets in Diablo 4’s 1.4.2 update. Here’s how players can unlock and use the new companions. Patch notes for Diablo 4 1.4.2 went live days ahead of the update’s June 9 arrival. Most notably, the release notes promised adjustments for The Pit alongside a wide array of bug fixes. To the surprise of players, the patch also introduced pets that can be unlocked and used as companions. Four pets in total now exist in the ARPG, each one capable of helping wanderers along in their adventure across Sanctuary’s hellish landscape. What are pets in Diablo 4? Diablo 4’s new furry companions will follow players when equipped and help out by gathering currency, materials, and more. They can pick up the following: Gold – Herbs – Ores – Gem Fragments – Crafting Materials – Forgotten Souls – Murmuring Obols – Aberrant Cinders. – There is one crucial limitation to keep in mind: Pets cannot gather quest items. As in many other games, Diablo 4 lets players pet their furry friends. To do this, open Diablo 4’s gesture wheel by pushing up on the d-pad and select the “Hello” option. How to claim pets All Diablo 4 players can claim one of the pets for free – Asheara, the Well-Behaved Dog. After downloading the 1.4.2 patch, users should visit Kyovashad to complete the Faithful Companion quest. The short questline merely requires players to approach the well-behaved canine and tell them how good they are. The quest will end there, so adventurers can head to their Wardrobe and equip their new dog companion. Those who pre-order Diablo 4’s Vessel of Hatred expansion can gain access to three more pets (pictured in the featured image) – Alkor the Snow Leopard, Hratli the Canine, and Natalya the Tiger. Players wanting to add Alkor, Hratli, and Natalya into their families should pre-purchase the expansion before its arrival this fall on Tuesday, October 8.

  • Diablo 4 hits all-time peak player count on Steam amid Season 4 success – Dexerto

    Diablo 4 hits all-time peak player count on Steam amid Season 4 success Blizzard EntertainmentThe positive reception to Diablo 4 Season 4: Loot Reborn has helped the ARPG hit a new all-time player count on Steam. Diablo 4 launched on Steam in October 2023 and immediately sat on the receiving end of a review bombing, much of which targeted Blizzard instead of the game itself. This effort saw the game’s user rating on Steam hover in the realm of “Mixed” for several months. The negative response to Season 3 didn’t help turn the tide, but Season 4 has certainly had an impact, so far. Season 4: Loot Reborn launched to rave reviews from the community, thanks in no small part to its itemization rework and overhauled endgame content offerings. Fans have responded to the changes by flooding Diablo 4’s Steam page with positive reviews. As of writing, then, the game’s rating sits at “Mostly Positive.” Diablo 4 is also enjoying a Steam resurgence in terms of its steadily climbing player count. A Reddit user pointed out on June 6 that the game had hit a new all-time 24-hour peak of 30,929 players. Impressively, that record has already been broken. At the time of writing, Diablo 4’s 24-hour peak has topped 34,310 users according to SteamDB. Despite the positivity surrounding it, Diablo 4 Season 4 still has a few kinks to work out, including late-game balancing issues. Fortunately, Blizzard developers have been proactive about tackling player feedback since Loot Reborn’s revival. The quick response to complaints about Masterworking‘s cost and material requirements serves as one example. Plus, troubles with the difficulty balancing in The Pit endgame content will be ironed out once Diablo 4 Patch 1.4.2 drops. The update does not have a specific release date as of yet, but Blizzard will roll it out during the week of June 10.

  • Diablo 4 player’s Peacemaker cosplay just needs Eagly to complete the look – Dexerto

    Diablo 4 player’s Peacemaker cosplay just needs Eagly to complete the look Captain Fluffles/Blizzard, WBOne Diablo 4 player assembled the perfect Peacemaker armor; it just needs an eagle pet to top it all off. Since its launch in June 2023, Diablo 4‘s community has blasted the available armor sets and gear as unappealing to the eye. This thinking applies to every character class, though the Barbarian has received the brunt of the criticism. Not many are fond of the premium cosmetics in the in-game shop, either. But one person has found a way to make their Rogue look a bit more interesting by dressing them in armor inspired by Peacemaker’s suit. User CaptainFluffles shared a screenshot of the result in Diablo 4’s subreddit, showcasing an armor set assembled with various pieces of gear. Based on the gear used for this particular look, the Redditor put in a lot of work to bring Peacemaker to the world of Diablo 4. The Rogue wears salvaged runic pants, Adamant Helm cosmetic from the Season 3 battle pass, the same battle pass’ Artisan’s Tunic, and a pair of salvaged Yen’s Blessing Boots. Several people had their eyes set on something else, though – the absence of an eagle pet like Peacemaker’s ever-loyal Eagly. “Needs Eagly to complete the look,” someone wrote in the thread. “We definitely need an eagle pet to complete your ensemble. Well done,” wrote another Reddit user. Since Diablo 4 added pets to the game in a June update, Sanctuary’s Peacemaker could have a pet of his own – albeit a four-legged one. And given John Cena’s role as Peacemaker, it should come as no surprise that the thread is packed with “can’t see him” jokes from fans. “I don’t see anything but a blank character screen,” one person said in jest. A similar comment reads, “What armor set?? I don’t see anything.”

  • Diablo 4 December 8 patch notes: Paragon Glyph XP buff, Abattoir of Zir fixes – Dexerto

    Diablo 4 December 8 patch notes: Paragon Glyph XP buff, Abattoir of Zir fixes Blizzard EntertainmentThe December 8 hotfix for Diablo 4 increases the Paragon Glyph experience earned in Abattoir of Zir and nerfs the dungeon’s difficulty. Diablo 4’s 1.2.3 patch launched on December 5, most notably introducing players to the Abattoir of Zir dungeon. It didn’t arrive without a few flaws in tow, however. Players quickly realized that even the dungeon’s lower tiers were far too difficult. The gruesome Paragon Glyph XP grind only exacerbated fan frustrations, making some want to quit D4 Season 2 altogether. Blizzard developers listened to the community’s feedback and promised to deploy changes that would improve the Abattoir of Zir experience. Fortunately, the changes have now gone live across all platforms. Diablo 4’s latest patch adds Paragon Glyph XP buff and more The second hotfix for Update 1.2.3 is now available to download, complete with improvements impacting the Paragon Glyph XP grind and Abattoir of Zir’s overall difficulty. As such, the Paragon Glyph XP that players earn from the dungeon has been increased across higher tiers. The patch notes also note earlier tiers in Abattoir of Zir have undergone a restructuring. In other words, users should have a much easier time working their way through the new endgame experience. The full patch notes read as follows: Game Updates Paragon Glyph experience rewarded from the Abattoir of Zir has been increased, with significant increases for higher tiers. Examples: Tier 1: Unchanged(1000) – Tier 5: 1800 → 2800 – Tier 10: 3900 → 11600 – Tier 20: 11900 → 65400 – Tier 25: 17800 → 117100 – – – Examples: – Bloodseekers can no longer spawn with the Vampiric or Suppressor Affixes. Developer’s Note: This affects both Bloodseekers encountered throughout Season of Blood content as well as Abattoir of Zir. – – We’ve restructured the earlier tiers of Abattoir of Zir, and the experience now begins with a difficulty close to that of Tier 90 Nightmare Dungeons. The Monsters continue to rapidly scale, reaching a similar difficulty of Nightmare Dungeon Tier 100 by Tier 5, and matching the current Live difficulty tuning by Tier 10. Additionally, we’ve reduced incoming damage by up to ~20% throughout all Tiers of Abattoir of Zir. – Bug Fixes Fixed an issue related to leveling Glyphs in the Season Journey. – Performance and stability improvements. – There you have it, the patch notes for Diablo 4’s patch 1.2.3 hotix #2. For more on the latest Sanctuary-based adventures, check out the following guides: Diablo 4 Review | Diablo 4: Best way to make money | Diablo 4: Fastest ways to get XP & level up | How to Transmog gear in Diablo 4: Armor, weapons & more | Does Diablo 4 feature followers or mercenaries to hire? | Diablo 4 couch co-op explained: | When is Diablo 4 Season 1? Possible start date, theme, & rewards | How to play Diablo 4 Early Access: Dates, times & how to preload | What is Diablo 4 Hardcore mode? | How to get a mount in Diablo 4 | Diablo 4: How to upgrade your healing potion | How to swap weapons in Diablo 4 | Diablo 4: World Tiers explained | How to use emotes in Diablo 4

  • Diablo 4 September 3 patch notes: Helltide Commanders, Of Lambs and Wolves quest fix – Dexerto

    Diablo 4 September 3 patch notes: Helltide Commanders, Of Lambs and Wolves quest fix Blizzard EntertainmentAccording to patch notes for the 1.5.2 update, Diablo 4 will soon decrease the number of Helltide Commanders needed for the Season Journey. As with previous seasons, Diablo 4 Season 5 ushered in a new Season Journey but the Damnation’s Downfall objective has especially stumped players. This task requires users to find and defeat 20 Helltide Commanders during Helltides, which is no easy feat given the game’s RNG. Diablo 4’s September 3 patch will address the matter by reducing the Helltide Commanders achievement down to 5. Update 1.5.2 will also tackle other Helltide-related issues, such as Threat Level resets and the occasional missing five-minute warnings. In addition, a bugged door that prevents some players from progressing the Of Lambs and Wolves quest will finally get a fix as well. Diablo 4 1.5.2 patch notes Release notes for Diablo 4’s September 3 update read as follows (via Blizzard News): Game Updates Infernal Hordes Your Mounts and Pets will now be displayed on the loading screen. – The chests in Hellbreach Dungeons now have a channel to avoid accidentally clicking the chest. – The Frenzied and Mindcage titles will be granted to every player upon their first monster kill after Patch 1.5.2 goes live. This is to remedy issues with acquiring the title in Season of Loot Reborn. – The Season Journey task to defeat Helltide Commanders has been reduced from 20 to 5. – Bug Fixes User Experience and User Interface Fixed an issue where the Threat Level for Helltide would briefly reset when hitting a higher Threat Level. – Fixed an issue where the 5-minute warning for Helltide didn’t appear. – Fixed an issue where the entrance to the Infernal Hordes referred to Infernal Compass Affixes as Dungeon Affixes. – Fixed an issue where the Enchanting values preview would be inaccurate when enchanting a Masterworked item. – Fixed an issue where Inventory sorting was inconsistent in some cases. – Fixed an issue where the pips indicating Masterworking progress on an item did not display in the Masterworking preview window. – Fixed an issue where saved Ensembles in the Wardrobe could malfunction when swapping between Ensembles with an Off-Hand and a Two-Handed weapon equipped. – Fixed an issue where the mini-boss Aether Fiends were named Aether Lords. – Fixed an issue where intersecting paths between party members could become difficult to see. – Quests and Dungeons Fixed an issue where the reinforced door during the Of Lambs and Wolves quest could not be opened. – Fixed an issue where Istel did not appear inside the dungeon if the player entered before dialogue was finished during the Seething Mountain quest. – Fixed an issue where Pangs of Duriel wouldn’t disappear if a player died while they were spawning, which could block progression. – Gameplay Fixed an issue where higher ranks of Hydra did not have the blue flame effect. – Fixed an issue where other players didn’t properly see the visual effects of Frost Nova. – Fixed an issue where Shadow Clones with the Imitated Imbuement aspect equipped did not cast Basic Imbued skills when using the Coldclip aspect. – Fixed an issue where Poison Trap’s damage over time could sometimes fail to trigger. – Fixed an issue where killing the Blood Maiden after a Helltide ended would reward cinders that could be carried over to the next Helltide. – Fixed an issue where Attack Speed would decrease during certain scenarios in Local Co-op. – Fixed an issue where casting animations could play twice for the other player in Local Co-op. – Fixed an issue where Two-Handed Axes acquired through the Purveyor of Curiosities would always be Legendary. – Fixed an issue where Unique items could not be acquired from the Purveyor of Curiosities. – Fixed an issue where the Stealth affix granted by Blood Howl to Waxing Gibbous could not be upgraded through Masterworking. – Fixed an issue where opening the Spoils of Gold chest in Infernal Hordes with high amounts of Aether could cause instability. – Miscellaneous Fixed an issue where Helltide weather effects did not consistently appear. – Various stability and performance improvements. –

  • Diablo 4 1.3.1 patch notes: Changes to Vampiric affixes, Seneschal abilities, more – Dexerto

    Diablo 4 1.3.1 patch notes: Changes to Vampiric affixes, Seneschal abilities, more Blizzard EntertainmentDiablo 4’s 1.3.1 patch arrives on February 1, ushering in major changes to Seneschal abilities, Vampiric affixes, and more. Season 3 of Diablo 4 went live a week ago to mixed reception, with critiques targeting the vaults, pet companion, and other aspects of the experience. Blizzard has since alleviated many of these woes with a few patches, one of which significantly improved the new mechanical pet. Still, players believe Season 3 could use more refinement and it’s clear the crew at Blizzard has been taking notes. The studio shared release notes for the next patch, which arrives later this week with an array of changes in tow. Diablo 4’s 1.3.1 patch features Seneschal-based updates Diablo 4 players can now peruse patch notes for the 1.3.1 update, set to go live across all platforms on Thursday, February 1. Most notably, the patch promises adjustments that will impact the Suppressor and Vampiric affixes. Monsters with the Vampiric affix will steal less life from players contingent on World Tiers, for example. Meanwhile, one Suppressor-related change ensures the Suppressor Field won’t always remain on. Diablo 4 fans frustrated by the previously underpowered Seneschal will be pleased with 1.3.1 as well, since the update adds damage buffs for several of the mechanical companion’s abilities. The full patch notes for the 1.3.1 update read as follows (via Blizzard News): Game Updates The amount of health a monster with the Vampiric affix can heal for has been reduced. World Tier I: 10% → 5% – World Tier II: 20% → 10% – World Tier III: 35% → 15% – World Tier IV: 50% → 25% – Developer’s Note: In a future patch, we’ll make an additional improvement to the Vampiric affix. Projectile attacks from monsters—like a Khazra’s thrown spear—will gain a visual effect when they are imbued with the Vampiric affix. This will make it easier to identify which projectiles can heal the monster. The Suppressor affix has been adjusted. The Suppressor Field no longer is always on. It now has a 6-second duration and 50–75% uptime. – The field can be cancelled if the monster with the affix is Stunned, Frozen, Knocked Down, or Dazed. – – We’ve adjusted the layout and monster spawns for several Dungeons. Smaller adjustments have also been made. – Nightmare Dungeon Sigils will now display the levels that monster will be for the Sigil’s Tier. – Season of the Construct The following updates have been applied to the Seneschal’s abilities. Gyrate: Damage increased by 30%. – Pummel: Damage increased by 30%. – Bushwhack: Damage increased by 20%. – Impale: Damage increased by 30%. – Focus Fire: Damage increased by 20%. – Lightning Bolt: Damage increased by 20%. – Firefly: Damage increased by 10%. – Tempest: Damage increased by 10%. – Reconstruct: Healing increased from 22% to 32% of Maximum Life at level 1. At level 10, the healing is increased from 40% to 50% of Maximum Life. – Frigid Support: Damage increased from 50% to 60% of the Supported Skill’s Damage. – Bleeding Support: Damage increased from 50% to 60% of the Supported Skill’s Damage. – Electrocution Support: Damage increased from 50% to 60% of the Supported Skill’s Damage. – Poison Support: Damage increased from 50% to 60% of the Supported Skill’s Damage. – Dusk Support: Damage increased from 50% to 60% of the Supported Skill’s Damage. – Burning Support: Damage increased from 50% to 60% of the Supported Skill’s Damage. – – Bug Fixes Accessibility Fixed an issue where the Screen Reader did not read out Available Points in the skill tree or paragon menus. – Fixed an issue where the Screen Reader didn’t function properly when viewing possible Affixes when enchanting. – Fixed an issue where the Screen reader didn’t announce if an active Governing Stone would function with a highlighted Tuning Stone. – Fixed an issue where the Screen Reader pronounced the rank incorrectly when ranking up the Seneschal. – Fixed an issue where the Screen Reader didn’t properly communicate the text related to Smoldering Ashes. – Fixed an issue where the Screen Reader didn’t read out the titles of the Tabs in the Social Menu. – Season of the Construct Fixed an issue where Season Journey Chapters V and VI did not reflect the Item Power for the rewards received from completing the chapters. – Fixed an issue where Ayuzhan was missing from the Gatehall after the Seasonal Questline was completed. – Fixed an issue where Ayuzhan didn’t attack enemies during The Tumor quest. – Fixed an issue where a Duplicate Ayuzhan could be seen during the A Body Stolen, A Body Made quest. (Look in my eyes—I’ve got double vision). – Fixed an issue where A Body Stolen, a Body Made could have progression blocked if all enemies were killed before the objective updates to Destroy the Corrupted Runestones. – Fixed an issue where the fog wall encounter in the A Body Stolen, a Body Made quest could malfunction when playing in a party. – Fixed an issue where the player could get stuck between a wall and a chest during The Miracle quest. – Fixed an issue where items carried on the player character’s back could become invisible during The Miracle quest. – Fixed an issue where The World He Knew quest could not be completed if all Seneschal stones had already been upgraded to max level. – Fixed an issue where The World He Knew quest displayed that the player must craft a Tuning Stone, when instead the objective is to craft a Seneschal Cache. – Fixed an issue where progressing through the Drums of the Vault quest could cause instability in Local Co-op play. – Fixed multiple issues where quest progression for A Suppurated Wound could be blocked if the player teleported away and back. – Fixed an issue where the dungeon could be left before completing The Ennead quest. – Fixed an issue where the Seneschal ability Gyrate displayed an incorrect damage value for the next rank of the ability. – Fixed an issue where Chill stacks from the Seneschal’s Frigid Support ability would not apply in certain circumstances, such as when the player dies and is revived. – Fixed an issue where Damage Over Time effects applied by a Seneschal did not benefit from Class Passives or Legendary item effects, such as Burning damage not benefiting from Sorcerer’s Warmth. – Fixed various other UI issues related to the Seneschal. – Fixed an issue where Seneschal Caches could be opened before acquiring a Seneschal, which would result in getting nothing from the Cache. – Fixed an issue where Tuning and Governing Stone’s rarities didn’t display properly when socketed. – Fixed an issue where Slowing Tuning Stones had the wrong name in the tooltip when dropped on the ground. – Fixed an issue where multiple Tuning Stone tooltips wouldn’t update when paired with a Duration Stone. – Fixed an issue where Son of Malphas could be damaged by traps, which could lead to players first encountering him with low health. – Fixed an issue where Turret traps could fire invisible projectiles. – Fixed an issue where Lightning Floor traps could still affect player characters with various Immune effects active, such as Bloodmist or Deep Freeze. – Fixed an issue where Rotating Pillar traps could not fully go back underground if the player died and came back to where the trap was. – Fixed an issue where the visual effect for damage over time applied by trapped chests did not last the entire duration of the damage. – Fixed an issue where the Gatehall displayed an Alchemist as an available service in the map. – Fixed an issue where the Ritual of Undoing menu displayed placeholder text. – Fixed an issue where players couldn’t use Leave Dungeon while inside the Library in various circumstances. – Fixed an issue where the warning prompt about removing charges was missing when using Leave Dungeon to exit a Vault. – Various miscellaneous fixes for the Seasonal Questline. – Gameplay Fixed an issue where the Ring of Starless Skies wouldn’t grant stacks when casting channeled skills. – Fixed an issue where a Rogue being Frozen mid-Dash could be unable to cast any Skills. – Fixed an issue where Bloodmarked could not be cleansed if it was applied while mounted. – Fixed an issue where Whirlwind could channel and stay in place when using keyboard navigation or in certain circumstances when using a controller. – Dungeons and Strongholds Fixed an issue where Animus could not drop in the Broken Bulwark or Dark Ravine, which would block progression. – Fixed an issue where the fog wall in the Zenith could be passed through while the player was under the effect of a Conduit Shrine. – Fixed an issue where the Slay all Enemies objective in various Dungeons could fail to update properly, which would block progression. – Fixed an issue where Baelgemoth in Tur Dulra could leave the boss arena if another player in the party was outside the fog wall. – Fixed an issue where players could sometimes not leave a Dungeon through the emote wheel action or the Dungeon’s entrance. – Fixed an issue where Watchmen could spawn outside the map in Light’s Watch, which would block progression. – Fixed an issue where progression in the Fallen Temple could be blocked if the Idol was killed too quickly. – User Interface and User Experience Fixed an issue where the Sorcerer’s Incinerate skill didn’t have additional visual effects when cast with 10+ Ranks. – Fixed an issue where hits from the Barbarian’s Frenzy did not display damage numbers consistently. – Fixed an issue where Damage over Time visual effects didn’t appear correctly on some Necromancers. – Fixed an issue where players could move around with keyboard controls while engaged in a trade. – Fixed an issue where movement was not interrupted when using keyboard controls and interacting with the Stash. – Fixed an issue where mouse interaction with chat could malfunction when keyboard controls were enabled. – Fixed an issue where the selection would not be saved when applying a Cosmetic in the Effects tab. – Fixed an issue where actions mapped to the action wheel could still function while in menus, which could cause odd behaviors. – Fixed an issue where Battle Pass rewards that granted a Title only displayed the prefix and not the suffix of the Title. – Fixed an issue where the names for the Enhanced Penetrating Shot and Improved Penetrating Shot skills were reversed. – Fixed an issue where the notification for new Cosmetics in the Stable wouldn’t disappear. – Fixed an issue where stat comparisons between two items or when upgrading could display inaccurately if the item(s) being compared had multiple sources of the same stat (Ex: Comparing two totems with Cooldown Reduction—both have Cooldown Reduction as an inherent affix and as an additional affix). – Fixed an issue where assigned emotes could still be labeled as unassigned in the Emote menu. – Fixed an issue where the cursor would not be visible when opening a lore book while using keyboard navigation. – Fixed an issue where assigning Skills to number pad keys did not properly display what the Skill bindings were in the UI. – Fixed an issue where the players listed in Local Players were not sorted properly. – Fixed an issue where the Reset to Default button in options menus didn’t function. – Fixed an issue where the game could become unstable when viewing the Well Supplied Challenge in Collections. – Fixed multiple issues where the settings for changing between keyboard and mouse navigation had slightly inaccurate description text. – Fixed multiple instances where fog of war was not displaying properly. – Various quality-of-life fixes for Respec Mode. – Miscellaneous Fixed various instances where invites would not send properly while having a Local Co-Op player in the party. – Fixed an issue where crafting the Elixir of Lightning Resistance failed to count for the Master Mixology challenge. – Fixed an issue where the equipped Portal Cosmetic did not apply to Portals used when teleporting to a Nightmare Dungeon through the map. – Fixed an issue where Harlequin Crest was the wrong color when equipped. – Various performance, stability, visual, UI, and audio improvements. –

  • Diablo 4 patch notes: Rogue & Sorcerer classes nerfed in day one hotfix – Dexerto

    Diablo 4 patch notes: Rogue & Sorcerer classes nerfed in day one hotfix Blizzard EntertainmentBlizzard Entertainment launched a day one hotfix for Diablo 4 that’s already nerfed the Rogue and Sorcerer classes. Diablo 4’s wider release won’t drop for a few more days, but those who pre-ordered the Digital Deluxe or Ultimate Edition can currently dive into early access. As such, the crew at Blizzard is already rolling out fixes for the role-playing title, complete with adjustments targeting specific classes, items, and more. Players who plan on sinking their time into the Rogue or Sorcerer classes will especially want to read through the patch notes for Hotfix 1.0.2 Diablo 4 patch notes: Rogue & Sorcerer already nerfed On June 2, Blizzard deployed a server-side hotfix for the newest Diablo title. Changes to the skills assigned to Diablo 4’s Rogue and Sorcerer classes serve as the hotfix’s key points of interest. The full patch notes for Hotfix 1.0.2 read as follows: Sorcerer – Class Specialization Flame Shield Enchantment When Flame Shield is initially equipped into an Enchantment slot, it’s placed on full cooldown. – – Rogue – Class Specialization Inner Sight After Inner Sight’s unlimited Energy expires, there will be a 4-second delay before another enemy becomes marked. – – Items Shout Skill Cooldown Reduction This affix will no longer appear on items. – – Miscellaneous Monster health values have been increased in later World Tiers. – That the Rogue and Sorcerer classes have been nerfed isn’t the only noteworthy change in Diablo 4’s patch notes. Increased enemy health values indicate the endgame will be tougher compared to its pre-patch state. Some players may have bigger fish to fry, however, given that a few server issues have cropped up here and there.

  • Diablo 4 August 29 patch notes: March of the Goblins despawning loot fix – Dexerto

    Diablo 4 August 29 patch notes: March of the Goblins despawning loot fix Blizzard EntertainmentDiablo 4 1.5.1 Hotfix 2 patch notes address troublesome loot despawning issues in the ongoing March of the Goblins event. Blizzard brought back the March of the Goblins event on August 27, with its end date set for September 3. During this period, Diablo 4’s Sanctuary setting enjoys a drastic increase in the presence of Treasure Goblins for players to chase down and loot. The loot-filled festivities didn’t launch without issue, however. Treasure Goblins were dropping so much loot during Avarice encounters that the game had trouble rendering it all. As a consequence, Diablo 4 players noticed loot items vanishing before their eyes. A hotfix released on Thursday, August 29 finally addresses the problem, specifically by reducing the number of items Treasure Goblins can spew during March of the Goblins. For example, World Tiers III and IV Rare and Magic items will no longer play host to Rare and Magic loot drops. Diablo 4 1.5.1 Hotfix 2 patch notes The full patch notes for Diablo 4 1.5.1 Hotfix 2 read as follows (via Blizzard Forums): Bug Fixes Fixed an issue where items could disappear during Avarice encounters while March of the Goblins was active. The following changes have been implemented for Treasure Goblin drops to reduce the amount of loot dropped to avoid this issue. Rare and Magic items will no longer drop in World Tiers III and IV. This includes the 50/50 chance to get 1 Legendary or 2 Rares. It’s now a 50% chance to get a Legendary. – – Gold and boss summoning material drops consolidated into less piles. Total items dropped remain unchanged. – Crafting material drop chance reduced, but the amount of materials in each drop has been increased. Additionally, piles have been consolidated. – Elixirs will no longer drop. – These changes affect all treasure goblins, not just March of The Goblins spawns. – – Rare and Magic items will no longer drop in World Tiers III and IV. – – The following changes have been implemented for Treasure Goblin drops to reduce the amount of loot dropped to avoid this issue. – Various performance and stability improvements. –

  • Diablo 4 1.0.3 patch notes: Class-based balance changes, Aspect buffs, more – Dexerto

    Diablo 4 1.0.3 patch notes: Class-based balance changes, Aspect buffs, more Blizzard EntertainmentBlizzard has shared patch notes for Diablo 4’s 1.0.3 update, which features bug fixes, balance adjustments, and more for all platforms. Diablo 4 launched earlier this month to much acclaim, but the ARPG still needs some work before reaching its full potential. As such, Blizzard continues to push out new hotfixes and larger updates, all in an effort to address lingering issues and player feedback. The latest of such updates went live on Tuesday, June 27 for PC and consoles, introducing a host of noteworthy changes and bug fixes. From class balance to quality of life changes that have been extremely well-received by players, this patch has it all. Diablo 4 makes huge changes to all classes The studio notably addressed Class-specific balance changes, saying “[w]e’re continuing our efforts to make all Class builds feel fun and powerful with another round of balance updates. In particular, we have seen community feedback stating that Basic Skills aren’t impactful enough in combat.” Barbarian mains can expect the Iron Warrior Legendary Aspect to have its Damage Reduction increased from 10-20% to 15-25%. Druids should be pleased with the new buffs for Passives, which increase the Damage Bonus of Lupine Ferocity from 60% to 70%. Notably, the Necromancer’s Fastblood power will see its Ultimate Cooldown Reduction increased from .5-1 to 1-1.5 seconds. One interesting Rogue change will buff the Base damage of Barrage from 20% to 22%. And Sorcerers who love throwing Fireballs will be pleased to learn the Mana cost for this power has decreased from 40 to 35. Here are the patch notes for Diablo 1.0.3. BUG FIXES Dungeons, Events, and Other Activities Fixed an issue where players couldn’t engage with the Dead Man’s Dredge dungeon boss. – Fixed an issue where certain Whispers couldn’t be completed. – Fixed an issue where the Those Who Call the Storm event wouldn’t register as completed. – Fixed an issue where the Those Who Call the Storm event would place a permanent de-buff on the player that would gradually drain health. – Fixed an issue where enemies could spawn behind the Sealed door in the Cultist Refuge dungeon, blocking dungeon progression. – Fixed an issue where characters could be damaged and killed during the Stronghold completion cutscene. (Not the valiant triumph we planned) – Fixed an issue where the level 100 Pinnacle Boss would appear again with no health bar if killed during a specific phase. – Fixed an issue where progression could be blocked in the Cathedral of Light Capstone dungeon in Kyovashad. – Fixed an issue that resulted in a crash or freeze if players entered the Untamed Thicket dungeon during the Fangs of Corruption quest. – Gameplay Fixes Fixed an issue where the Insatiable Fury and Mad Wolf’s Glee items prevented Druids from transforming into the Werebear or Werewolf Forms. – Fixed an issue where Spider Host enemies would remain upright after exploding and dying. – Fixed an issue where equipment with socketed Gems couldn’t be mass-salvaged. – Fixed an issue where players were unable to teleport to Cerrigar while in the Cerrigar and Cerrigar Outskirts subregions. – Fixed an issue where Corpse Tendrils would cause the corpse visual to disappear. – Fixed an issue where the camera would not zoom out when joining a World Boss encounter. – Fixed an issue where Barbarian players would get stuck between Bone Walls after using Charge. – Fixed an issue where Rogue players would remain invisible to other players after using the Concealment Skill in Fields of Hatred. – Fixed an issue where Airidah’s tornados would cause the player to be stuck in a knockback state if hit by multiple tornados at once. – Fixed an issue where pressing any button on controller while Dazed would halt all player input. – Fixed an issue where Caches with World Tier conditions could be brought into higher World Tiers and provide rewards for that World Tier. – Fixed an issue where the Skeleton Warrior upgrade for increasing Thorns damage was not properly applying. – Fixed an issue where the Burning Instinct power on the Sorcerer Paragon board did not account for Base Critical Damage in its damage calculation. – Fixed an issue where the player could move in-game during the Leave Game countdown. – Local Co-Op Fixed an issue where the second player that closes the Region Progress menu would be locked in the World Map during Local Co-Op play. – Fixed an issue where some quests would not properly progress for all players in Local Co-Op play. – Fixed an issue where the preview slot for item upgrades would only display for Player 1 during Local Co-Op play. – Fixed an issue where buttons in the store would become un-interactable for player 2 during Local Co-Op play. – Fixed an issue where targeting the same enemy would show different health bars for each player during Local Co-Op Play. – Fixed an issue where the Spirit Boons menu couldn’t be closed by player 2 if player 1 had it open during Local Co-Op play. – Fixed an issue where the remaining player would not be able to move on their mount if the other player exited the game during Local Co-Op play. – Quests Fixed an issue where the NPC Lacthan could duplicate during multiple quests. – Fixed an issue where progression of the Malign Devotion quest could become blocked if the player left the cellar as Lakren started to stand up. – Fixed an issue where players would have their progression in the Apex of Misery quest blocked if they teleported away and back during the Destroy the Risen Remains objective. – Fixed an issue where the player character would get blocked if they sat on a chair to talk to a NPC during the Demon Ledger quest. – Fixed an issue where Brol and Mother’s chosen would move oddly during the eavesdropping cutscene if the player was near the broken wall. – Players may now re-enter the boss area after the Follower has joined them during the Storming the Gates quest. – Fixed an issue where the Illusion Woods Statue could become un-interactable during the Wayward quest. – Fixed an issue where the True Potential Rogue Class Quest sometimes couldn’t properly be completed. – UI Fixed an issue where Chat could be expanded even when the Chat is not visible. – Fixed an issue where a party member’s HP bar would appear to be 0 if they left the vicinity of their party while not at full health. – Fixed an issue where the “GPU not Supported” message would display broken text. – Fixed an issue where the particles for Druid’s Spirit Boons would persist after closing the associated menu. – Fixed an issue on Xbox Consoles where the cross-network play notification would display in-game even if cross-network play was disabled. – Fixed an issue that displayed an empty notification to new players when world bosses appeared. – Fixed an issue where the Potion Upgrade icon would be missing when playing with a controller. – Fixed an issue where the Town Portal progress bar would be visible while in menus. – Fixed an issue on PC where the Tab key would not open the Map if the Materials panel was open. – Fixed an issue where the Spur ability for mounts would display as “Not yet learned.” – Fixed an issue where the Linked Item menu would persist on screen when switching between Keyboard & Mouse input and Controller input. – Fixed an issue where players would receive improper messaging when undoing the deletion of a Hardcore character. – Fixed an issue where the Interact wheel prompt would appear over vases near the Fate’s Retreat Waypoint. – Fixed an issue where the Socket button would persist if the player swapped tabs. – Fixed multiple instances where Pins on the map from either a quest or the player would not function properly. – Fixed multiple instances across a variety of menus where text wouldn’t display properly. – Fixed multiple issues with health bars not displaying accurately during PvP activities. – Various other improvements to the UI experience. – Various localization fixes. – Fixed an issue where the Purveyor of Curiosities’ menu would erroneously display item quality on some items (this didn’t affect what item quality was available to gamble for). – Miscellaneous Fixed an issue where users couldn’t create a Clan when their language was set to Russian or Spanish. – Fixed an issue where the Shop would not properly load if the player dies while in Checkout. – Fixed an issue where multiple cutscenes would not play if the player engaged with them when in a party of 3 or more players on Xbox Series S, Xbox One, and PlayStation 4. – Fixed an issue where the Randomize Look and Swap Body Type actions in the Shop didn’t function when viewing Cosmetic Armor. – Fixed an issue where the PlayStation 5 screen reader wouldn’t function properly. – Fixed an issue where emotes from the Shop would not always function when used with a controller. – Fixed an issue where the Player character’s eye would display improperly during the Lorath’s cabin cutscene in the Prologue. – Various stability, performance, and visual improvements across all platforms. – Fixed an issue where players using laptops with certain dedicated Graphics Cards would not be able to play the game. – GAMEPLAY ADJUSTMENTS Experience Rewards Significantly increased the experience awarded for completing Nightmare Dungeons. – Significantly increased the experience gained from killing monsters in Nightmare Dungeons. – Helltide chests now provide substantially more bonus experience when opened. – Significantly increased rewarded experience from completing individual Whispers across the board. – Fixed an issue where no experience was awarded for completing the hold out style event that can occur after finishing dungeon objectives. – General The Helltide Roaming bosses will now more consistently drop higher-quality loot. – Players can now teleport to their Nightmare Dungeon directly through the map. – Weekly bonus caches from world bosses no longer have a level requirement for opening. – In a developer’s note, Blizzard shared the following: “We are currently working on increasing the monster and elite density of end-game content and plan to introduce this change early in Season 1.” BALANCE CHANGES Barbarian: Skills Lunging Strike Base damage increased from 30% to 33%. – Fury generated increased from 9 to 10. – Bash Fury generated increased from 10 to 11. – Enhanced Bash’s Fortify increased from 10% to 20%. – Frenzy Base damage increased from 20% to 22%. – Flay Bleeding base damage increased from 36% to 40%. – Fury generated increased from 9 to 10. – Enhanced Flay’s Vulnerable chance increased from 10% to 15%. – Double Swing Base damage increased from 36% to 40%. – Kick Cooldown reduced from 17 to 13 seconds. – Base damage dealt to enemies Knocked Back into terrain increased from 54% to 70%. – Charge Enhanced Charge’s base damage dealt to enemies Knocked Back into terrain increased from 15% to 30%. – Leap Mighty Leap Slow increased from 50% to 70%. – Iron Skin Enhanced Iron Skin’s Barrier increased from 10% to 20% of Maximum Life. – Call of the Ancients Prime Call of the Ancients Bonus Attack Speed increased from 10% to 20%. – Iron Maelstrom Cooldown reduced from 60 to 45 seconds. – Prime Iron Maelstrom Bonus Critical Strike Chance increased from 10% to 30%. – Prime Iron Maelstrom Bonus Critical Strike Damage increased from 20% to 40%. – Bounding Slam Base damage increased from 75% to 112%. – Legendary Aspects Bul-Kathos Earthquake flat damage increased from .39-.76 to .6-.83. – Earthquake Earthquake flat damage increased from .39-.76 to .6-.83. – Dust Devil’s Dust Devil flat damage increased from .16-.25 to .22-.32. – Windlasher Dust Devil flat damage increased from .16-.25 to .22-.32. – Devilish Dust Devil flat damage increased from .20-.36 to .24-.38. – Iron Warrior Damage Reduction increased from 10-20% to 15-25%. – Items Overkill Damage increased from 16%-30% to 24-38%. – Hellhammer Flat damage increased from .3-.5 to .6-.8. – Druid: Skills Earthspike Base damage increased from 16% to 17%. – Spirit generated increased from 10 to 11. – Fierce Earthspike Fortify increased from 4% to 8%. – Wind Shear Base damage increased from 17% to 18%. – Spirit generated increased from 12 to 13. – Claw Base damage increased from 20% to 22%. – Spirit generated increased from 10 to 11. – Wild Claw Double Attack Chance increased from 10% to 15%. – Fierce Claw base damage increased from 10% to 15%. – Maul Base damage increased from 20% to 22%. – Spirit generated increased from 14 to 15. – Enhanced Maul Fortify increased from 2% to 3%. – Lightning Storm Enhanced Lightning Storm duration increased from 4 to 6 seconds. – Primal Lightning Storm’s chance to Immobilize increased from 8% to 12%. – Shred Third Attack base damage increased from 60% to 70%. – Enhanced Shred Healing increased from 1% to 2% of Maximum Life. – Raging Shred’s base damage increased from 51% to 70%. – Primal Shred’s Bonus Critical Strike Damage increased from 20% to 30%. – Wolves Cooldown reduced from 14 to 11 seconds. – Ferocious Wolfpack Lucky Hit chance increased from 10% to 40%. – Hurricane Base damage increased from 97.5% to 134%. – Rabies Base Poisoning damage increased from 53% to 76%. – Cataclysm Base damage increased from 52% to 64%. – Lacerate Base damage increased from 400% to 460%. – Petrify Critical Strike Damage Bonus increased from 25% to 30%. – Pummel Base damage increased from 140% to 180%. – Passives Bestial Rampage Attack Speed Bonus increased from 20% to 25%. – Damage Bonus increased from 20% to 30%. – Nature’s Fury Chance to cast a free spell increased from 20% to 30%. – Lupine Ferocity Damage Bonus increased from 60% to 70%. – Legendary Aspects Runeworker’s Conduit Flat damage increased from 1 to 1.4. – Mangled Chance increased from 20-30% to 30-40%. – Seismic-Shift Cooldown decreased from 2.5-1.5 to 2-1 seconds. – Blurred Beast Damage increased from 60-90% to 70-100%. – Necromancer: Skills Reap Base damage increased from 12% to 13%. – Acolyte Reap’s Cooldown between Corpses reduced from 5 to 4 seconds. – Decompose Base damage increased from 30% to 33%. – Base Essence generated per second increased from 7 to 8. – Corpses formed frequency increased from 2.5 to 2 seconds. – Hemorrhage Base damage increased from 25% to 27%. – Essence generated increased from 8 to 9. – Bone Splinters Base damage increased from 8% to 9%. – Essence generated increased from 6 to 7. – Sever Initial base damage increased from 63% to 66%. – Enhanced Sever’s return base damage increased from 25% to 40%. – Blood Lance Supernatural Blood Lance Overpower requirement reduced from 8 to 6 casts. – Bone Prison Cooldown reduced from 20 to 18 seconds. – Dreadful Bone Prison’s Fortify increased from 5% to 8%. – Iron Maiden Base damage increased from 10% to 20%. – Horrid Iron Maiden damage bonus increased from 15% to 20%. – Corpse Tendrils Blight Corpse Tendrils chance to spawn a Blood Orb increased from 30% to 35%. – Bone Spikes Base damage increased from 80% to 120%. – Raise Skeleton and Golem Minions will now always engage targets with a cast Curse. – Passives Kalan’s Edict Damage taken duration requirement reduced from 3 to 2 seconds. – Rathma’s Vigor Healthy duration requirement reduced from 15 to 12 seconds. – Spiked Armor Thorns increased from .08/.16/.24 to .1/.2/.3. – Legendary Aspects Bursting Bone Flat damage increased from .022-.03 to .045-.06. – Flesh-Rending Essence gained increased from 10-20 to 20-40. – Fastblood Ultimate Cooldown Reduction increased from .5-1 to 1-1.5 seconds. – Rogue: Skills Invigorating Strike Base damage increased from 23% to 25%. – Blade Shift Base damage increased from 15% to 16%. – Heartseeker Base damage increased from 22% to 24%. – Primary Heartseeker damage increased from 30% to 75%. – Forceful Arrow Base damage increased from 20% to 22%. – Barrage Base damage increased from 20% to 22%. – Caltrops Methodical Caltrop’s Chill increased from 20% to 25%. – Smoke Grenade Cooldown reduced from 15 to 13 seconds. – Rain of Arrows Cooldown reduced from 60 to 55 seconds. – Prime Rain of Arrows imbuement potency increased from 20% to 30%. – Volley Base damage increased from 70% to 105%. – Passives Close Quarters Combat Damage bonus increased from 20% to 30%. – Legendary Aspects Escape Artist Cooldown decreased from 100 to 45 seconds. – Umbrous Lucky Hit Chance to gain a Dark Shroud increased from 30-50% to 40-60%. – Items Eyes in the Dark Increased Death Trap Cooldown reduced from 30-15% to 20-15%. – Sorcerer: Skills Spark Base damage increased from 8% to 10%. – Enhanced Spark damage increased from 5.6% to 7%. – Flickering Spark chance increased from 3% to 4%. – Frostbolt Base damage increased from 35% to 38%. – Firebolt Burning damage increased from 40% to 44%. – Charged Bolt Base damage increased from 28% to 30%. – Incinerate Base damage increased from 49% to 54%. – Enhanced Incinerate damage increased from 15% to 25%. – Greater Incinerate Immobilize requirement reduced from 4 to 3 seconds. – Fireball Mana cost decreased from 40 to 35. – Frozen Orb Initial base damage increased from 32% to 36%. – Explosion base damage increased from 29% to 34%. – Greater Frozen Orb chance to apply Vulnerable increased from 25% to 30%. – Blizzard Base damage increased from 120% to 130%. – Ice Blades Chance to apply Vulnerable increased from 30% to 40%. – Lightning Spear Summoned Lightning Spear’s maximum Damage Bonus increased from 100% to 160%. – Crackling Energy Base damage increased from 15% to 20%. – Freezing Wake Base damage increased from 60% to 110%. – Legendary Aspects Abundant Energy Chance to chain to an additional enemy increased from 20-30% to 30-40%. – Singed Extremities Slow amount increased from 25-35% to 40-60%. – Incendiary Chance to restore Mana increased from 5-10% to 12-17%. – Snowguard’s Damage Reduction increased from 10-15% to 20-25%. – Concentration Mana Regeneration increased from 10-20% to 20-30%. – Items Flamescar Flat damage increased from .1-.2 to .2-.3. – Staff of Lam Esen Damage Reduction reduced from 40-30% to 35-25%. –

  • Diablo 4 patch notes: Big class changes, Paragon Glyphs nerfed – Dexerto

    Diablo 4 patch notes: Big class changes, Paragon Glyphs nerfed Blizzard EntertainmentBlizzard is continuing to make tweaks to Diablo 4 ahead of the game’s full release, and this latest round of adjustments gives greater power to Barbarian and Druid classes while taking away some of the power that Paragon Glyphs provide. Blizzard said that they were “happy” with how each class was performing, but wanted to make more improvements to keep the game healthy. They said: “Our goal behind these changes is to create a better balanced and enjoyable experience across the board.” Diablo 4 1.0.2d patch notes: Barbarian & Druid classes given more power The full patch notes for the 1.0.2d Build read as follows: Barbarian Skill Changes Challenging Shout – Damage Reduction gained from Skill Ranks reduced from 4% to 2% Legendary Aspect Changes Bold Chieftain’s Aspect Cooldown reduction per Nearby enemy reduced from 2.7-5.4 seconds to 1.0-1.9 seconds. – Maximum Cooldown reduction from 12 to 6 seconds. – Aspect of the Dire Whirlwind Increased Critical Strike Chance per second reduced from 5-10% to 3-8%. – Maximum Critical Strike Chance bonus reduced from 20-40% to 9-24%. – Item Changes Gohr’s Devastating Grips Explosion damage gained from Whirlwind reduced from 50-70% to 16-26%. – Damage against wreckable objects no longer increases explosion damage. – Explosion damage is only increased by the first 100 hits of Whirlwind. – Druid Skill Changes Pulverize – Lucky Hit Chance reduced from 33% to 25%. Lightning Storm – Damage increased from 32% to 40%. Grizzly Rage – Damage bonus increased from 5/10/15% to 6/12/18%. Class Specialization Obsidian Slam Kills required for bonus increased from 10 to 20. – Calm Before the Storm Lucky Hit Chance reduced from 15% to 10%. – Passive Changes Electric Shock Damage bonus increased from 5/10/15% to 6/12/18%. – Legendary Aspect Changes Shockwave Aspect Damage reduced from 90-130% to 60-100%. – Crashstone Aspect Critical Strike Damage reduced from 40-50% to 30-40%. – Lightning Dancer’s Aspect Flat damage increased from .5-.6 to .7-.8. – Necromancer Skill Changes Blood Lance Damage increased from 67.5% to 80%. – Army of the Dead Damage increased from 30% to 45%. – Cooldown reduced from 90 to 70 seconds. – Blood Wave Damage increased from 90% to 120%. – Passive Changes Shadowblight Damage increased from 20% to 22%. – Grim Harvest Essence gained reduced from 3/6/9 to 2/4/6. – Serration Critical Strike Chance reduced from .5/1/1.5% to .3/.6/.9%. – Death’s Defense Maximum Minion Life lost in a single damage instance reduced from 75/60/45% to 60/45/30%. – Class Specialization Raise Skeleton Skeleton Warrior attack damage increased by 10%. – Golem Golem attack damage increased by 10%. – Blood Golem Blood Golem Life drain damage increased from 40% to 90%. – Blood Golem Life drain healing from enemies hit increased from 4% to 5%. – Iron Golem Iron Golem slam damage increased from 25% to 175%. – Iron Golem shockwave damage increased from 30% to 40%. – Necromancer Paragon Board Changes Hulking Monstrosity Golem Life and damage bonus increased from 30% to 40% Life. – Cult Leader Damage bonus increased from 10% to 15%. – Rogue Skill Changes Twisting Blades Advanced Twisting Blades Cooldown reduction per enemy hit reduced from .25 to .1 seconds. – Advanced Twisting Blades maximum Cooldown reduction reduced from 3 to 2 seconds. – Rapid Fire Damage increased from 24% to 30%. – Dark Shroud Damage Reduction per shadow gained from Skill Ranks reduced from .8% to .4%. – Dash Enhanced Dash Critical Strike Damage bonus from 20% to 15%. – Caltrops Damage increased from 30% to 40%. – Passive Changes Concussive Critical Strike Chance reduced from 5/10/15% to 4/8/12%. – Legendary Affix Changes Repeating Maximum Minion Life lost in a single damage instance reduced from 75/60/45% to 60/45/30%. – Sorcerer Skill Changes Arc Lash Lucky Hit Chance reduced from 30% to 14%. – Glinting Arc Lash Cooldown reduction reduced from .25 to .15 seconds. – Teleport Shimmering Teleport’s Damage Reduction duration reduced from 5 to 3 seconds. – Legendary Affix Changes Aspect of Control Bonus damage reduced from 30-40% to 25-35%. – General Changes Miscellaneous Class Changes Druid Companions and Necromancer Minions Maximum damage over time taken per damage instance reduced from 2% to 1% of maximum Life. – Paragon Board Changes Rare Nodes Player Attack Speed nodes reduced by 50%. – Glyphs All Glyph Bonus scaling has been reduced by ~34%, except for the following: – Critical Strike Damage Glyphs’ Bonus reduced by ~66%. – Vulnerable Glyphs’ Bonus reduced by ~66%. – Glyphs’ Bonus to Rare nodes reduced by ~50%. – Glyphs’ Bonus to Magic nodes reduced by ~40%. – Glyphs’ Bonus to Cold/Fire/Lightning/Non-Physical/Physical nodes reduced by ~62.5%. – Monster Changes Significantly reduced the spawn rate of Treasure Goblins within PvP zones. – Bug Fixes Fixed the name for the Light Bearer Mount. – The Go to Shop button from the Wardrobe will now properly open the shop. – Fixed an issue where if a Sorcerer uses Deep Freeze and is affected by another effect that would freeze them, it caused them to be permanently stunned. – Miscellaneous stability and crash fixes. –

  • Diablo 4 Dec 5 early patch notes: Abattoir of Zir, Glyph XP boost & more – Dexerto

    Diablo 4 Dec 5 early patch notes: Abattoir of Zir, Glyph XP boost & more Blizzard EntertainmentDiablo 4’s Patch 1.2.3 will introduce the Abattoir of Zir dungeon to the game, alongside a Glyph experience boost, and much more. Blizzard developers hosted a Diablo 4 Campfire Chat on November 30 and much of it centered on upcoming changes and a Q&A session. The Abattoir of Zir endgame activity occupied the spotlight for a bit, as the team walked through what players could expect from the new dungeon. Notably, this particular bit of content and much more will go live on December 5 with the 1.2.3 patch. Blizzard’s already rolled out release notes, which also confirm that Nightmare Tiers will soon begin rewarding users with increased Glyph experience. Diablo 4’s 1.2.3 patch notes tease the Abattoir of Zir dungeon The all-new endgame dungeon, Abattoir of Zir, constitutes the most noteworthy addition to the December 5 update. Only players who’ve completed the Season’s Journey for Diablo 4 Season 2 can partake in the activity, which will challenge them to battle hordes of horrors in 10 minutes to unleash Zir’s deadly Bloodsuckers. Of course, 1.2.3 will also usher in a host of bug fixes that improve gameplay, dungeons, the UI, and other features. For a full rundown, check out the 1.2.3 patch notes below: Gameplay Updates Starting on December 5, battle legions of Zir’s minions and race against time in a new endgame pinnacle dungeon, Abattoir of Zir. – A full list of possible affixes can now be previewed in the Enchantment menu using the new View Possible Affixes button. – Earned Glyph experience from most Nightmare Tiers was increased. Tiers 1-17: No Change. – By Tiers 30: From 66 to 79. – By Tier 50: From 106 to 139. – By Tier 75: From 156 to 239. – By Tier 100: From 206 to 339. – – Developer’s Note: After reviewing gameplay data and player feedback, we recognized that completing higher Nightmare Tiers was not as rewarding as we initially hoped for, with many players stopping their journey after reaching Tier 50. The experience increase to Glyphs at higher Tiers was made with the intent of incentivizing players to push their builds, making their arrival at Tier 100 feel that much more fulfilling. We will monitor how this change in experience pans out for players and encourage you to provide us with any feedback you have around this system. Introduced further support for NVIDIA Reflex technology. Visit the in-game settings to enable this feature. – Bug Fixes Accessibility Fixed an issue where the Screen Reader didn’t announce the required pacts for Vampiric Powers. – Fixed an issue that made the Screen Reader malfunction on the Steam Deck. – – Dungeons Fixed an issue where the Mechanical Box wouldn’t respawn if the player was killed by the boss in the Bastion of Faith. – Fixed an issue in the Fallen Temple dungeon where the objective to destroy the Idol of the Fallen Temple could not be completed properly if the Idol was destroyed instantly. – Fixed an issue where the debuff effects in the Fallen Temple could be avoided when leaving and re-entering the Dungeon. – Fixed an issue where enemies from the Sole Survivor event could spawn behind locked doors in the Hallowed Ossuary, blocking event mastery completion. – Fixed an issue where Nightmare Dungeons wouldn’t properly reset after all revives were exhausted when playing local co-op. – Fixed an issue where enemies spawned by Animus-carrying monsters with the Summoner affix unexpectedly carried Animus. – Fixed an issue where bonus Elemental Damage affixes of Nightmare Dungeons scaled their damage too low or too high for their respective Tier. – – Gameplay Fixed an issue where some attacks made by Echo of Lilith would not properly trigger if the player in the Party that started the encounter died. – Fixed an issue where the first Death from Above cast by Echo of Lilith had irregular timing and didn’t display an incoming projectile indicator. – Fixed an issue where Frostburn and Mother’s Embrace could drop as Sacred and not Ancestral from Tormented Echo of Varshan in World Tier IV. – Fixed an issue where Gems could still drop from some sources, such as Avarice’s chest or Whisper Caches, instead of Gem Fragments. – Fixed an issue where Rabies cast by Werewolf companions from the Of the Alpha legendary aspect could miss. – Fixed an issue where Druids could continuously run into a wall if Trample was used to move towards a nearby wall. – Fixed an issue where Treasure Goblins would sometimes become invincible and run away if the player mounted or unmounted near them. (Treasure Goblins have had enough of your bullying, wanderer.) – – Season of Blood Fixed an issue where Blood Harvesters could quickly disappear after spawning. – Fixed an issue where the Norvaic enemy could spawn repeatedly in certain co-op situations. – Fixed an issue where Seeds of Hatred extracted by being Hatred’s Chosen did not count towards a Season Journey objective’s progress. – Fixed an issue that made Potent Blood dropped from a Blood Well inaccessible. – Fixed an issue where Duriel wouldn’t spawn when the player re-entered the boss arena after respawning. – – Developer’s Note: A previous Hotfix allowed players to walk through Blood Wells to access Potent Blood. This change reverts the ability to walk through Blood Wells, but in exchange, Potent Blood will no longer spawn in the middle of Blood Wells so it can be easily picked up. User Interface and User Experience Fixed an issue where map overlays for Helltide and Blood Harvest wouldn’t display properly when entering a region covered by fog of war. – Fixed an issue where the tooltip displayed while hovering over certain items could blink periodically. – Fixed an issue where the text describing how to unlock Mounts was inaccurate for players who skipped the Campaign. – Fixed an issue where navigating to the Season Journey from a Seasonal Aspect wouldn’t open the correct chapter. – Navigating the Seasonal Stash with a controller will now be more consistent. – – Developer’s Note: If they choose to play through the Campaign, players that haven’t yet unlocked Mounts must complete the Donan’s Favor quest to unlock them. If the campaign is skipped, you must reach Level 25 before unlocking Mounts. The tooltip previously mentioned Quest completion only, which is irrelevant when skipping the Campaign. Miscellaneous Fixed an issue where visual effects on armor would remain fully visible while using Concealment. (Lilith sees all, foolish wanderer.) – Various visual, performance, and stability improvements. – –

  • Diablo 4 May 14 patch notes: Itemization updates, new crafting mechanics & more – Dexerto

    Diablo 4 May 14 patch notes: Itemization updates, new crafting mechanics & more Blizzard EntertainmentBlizzard has released patch notes for Diablo 4’s 1.4.0 update, covering the upcoming itemization overhaul, new crafting systems, and Helltide changes. After a delay, Diablo 4 Season 4: Loot Reborn officially goes live on Tuesday, May 14. The patch most notably introduces an itemization rework that considerably shakes up the loot system. For example, though Rare and Legendary items will have one less Affix than players are used to, the newer Affixes should prove far more valuable. Season 4 will also usher in additional crafting mechanics like Tempering, which will let players add Affixes to their items when using the new reusable item, Temper Manuals, at the Blacksmith. In addition, users can look forward to several Helltide changes, one of which brings Diablo 2’s Iron Wolves faction back into the mix. The full patch notes for Diablo 4 Update 1.4.0 read as follows (via Blizzard News): Contents Updates from the Public Test Realm Feature Updates There is no longer a chance for Masterworking to fail. – The Masterwork animation has been removed for non-milestone Ranks (1-3, 5-7, etc). – The Tempering Result screen now shows the result affix, its roll, and the affix range. – Various UI improvements for the Tempering and Masterworking experiences. – Added multiple tiers of Masterworking Material caches that transmute far more materials than were previously available. – A visual indication has been added to the imprint UI which indicates which Legendary affixes are currently equipped. – You can now search the term ‘equip’ or ‘equipped’ within the Codex of Power to list currently equipped affixes. – We’ve added an inventory icon to indicate items that have at least one Greater Affix. When items with Greater Affixes drop in-game, they will also have the same icon to indicate they possess a Greater Affix. – – Helltide and The Pit The Party member that spends the Runeshards to open the Pit gets 100% of the Masterworking materials, the rest of the party receives half the amount. – Artillery and Blast Wave shrines no longer spawn in the Pit. – Hellborne spawn chance in Helltide zones has been increased. – Baneful Heart drop rate has been adjusted to be more consistent. – Overall loot quality from the Blood Maiden has been improved. Loot quality has also been improved for players that contribute materials to summon the Blood Maiden, as a contribution bonus reward. – – Doomsayer variants, which used to drop a Chest of Doomsaying on defeat, will now drop the contents of a Doomsaying Chest on death with no additional Cinders cost. – Balance Adjustments Many Tempering affixes that were either over-performing or under-performing have been adjusted to meet intended power levels. – The Tempering Affix for Maximum Size increase for various skills and effects, such as Dust Devils or Bone Spirit, is now capped at 100%. – Itemization Updates Here are some of the major items coming with Itemization updates: Extracting an aspect now upgrades it in the Codex of Power. All Aspects now exist in the Codex of Power. – Various item affixes have been updated and the overall pool of affixes has been condensed. Additionally, Greater Affixes have been introduced. Appearing only on Ancestral Legendary and Unique items, these are more powerful (1.5x) versions of normal affixes. – Each item affix has a chance to be a Greater Affix in World Tier IV. – – New Tempering and Masterworking Systems allow deeper customization of items and access to new affixes. – Legendary items dropped from enemy level 95+ are always 925 item power. – Unique Items can now drop earlier in the game: World Tier III Unique Items now drop as non-Sacred in World Tier I and II. – World Tier IV Unique Items now drop as Sacred in World Tier III. – Uber Unique Items can start dropping from monster level 55, drops at 925 item power. – – The Minimum levels required to equip Sacred and Ancestral items has been reduced. Sacred: 35 – Ancestral: 55 – – Note: Changes from the PTR have been bolded. Game Updates Accessibility New Character Highlights We have added an option to highlight NPC’s, characters and enemies found within Sanctuary to make them easier to distinguish against different environments. Standard Highlight Sets the in-game lighting to emphasize the dark and gritty world of Sanctuary as intended. – – Additional Highlights Greatly increases the contrast for the characters within the world. In-game options can be used to modify the intensity, as well as the colors. – – – Standard Highlight – Helltide Reborn Helltide has been updated to provide more challenges and rewards. Helltide Threat As you battle through Helltides, you will generate Threat – how much will be determined by the difficulty of monster and how often you’re securing Tortured Gifts within Helltide. – There are three Helltide Threat Tiers that each increase the danger and frequency of monster ambushes. At Tier 3, you will become Hell-Marked. – Achieving maximum Threat will initiate a brief ambush frenzy of maximum enemy density. The ambush will end with a final Hellborne spawn, an immensely powerful agent of Hell, resurrected from the tortured souls of Sanctuary’s most powerful champions. There are five variants representing each Class in Diablo IV. – – Upon activating the Hellborne ambush, your Threat will reset. – Dying will reset your Threat. – Accursed Ritual Baneful Hearts can primarily be earned through opening Tortured Gift chests and can be used at the Accursed Ritual location. Baneful Hearts can also drop from: Hellborne Demons – Doomsayers – – A scene of shocking gore, the Accursed Ritual is the ultimate testament to the disturbing lengths the followers of Hell will go to appease their dark wishes. It is here where you can begin the Accursed Ritual. – Deposit three Baneful Hearts to begin the ritual, and you will be swarmed with a dense demonic ambush. Other players within your subzone will be alerted that the ritual has begun if they wish to join you in your fight. – This ambush will climax with the arrival of the Blood Maiden, an immensely powerful demonic creature who will offer great reward upon her death. – World Tier I and II Adjustments A version of Helltide has been introduced for World Tiers I and II, with the following adjustments: All Tortured Gifts are Mystery chests. – No roaming bosses. – Monster density adjusted to match expected difficulty of World Tier III and IV. – New Items General Unique Items Tyrael’s Might – Unique Chest Armor While at full Life, your Skills unleash a divine barrage dealing damage. – Yen’s Blessing – Unique Boots Casting a Skill has a 40-60% 20-30%chance to cast a Non-Mobility, Non-Ultimate Skill that is currently on Cooldown. This effect can only occur once every 812seconds. – Legendary Aspects Aspect of Frosty Strides While below 45-60% Life, Evade Freezes Close enemies for Cold Damage and applies Vulnerable to them for 3 seconds. – Aspect of Concussive Strikes Lucky Hit: Damaging an enemy has up to a 20% chance to Daze them for 2 seconds. You deal 5-20% increased damage to Dazed enemies. – Barbarian Unique Items Arreat’s Bearing – Unique Pants Ancients you summon are empowered. Korlic creates an Earthquake that deals Physical damage over 4 seconds when he leaps. – Talic leaves behind Dust Devils that deal damage while he whirlwinds. – Madawc ignites the ground Burning enemies for an additional damage over 4 seconds when he upheaves the ground. – – Twin Strikes – Unique Gloves After casting Double Swing 4 times, your next Double Swing will hit 2 additional times, each dealing 10-25% increased damage. – Legendary Aspects Aspect of Fierce Winds Your Shout Skills create 3 5Dust Devils that deal damage to enemies along their path. – Your Dust Devils are 5%-20% 15%bigger and deal 1% increased damage for each 1% their size is increased. – Druid Unique Items Earthbreaker – Unique Ring Landslide causes the ground to erupt in tectonic spikes which continue to deal 0.6-0.9 damage over 2 seconds. Casting Landslide in this area has a 20-30% chance to cause additional Landslide pillars to spawn within. – Wildheart Hunger – Unique Boots When you Shapeshift into a Werewolf or a Werebear, you gain Wildheart for 5 seconds. Wildheart grants you 1%-1.5% increased damage with Shapeshifting Skills every 2 seconds, stacking 20 times. – Legendary Aspects Aspect of Fevered Mauling When you hit at least 1 enemy with Maul, increase its Attack Speed by 1%-2.5%1%-2%and you gain 1%-3%1-4mage reduction for 5 seconds, stacking up to 5 times. – Necromancer Unique Items Ebonpiercer – Unique Amulet Blight also shoots 4 smaller projectiles that pierce enemies and deal Shadow damage over 3 seconds. – Cruor’s Embrace – Unique Gloves Blood Surge consumes Corpses to cause mini novas, dealing damage. Damage is increased by 10% per target drained by the initial cast, up to 50%. Damage is also increased by 20% for each Corpse consumed. – Legendary Aspects Aphotic Aspect Skeletal Priests empower your Skeletal Warriors’ attacks to deal Shadow damage and have a 5%-20% 5%-15%chance to Stun enemies for 1.5 seconds. – Rogue Unique Items Scoundrel’s Kiss – Unique Ring Rapid Fire now lobs exploding arrows that deal 15%-25% increased damage. – Scoundrel’s Kiss projectile pattern is now more predictable. – Saboteur’s Signet – Unique Ring Casting Flurry has a 15-30% chance to release Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills have a 2% 5%Lucky Hit Chance. – Legendary Aspects Aspect of High Velocity Barrage arrows now pierce through 1 enemy. – Barrage has 10%-20% increased Attack Speed. – Sorcerer Unique Items Fractured Winterglass – Unique Amulet Casting Frozen Orb has a 35-50% chance to spawn a random Conjuration when it explodes. Lucky Hit: Your Conjurations have up to a 50-70% 70-100%chance to launch a Frozen Orb at Nearby enemies.Developer’s Note: Extra explosions from the Aspect of Frozen Orbit do not trigger this effect, as the Unique calls out “Casting”. This unintended interaction was fixed since the PTR. – – Flameweaver – Unique Gloves Casting Fire Bolt through your Firewall causes it to split into 4 bolts, each dealing 80-100% more damage. – Flameweaver now splits Firebolts to 3 instead of 4, and damage buffed to 30-70% from 10-30%. – Legendary Aspects Aspect Of Tenuous Destruction Deal 25-40% increased damage while you have no Defensive Skills on your Action Bar. – Flamethrower’s Aspect Incinerate splits into 3 beams, each dealing 70-85% of normal damage. – Balance Updates General Unique Items Banished Lord’s Talisman Updated visuals and sounds to indicate that your next Core Skill will Overpower. – Critical Strike Overpower damage reduced from 80-120% to 20-60%. – Resources needed for guaranteed Overpower reduced from 300 to 275. – Tibault’s Will Damage increase while Unstoppable reduced from 20-40% to 10-20%. – Damage increase persists for 1 second longer after being Unstoppable. – Razorplate Razorplate has been updated to function within the new Masterworking system. – Now has four Thorns affixes instead of no affixes. – New Unique Power: Thorns has a 10% chance to deal 100-150% increased damage. – Legendary Aspects Disobedience Armor stacks no longer fall off independently. They now refresh or reset at the same time. – Armor gain changed to 25-40%. – Assimilation Previous – You have 8% increased Dodge Chance versus enemies affected by Damage Over Time effects. When you Dodge you gain 5-10 of your Primary Resource. – Now – You have 8% increased Dodge Chance. When you Dodge, Fortify for 5-10% 5-20%of your Maximum Life. – Of Retribution Chance to Stun increased from 8% to 10%. – Now increases damage to Stunned and Knocked Down enemies. – Of Inner Calm Previous – Deal 5-10% increased damage for each second you stand still, up to 40%. – Now – Deal 5-10% increased damage. Triple this bonus after standing still for 3 seconds. – Of the Crowded Sage Previous – You Heal for (0-181) Life per second for each Close enemy, up to (4-605) Life per second. – Now – You have 8% increased Dodge Chance. Successful Dodges restore 5-20% of your Maximum Life. – Bold Chieftain’s Now usable by both Barbarians and Druids. – Needleflare Now also applies Thorns to Necromancer minions. – Hectic Aspect Cooldown Reduction reduced from 2-4 seconds to 1-2 seconds. – Miscellaneous Developer’s Note: Monsters will still deal more damage the higher level they are, but their relative damage reduction will remain the same from level 100 onward. This change was made to account for level 200 Boss monsters doing extreme amounts of damage to players that are capped for armor. – Necromancer, Barbarian, Druid, and Sorcerer Companions now receive 100% of the player’s attributes. – Skill tags have been updated everywhere to allow more Aspects and other effects to affect more skills and abilities. Examples: Applicable “Shout” skills for Druid and Barbarian are now tagged as Shouts. – New Chain tag for abilities like Chain Lightning and Rabies. – New Mobility tag for abilities that move and or teleport the player, such as Caltrops or Teleport. – More skills are now tagged as Core skills, such as Sorcerer Mastery Skills and other skills which use resources like Bone Spirit. – Additionally, various Aspects have been updated to account for these changes. – – Damage Reduction granted by Fortify has been increased from 10% to 15%. – Cooldown Reduction is now capped at 75%. – Physical Damage calculation against Damage Reduction now caps at level 100. – The Maximum Evade Charges affix has been increased from 2 to 3. – The Attacks Reduce Evade’s Cooldown affix has been increased from .8 to 1.5 seconds. – The Evade Grants Movement speed affix has been increased from 50% to 125%. – All Resistance from Amulets has been increased from 19% to 25%. – Single element resistance on Rings has been increased from 8% to 10%. – Barbarian General Barbarian’s 10% innate Damage Reduction has been removed. – Legendary powers that require Call of the Ancients to be equipped no longer have that requirement. Previously, Dust Devils would have varying durations, speeds, and movement patterns based on which legendary Aspect created them. Now, they all behave consistently regardless of which Aspect they are from. Additionally, the following updates have been applied for Dust Devils: The maximum number of Dust Devils that can be active at once is now 15. Dust Devils now move more quickly and dissipate sooner. – – – Previously, Dust Devils would have varying durations, speeds, and movement patterns based on which legendary Aspect created them. Now, they all behave consistently regardless of which Aspect they are from. Additionally, the following updates have been applied for Dust Devils: – Skills Charge Damage reduced from 250% to 180%. – Power Charge Cooldown Reduction per Target Hit reduced from 3 to 2 seconds. – Cooldown Reduction for hitting a Boss reduced from 6 to 4 seconds. – Maximum Cooldown Reduction reduced from 9 to 6 seconds. – Furious Hammer of the Ancients Previous – Hammer of the Ancients deals 1%[x] increased damage for each point of Fury you had when using it. – Now – Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 10 Fury you had when using it. – Violent Rend Rend’s Damage against Vulnerable enemies increased from 12%[x] to 25%[x]. – Rupture The initial damage dealt from Rupture is now guaranteed to Overpower. – Call of the Ancients Korlic Leap damage increased from 104% to 156%. – Korlic Frenzy damage increased from 39% to 59%. – Talic Whirlwind damage increased from 65% to 98%. – Madawc Upheaval damage increased from 195% to 293%. – Kick Range of damage increased from 2.2 meters to 3 meters. – Additional damage when enemy is knocked into a wall increased from 70% to 105%. – Power Kick Damage per 10 Fury consumed increased from 20% to 25%. – Passives Unbridled Rage Bonus damage reduced from 135%[x] to 100%[x]. – Weapon Expertise Polearm Expertise Lucky Hit chance increased from 10%[x] to 15%[x]. – Damage while Healthy increased from 10%[+] to 15%[x]. – Two-Handed Mace Expertise Fury gain increased from 2 to 5. Previous – You deal 15%[x] increased Critical Strike damage to Stunned and Vulnerable enemies while Berserking. – Now – You deal 15%[x] increased Critical Strike damage while Berserking. – – Two-Handed Axe Expertise Vulnerable Damage reduced from 15%[x] to 10%[x]. – One-Handed Axe Expertise Critical Strike Chance against Injured enemies increased from 5%[+] to 10%[+]. – Paragon Marshal Glyph Cooldown reduction reduced from 4 to 2 seconds. – Blood Rage Legendary Node Damage increased by Berserking bonus reduced from 25% to 10%, and caps at 30%[x] damage bonus. – Crusher Glyph Additional Bonus: Overpower damage reduced from 30%[x] to 20%[x]. – Dominate Glyph Bonus Overpower Damage per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21. – Additional Bonus Previous – After not Overpowering for 30 seconds, your next attack will Overpower. – Now – Every 30 seconds, your next attack will Overpower. – – Seething Glyph Additional Bonus: Fury gain on enemy kill increased from 3 to 5. – Legendary Aspects Aspect of Sundered Ground Description reworded for clarity, no functional change. Previous – Every 25 seconds, Upheaval is guaranteed to Overpower and deals 10–25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy. – Now – Every 25 seconds, your next Upheaval cast is guaranteed to Overpower and deals 10-25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy. – – Earthstriker’s Aspect Bonus Overpower Damage reduced from 35-50%[x] to 15%-30%[x]. – Aspect of the Relentless Armsmaster Fury Generation while all three Walking Arsenal bonuses are active increased from 20-35% to 35-65%. – Windlasher’s Aspect Previous – Casting Double Swing twice within 1.5 seconds creates a Dust Devil that deals 0.22-0.32 damage to enemies behind the target. – Now – Casting Double Swing creates a Dust Devil that deals 0.35-0.5 damage to enemies in its path. Triple the amount of Dust Devils created if Double Swing is cast twice within 2 seconds. – Devilish Aspect Previous – After generating 100 Fury, your next attack that deals direct damage creates a Dust Devil that deals 0.24-0.38 damage to enemies behind the target. – Now – After generating 100 Fury, your next direct damage creates 3 Dust Devils that deal 0.4-0.6 damage to enemies in their path. – Dust Devil’s Aspect Previous – Whirlwind leaves behind Dust Devils that deal 0.22-0.32 damage to surrounding enemies (1 Dust Devil every 1.5 seconds). – Now – Whirlwind leaves behind Dust Devils that deal 0.4-0.6 damage to enemies in their path (1 Dust Devil every 0.75 second). – Aspect of Fierce Winds Dust Devils created reduced from 5 to 3. – Veteran Brawler’s Now increases the damage for Charge, Leap, and Kick. – The timer on the buff has been removed. – Of Giant Strides Previous – Reduces the Cooldown of Leap by 3-5 seconds per enemy hit, up to a maximum of 9 seconds. – Now – Reduces the Cooldown of Leap by (2.5-5) seconds per enemy hit, up to a maximum of 9 seconds. Hitting a Boss with Leap provides the maximum cooldown reduction. – Of Anemia Previous – Lucky Hit: Direct damage against Bleeding enemies has a 15-30% chance to Stun them for 2 seconds. – Now – Lucky Hit: Damaging Bleeding or Vulnerable enemies has a 15-30% chance to Stun them for 2 seconds. – Of Vocalized Empowerment (Previously Of Echoing Fury) Now equippable by both Barbarians and Druids. Previous – Your Shout Skills generate 2-4 Fury per second while active. – Now – Your Shout Skills generate 5-10 Primary Resource per second while active. – – Unique Items Rage of Harrogath Previous – Lucky Hit: Up to a 20-40% chance to reduce the Cooldowns of your non-Ultimate Skills by 1.5 seconds when you inflict Bleeding on Elites. – Now – Lucky Hit: Inflicting Bleeding on an enemy has up to a 20-40% chance to reduce the Cooldowns of your Skills by 1 second. – Azurewrath Damage dealt when Freezing enemies increased from 2.0-3.0 to 3.0-4.5. – Can now trigger from Non-Core skills. – Fields of Crimson The blood pool now makes enemies take increased damage from all damage types. – Damage bonus increased from 20% to 30%. – Ancient’s Oath Bonus damage duration increased from 3 to 5 seconds. – Druid Spirit Boons Packleader Cooldown reset chance increased from 20% to 25%. – Energize Spirit restoration increased from 10 to 20. – Masochistic Critical Strike Healing increased from 3% to 5%. – Wariness Reduced damage from Elites increased from 10% to 15%. – Skills Claw Damage increased by ~10% (.25 to .28). – Enhanced Claw Attack Speed increased from 15% to 20%. – – Maul Damage increased by ~10% (.24 to .26). – Enhanced Maul Fortify increased from 5% to 8%. – – Raging Pulverize Stun duration increased from 2 to 3 seconds. – Shred Damage increased by 10%. – Enhanced Shred Healing increased from 2% to 4%. – – Debilitating Roar Now categorized as a Shout skill. – Wolves Wolves now gain Unstoppable when the Skill is cast. – Health increased by 200%. – Respawn reduced from 10 seconds to 5 seconds. – Hurricane Damage increased from 134% to 187%. – Petrify Prime Petrify Previous – Petrify’s effect durations are increased by 1 second. – Now – Petrify grants 50 Spirit when cast and its effect durations are increased by 1 second. – – Supreme Petrify Previous – Killing an enemy affected by Petrify grants 25 Spirit. – Now – Killing an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds. – – Lacerate Damage increased by 22%. – Prime Lacerate Previous – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. – Now – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals 150% increased damage. – – Supreme Lacerate Previous – Lacerate’s initial strike is guaranteed to Critically Strike and deals 150% increased damage. – Now – Whenever Lacerate Critically Strikes, you deal 4% increased damage for 10 seconds, up to 40% your Shapeshifting Skills deal 4% increased damage for 10 seconds, up to 40%. – – Passives Call of the Wild Damage increased from 10% to 12%. – Quickshift Previous – When a Shapeshifting Skill transforms you into a different form, it deals 7% increased damage. – Now – When Shapeshifting into a new animal form, you deal 1% increased damage for 3 seconds, up to 6%. – Heightened Senses Previous – Upon Shapeshifting into a Werebear or Werewolf, gain 4% Damage Reduction against Elites for 5 seconds. – Now – When Shapeshifting into an animal form, Werebear grants 2% Damage Reduction and Werewolf grants 2% Movement Speed, each for 6 seconds. Bonuses are doubled while both are active. – Clarity Previous – Gain 2 Spirit when transforming into Human form. – Now – After casting a Companion Skill, your next Core or Wrath Skill’s damage and Critical Strike Chance are increased by 5%, up to 15%. – Digitigrade Gait Movement Speed increased from 3% to 4%. – Legendary Aspects Of The Changeling’s Debt Previous – Damaging a Poisoned enemy with a Werebear Skill will instantly deal 120-124% of the Poisoning damage and consume the Poisoning. – Now – You deal 25-40% increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf. – Of The Unsatiated Previous – After killing an enemy with Shred, your next Werewolf Skill generates 25-32% more Spirit and deals 25-32% increased damage. – Now – After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal 10-25% increased damage when cast above 50 Spirit. – Of The Blurred Beast Damage increased from 25-32% to 25-35%. – Nighthowler’s Previous – Blood Howl increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds. – Now – Blood Howl is now a Shout Skill and increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds. – Raw Might Now all Shapeshifting Skills contribute to the buff stacks. – Damage increased from 35-50% to 40-55%. – Stun duration increased from 2 to 3 seconds. – Shepherd’s Now Wrath Skills also gain increased damage from Companions. – Mangled Previous – When you are struck as a Werebear you have a 25-40% chance to gain 3 Spirit. – Now – While in Werebear form, you gain 10-25 Spirit every 8 seconds. – Of Mending Stone Killing an enemy with any Skill now replenishes the Barrier as well as Earth Skills. – Of Vocalized Empowerment (Previously of Echoing Fury) Now equippable by both Barbarians and Druids. Previous – Your Shout Skills generate 2-4 Fury per second while active. – Now – Your Shout Skills generate 5-10 Primary Resource per second while active. – – Unique Items Fleshrender Damage bonus increased from 10% to 15%. – Previous – Debilitating Roar and Blood Howl deal damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have. – Now – Casting a Defensive Skill deals damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have. – Waxing Gibbous Life On Kill replaced with Spirit On Kill. – Paragon Tracker Glyph Poisoning damage effect duration increased from 33% to 40%. – Bane Glyph Poison effect double damage chance increased from 10% to 15%. – Shapeshifter Glyph Critical Strike Chance increased from 20% to 25%. – Wilds Glyph Damage increased from 120% to 130%. – Inner Beast Legendary Node Previous – After Shapeshifting, your Spirit costs are reduced by 10% for 5 seconds, up to 30%. – Now – After Shapeshifting, your Spirit costs are reduced by 5% for 10 seconds, up to 45%. If you reach 10 stacks, this bonus resets and reduces the Cooldown of your Ultimate Skill by 5 seconds. – Necromancer Skills Enhanced Blight The Tooltip now correctly references the defiled area for the Slow effect. – Blood Mist Removed the movement speed reduction. – Golem This ability can now be activated while crowd controlled. Activating this ability makes the player Unstoppable. – Decompose Reworded description to be more consistent with the use of Corpses. – Interval reduced from 1.5 seconds to 1 second. – Increased channeling Essence generation from 8 to 10 per second. – Upgrades now activate when spawning corpses instead of channeling for 1 second. – Enhanced Decompose Decompose now causes an explosion [40% weapon damage] when creating a corpse or when the target dies. – Now also generates 10 Essence when creating a corpse. – – Acolyte’s Decompose Previous – Every 1.5 seconds, Decompose makes Enemies Vulnerable for 4 seconds. – Now – Decompose explosions make enemies vulnerable. – – Initiate’s Decompose Movement Speed bonus is now on Decompose explosions instead of channeling. – Bonus Movement Speed duration increased from 5 to 8 seconds. – – Army of the Dead Increased spawn rate of Volatile Skeletons by 50%. – Supreme Army of the Dead spawn rate adjusted to match Volatile Skeletons. – Is now categorized as a Summoning skill. – Passive Inspiring Leader Previous – After you have been Healthy for at least 2 seconds, you and your Minions gain 4/8/12%[+] Attack Speed. – Now – While you are Healthy, you gain 4/8/12%[+] increased critical chance and your Minions gain 6/12/18%[+] increased Critical Strike Chance. – Kalan’s Edict Previous – After you have not taken damage in the last 2 seconds, your Minions gain 15% Attack Speed. This bonus is doubled while you have at least 7 Minions. – Now – Your Minions gain 3% Attack Speed for each active Minion. – Book of the Dead Skeletal Warriors will now run ahead of the Necromancer more often, and can initiate combat. – Skirmishers – Removed 3 second limit from the second upgrade. – Reapers First Upgrade Previous – Reaper attacks against enemies who are Immobilized, Slowed, Stunned, or Vulnerable reduce the cooldown of their powerful wind-up attack by 2 seconds. – Now – Wind-up attacks now reduce one of your active Cooldowns by 3 seconds. – – – First Upgrade – Defenders Now Taunts in an area around them, instead of negating damage every 6 seconds from the first upgrade. – Second upgrade changed from increasing Thorns inherited from the player to Defenders reduce damage taken by 99%. – – Shadow Mages Attacks now pierce. – First upgrade Previous – Shadow Mage attacks have a 10% chance to Stun for 2 seconds. This cannot happen toon the same enemy more than once every 5 seconds. – Now – You deal 3%[x] increased damage for each active Shadow Mage. – – The second upgrade now has an additional Shadow Bolt fired every 3 attacks, down from 4. Additional Shadow Bolt now occurs every 2nd attack after the second upgrade. – – Cold Mages Attacks now gain 3 Essence from the first upgrade. – Attacks now apply Vulnerable without condition. – – Bone Mages First Upgrade Previous – Reduce the Life cost of your Bone Mages’ Attack from 15% to 10%. After being alive for 5 seconds, Bone mages deal 40%[x] increased damage. – Now – Bone Mages now cast Bone Splinters or Bone Spear every 6th attack if it is on your Action bar. Bone Mages have a 25% chance to cast Bone Splinters or Bone Spear if it is on your equipped Skills. – – Second Upgrade Previous – Each time a Bone Mage dies from its own attack they leave behind a corpse and Fortify you for 20% of your Maximum Life. – Now – Bone Mages drop a corpse when they die. Bone Mage attacks will grant 3% of Maximum Life Fortify. – – – First Upgrade – Blood Golem Golem now absorbs 30%, up from 15%, from the first upgrade. – The second upgrade active ability from Golem also heals the player for 5% of Maximum Life for each enemy drained. – – Bone Golem First Upgrade Previous – Each time your Bone Golem takes up to 20% of its Maximum Life as damage, it sheds a corpse. – Now – Spawn 5 corpses around the Golem where its ability is used. – – Second Upgrade Previous – Your Bone golem gains 10% Maximum Life and the amount of Thorns it inherits from you is increased from 30% to 50%. – Now – Your Bone Golem unleashes Bone Spikes when taking damage. – – – First Upgrade – Iron Golem First upgrade Now casts the Shockwave every 2 attacks instead of 4. – Shockwave damage increased from 40% to 154%. – – Second upgrade Now also pulls enemies in instead of applying Vulnerable. – – – First upgrade – Legendary Aspects Blood-soaked Aspect Previous – Your movement speed is no longer reduced while Blood Mist is active. – Now – While in Blood Mist form, increases movement speed by 20%. – Unyielding Commander Aspect Previous – While Army of the Dead is active, your Minions gain 70-84% Attack Speed and take 90% reduced damage. – Now – While Army of the Dead is active, your Minions deal 70-100% increased damage and take 90% reduced damage. – Occult Dominion Also increases the max number of Skeletal Warriors by 2. – Blood Getter’s Previous – Your Maximum number of Skeletal Warriors is increased by 2. – Now – Your Skeletal Priests also empower you at 55-70% effectiveness. – Flesh-Rending Previous – When Decompose spawns a Corpse, gain 25-40 Essence. – After: When Decompose explodes, gain 25-40 Essence. – Rotting Previous – Decompose can chain and burst up to 2 additional targets. When Decompose spawns a Corpse, it has a 50-100% chance to spawn a Corpse under all afflicted targets. – After: Decompose can chain and burst up to 2 additional targets. Explosions from Decompose deals 15-30%[x] increased damage. – of the Damned Previous – You deal 40-50%[x] increased Shadow damage to enemies afflicted by both Decrepify and Iron Maiden. – After: You deal 40-50%[x] increased Shadow damage to enemies afflicted by any Curse. – of Untimely Death Previous – Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Overpower damage on your next Overpowering attack, up to a 30-60%[x] bonus. – After: Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Critical Strike Damage on your next Critical Strike, up to a 30-60%[x] bonus. – of Potent Blood Previous – While Healthy, Blood Orbs grant 10-25 Essence. – After: Blood Orbs grant 10-25 Essence. – Unique Items Ring of Mendeln Previous – Lucky Hit: Up to a 10% chance to empower all of your Minions, causing the next attack from each to explode for X Physical damage. – Now – Every 6th attack from each Minion is empowered, exploding for X Physical damage. – Lidless Wall Lucky Hit Chance increased from 5-25% to 15-30%. – Bloodless Scream Essence gain increased from 7-10 to 15-20. – Paragon Control Glyph Previous – Additional Bonus: You and your Minions deal 10%[X] increased damage to Slowed or Chilled enemies or, instead, 20%[X] increased damage to Stunned or Frozen enemies. – Now – Additional Bonus: You and your Minions deal 20%[X] increased damage to Crowd Controlled targets. – Deadraiser Glyph Additional Bonus maximum bonus buffed to 15%[X]. – Dominate Glyph Bonus Overpower Damage per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.* – Cult Leader Paragon Node Previous – Your Minions deal 15%[X] increased damage for each 20%[X] of Attack Speed Bonus they have. – Now – Your Minions deal 30%[X] increased damage for each 20%[X] of Attack Speed Bonus they have, up to a maximum of 100% Attack Speed Bonus. – Rogue Stun Grenades (granted by various aspects) base stun duration increased from .5 to 1 second. – Skills Inner Sight While the Inner Sight gauge is full, you also gain 25%[+] Critical Strike Chance for 4 seconds. – Attacking enemies that are not marked will fill the gauge but at 5% of the normal rate. – Preparation Reduced energy requirement from 100 to 75. – Flurry Damage increased from 66% to 75%. – Volley Can now be cancelled slightly earlier from another skill. – Passive Victimize Fixed an issue where this wasn’t activating and scaling from certain instances. – Increased chance to proc from 45% to 50%. – Paragon Exploit Weakness Legendary Node Maximum increased damage buffed from 15%[x] to 25%[x]. – Leyrana’s Instinct Legendary Node Previous – When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your next 3 Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus. – New: When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus while Inner Sight’s gauge remains full. – Chip Glyph Increased physical damage bonus from 6.6% to 9.9% for each 5 Dexterity purchased within range. – Legendary Aspects Aspect of Encircling Blades Increased damage range buffed from 10-25% to 15-30%. – Opportunist’s Previous – When you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal Physical damage and Stun enemies for 0.5 seconds. – Now – When you enter or break Stealth, you drop a cluster of exploding Stun Grenades around you that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills deal 25-40% more damage. – Trickster’s Now additionally increases Grenade Skill damage by 25-40%. – Of Surprise Now additionally increases Grenade Skill damage by 25-40%. – Of Artful Initiative Grenade Skill damage increase is now a range with higher potential, increased to 25-40%. – Of Uncanny Treachery Previous – Dealing direct damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 15-21% Control Impaired Duration Reduction for 4 seconds. – Now – Dealing damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. When Stealth breaks, you gain 10-15% 85-100%Dodge Chance for 2 seconds. – Of Siphoned Victuals Previous – Lucky Hit: Damaging a Vulnerable enemy with a Core skill has up to a 10-20% chance to drop a Healing Potion. – Now – Damaging a Vulnerable enemy with a Non-Basic Skill has a 5-20% chance to drop a Healing Potion. – Frostbitten Previous – Chilled enemies hit by your Grenade Skills have a chance equal to double your Critical Strike Chance to be instantly Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage against Frozen enemies. – Now – Enemies hit by your Grenade Skills have the same chance as your Critical Strike Chance to be Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage to Stunned or Frozen enemies. – Escape Artist’s Number of attacks dodged reduced from 2-7 to 2-5. – Smoke Grenade Dodge effect Cooldown has been reduced from 45 to 20 25seconds. – Of Quickening Fog Maximum Dash Cooldown Reduction is reached from hitting 3 enemies, reduced from 5. – Of Volatile Shadows Previous – When a Dark Shroud shadow was removed, you would trigger an explosion around yourself that dealt Shadow damage. – Now – When a Dark Shroud shadow is removed, you trigger an explosion around yourself that deals Shadow damage and applies Shadow Imbuement to each enemy it hits. – Blast Trapper’s Previous – Lucky Hit: Dealing direct damage to enemies affected by your Trap skills has up to a 30-50% chance to make them Vulnerable for 3 seconds. – Now – Lucky Hit: Dealing damage to enemies affected by your Trap skills has a 15-30% chance to cause an explosion that deals Shadow Damage and applies Vulnerable for 2 seconds. – Of Lethal Dusk Previous – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 1-5% Maximum Life on Kill for 6 seconds. – Now – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth grants you 10-25% Maximum Life. – Vengeful Previous – Lucky Hit: Making an enemy Vulnerable has up to a 40-60% chance to grant 3% increased Critical Strike Chance for 3 seconds, up to 9%. – Now – Lucky Hit: Damaging a Vulnerable enemy has a 25% chance to create an Arrow Storm at the location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% more damage. – Of Arrow Storms Previous – Lucky Hit: Your Marksman Skills have up to a 10% chance to create an arrow storm at the enemy’s location, dealing physical damage over 3 seconds. You can have up to 5 active arrow storms. – Now – Lucky Hit: Your Marksman Skills have up to a 36% chance to create an Arrow Storm at the enemy’s location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% increased damage. Developer’s Note: The maximum number of active Arrows storms remains at 5, we are just removing this from the tooltip to make it more succinct. – – Resistant Assailant’s When using Concealment, Resistance and Max Resistance have increased duration from 4 to 6 seconds. – Unique Items Writhing Band of Trickery Reduced cooldown from 10 to 6 seconds. – Beastfall Boots Damage bonus reduced from .5-1.5% per Energy consumed to .25-.75%. – Energy restored from using a Cooldown increased from 5 to 15. – Eaglehorn Damage bonus increased from 40-60% to 50-70%. – Skyhunter Damage bonus increased from 10-30% to 20-40%. – Sorcerer Mastery Skills are now also considered Core Skills. – Enchantments Frost Nova Enchantment Chance for conjuration skills to case a Frost Nova increased from 30 to 35%. – Frost Bolt Enchantment Chill amount increased from 15% to 18%. – Flame Shield Enchantment Previous – Flame Shield automatically activates upon taking fatal damage. This effect can only happen once every 120 seconds. – Now – Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds. Developer’s Note: We’ve received feedback from players that “Cheat Death” mechanics are not desired. The Flame Shield enchantment has been changed to not react to fatal damage, but instead react to taking 100% of your health within a 30-second window. – – Skills Frozen Orb New Functionality: Travel distance is now controllable. – Damage increased by 20% (.34 to .41). – Enhanced Frozen Orb Previous – When cast above 40 Mana, Frozen Orb’s explosion damage is increased by 45% against Elites and 30% against all other enemies. – Now – While Healthy, the explosion of Frozen Orb deals 45% increased damage. – – Greater Frozen Orb Vulnerable chance increased from 30% to 40% and duration increased from 2 to 3 seconds. – Ice Armor Enhanced Ice Armor Mana Regeneration increased from 25% to 30%. – – Shimmering Ice Armor Previous – Enemies that hit you while Ice Armor is active have a 15% chance to become Frozen for 3.23 seconds. – Now – While Ice Armor is active, you reduce its Cooldown by 1 2seconds for every 50 Mana you spend. – – Mystical Ice Armor Previous – Damage against Vulnerable enemies contributes 50% more to Ice Armor’s Barrier. – Now – While Ice Armor is active, you periodically Chill Close enemies for 20% and deal 15% increased damage to Frozen enemies. – – Shimmering Frost Nova Previous – Frost Nova generates 4 Mana per enemy hit. – Now – Frost Nova grants 3% Dodge Chance per enemy hit, up to 15%. Hitting a Boss gives the maximum amount. For the next 8 seconds, you keep this effect, and successful Dodges generate 20 Mana. – Flame Shield Enhanced Flame Shield Previous – Flame Shield grants 25% increased Movement Speed while active. – Now – Flame Shield has a 50% larger burn radius. – – Mystical Flame Shield Previous – You gain 25% Mana Cost Reduction while Flame Shield is active. – Now – After Flame Shield ends, surrounding enemies are Stunned for 3 seconds and your next Skill within 10 seconds is a guaranteed Critical Strike. – – Teleport Enhanced Teleport Previous – Teleport’s Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds. – Now – You gain 30% Movement Speed for 3 seconds after Teleporting. – – Mystical Teleport Previous – For 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies. – Now – Teleport deals 500% increased damage. It also forms a Crackling Energy for each enemy it hits, up to 3. – – Supreme Deep Freeze Now applies Vulnerable for 5 seconds when it ends. – Ice Shards Damage increased by 28% (1.25 to 1.6). – Enhanced Ice Shards Ricochet chance increased from 40% to 50%. – – Hydra Baseline maximum amount increased from 1 to 2. – Lightning Spear Damage increased by 8% (.15 to .16). – Greater Charged Bolts Damage increased from 25% to 35%. – Incinerate New Functionality: Gain 15% baseline Damage Reduction while channeling. – Damage increased by 10% (.76 to .84). – Passives Elemental Attunement Cooldown reset chance increased from 5% to 7%. – Mana Shield Damage Reduction increased from 7% to 8%. – Devouring Blaze Crowd Controlled enemies now provide the damage bonus instead of Immobilized. – Conjuration Mastery Previous – You gain 1% increased damage for each active conjuration. – Now – You gain 1% increased damage, 1% Movement Speed, and 2% Mana Generation for each active Conjuration. – Convulsions Lucky Hit Chance increased from 3% to 5%. – Shocking Impact Damage increased by 100% (.2 to .4). – Elemental Dominance Damage increased from 3% to 4%. – Legendary Aspects Bounding Conduit Previous – Gain 15-30% Movement Speed for 3 seconds after Teleporting. – Now – Teleport’s Cooldown is reduced by 1.0-2.5 seconds. After Teleporting, Crackling Energy hits 2 additional enemies for 5 seconds. – Of Frozen Orbit Damage increased from 30-40% to 45-60%. – Of Concentration Previous – Your Mana Regeneration is increased if you have not taken damage in the last 2 seconds. – Now – Casting a Conjuration Skill grants you 10-20% 10-25mage Reduction for 5 seconds. – Of Abundant Energy Chance to chain to an additional enemy increased to 35-50%. – Snowguard’s Aspect Damage reduction increased from 10-25% to 15-30%. – Of Singed Extremities Now both Immobilize and Stun trigger the Slow effect. – Of Conflagration Previous – While channeling Incinerate, your Burning damage is increased by 25-40%. – Now – While channeling Incinerate, your Burning damage is increased by 25-40%. Enemies hit by Incinerate explode, Burning all surrounding enemies for over 6 seconds. This effect occurs once per 3 seconds. – Of Splintering Energy Previous – Lightning Spear has a 35-50% chance to spawn an additional Lightning Spear when you cast it. – Now – Casting Lightning Spear always spawns an additional Lightning Spear and increases your damage with Lightning Skills by 10-25% for 3 seconds. – Shattered Enemies no longer need to die while Frozen to trigger the bonus damage. – Damage increased from 25-40% to 30-45%. – Unique Items Staff of Lam Esen Critical Strike Damage Damage to Close Enemiesreplaced with Ranks of Charged Bolts. – Tal Rasha’s Iridescent Loop Maximum stacks now capped at four. – All Resistance variants increased from 8%/3% to 10%/4%. – Flamescar Ember damage increased by 25%. – Staff of Endless Rage Damage bonus increased from 20-40% to 40-60%. – Esu’s Heirloom Evade Grant’s Movement Speed Affix duration increased from 2 to 3 seconds. – Paragon Tactician Glyph New Functionality: Now lasts 4 seconds longer for each Defensive Skill not on your Action Bar. – Winter Glyph Cold damage increase maximum raised from 15% to 18%. – Loot Updates All items dropped in World Tier III will now be Sacred. – All items dropped in World Tier IV will now be Ancestral. – Item rarity drop chances have been adjusted. After level 28, the majority (~80%) of gear dropped that is not legendary will be rare. Additionally, chances to drop legendary items now scales more after reaching Level 50. – Item Power now increases every 5 levels after 50 instead of on a linear scale. Developer’s Note: This is to give players time to focus on their affixes before the power of gear increases again. – – Elixir Updates Existing Elixirs All weak, strong, and potent Elixirs have been removed and replaced with the following, more powerful versions which are available at Level 50. Elixir of Cold Resistance Cold Resistance increased by 20%, Maximum Cold Resistance increased by 4%. – Experience gained increased by 5%. – – Elixir of Cold Resistance II Cold Resistance increased by 30%, Maximum Cold Resistance increased by 6%. – Experience gained increased by 8%. – – Elixir of Fire Resistance Fire Resistance increased by 20%, Maximum Fire Resistance increased by 4%. – Experience gained increased by 5%. – – Elixir of Fire Resistance II Fire Resistance increased by 30%, Maximum Fire Resistance increased by 6%. – Experience gained increased by 8%. – – Elixir of Lightning Resistance Lighting Resistance increased by 20%, Maximum Lightning Resistance increased by 4%. – Experience gained increased by 5%. – – Elixir of Lightning Resistance II Lighting Resistance increased by 30%, Maximum Lightning Resistance increased by 6%. – Experience gained increased by 8%. – – Elixir of Poison Resistance Poison Resistance increased by 20%, Maximum Poison Resistance increased by 4%. – Experience gained increased by 5%. – – Elixir of Poison Resistance II Poison Resistance increased by 30%, Maximum Poison Resistance increased by 6%. – Experience gained increased by 8%. – – Elixir of Shadow Resistance Shadow Resistance increased by 20%, Maximum Shadow Resistance increased by 4%. – Experience gained increased by 5%. – – Elixir of Shadow Resistance II Shadow Resistance increased by 30%, Maximum Shadow Resistance increased by 6%. – Experience gained increased by 8%. – – Elixir of Iron Barbs Armor increased by 300, Thorns increased by 150. – Experience gained increased by 5%. – – Elixir of Iron Barbs II Armor increased by 500, Thorns increased by 250. – Experience gained increased by 8%. – – Elixir of Fortitude Maximum Life increased by 10%. – Experience gained increased by 5%. – – Elixir of Fortitude II Maximum Life increased by 20%. – Experience gained increased by 8%. – – Elixir of Destruction Overpower damage increased by 7%, Vulnerable damage increased by 7%. – Experience gained increased by 5%. – – Elixir of Destruction II Overpower damage increased by 15%, Vulnerable damage increased by 15%. – Experience gained increased by 8%. – – Elixir of Precision Critical Strike Chance increased by 4%, Critical strike damage increased by 25%. – Experience gained increased by 5%. – – Elixir of Precision II Critical Strike Chance increased by 6%, Critical strike damage increased by 35%. – Experience gained increased by 8%. – – Elixir of Advantage Attack speed increased by 7%, Lucky hit increased by 7%. – Experience gained increased by 5%. – – Elixir of Advantage II Attack speed increased by 15%, Lucky hit increased by 15%. – Experience gained increased by 8%. – – Elixir of Resource Resource cost reduced by 10% 15%, Maximum Resource increased by 10. – Experience gained increased by 5%. – – Resource cost reduced by 10% – Elixir of Resource II Resource cost reduced by 20% 30%, Maximum Resource increased by 25. – Experience gained increased by 8%. – – Resource cost reduced by 20% – New Elixirs Elixir of Holy Bolts After killing an enemy, holy bolts fire from the corpse of that enemy. – Experience gained is increased by 6%. – – Elixir of Momentum After killing an enemy, increase Movement Speed by 3% for 5 seconds, this effect stacks up to 15 times. – Experience gained is increased by 6%. – – User Interface and User Experience Esu’s Heirloom now denotes the bonus Critical Strike Chance based on Movement Speed in the Item’s tooltip, instead of as a buff on the buff bar. – A new option for camera to zoom further out has been added in the Graphics Options section of the Settings menu. – Crafting materials now have rarities associated with them. – New notifications related to the expiration of migrated Seasonal stashes has been added. – Search through your Stash now supports filtering by Item Power. – ‘Drop item’ can now be used when selecting Ctrl+Click on Keyboard. – The Skill Tree can now be navigated with the D-pad on controller. – There is now a pop-up on the HUD when picking up materials. Miscellaneous changes made to improve overall readability throughout the game. – Gauntlet Trials Players who earned a Seal of the Worthy for a given week in the Gauntlet now have a 100% chance of being rewarded a Unique Item. – Boss Monsters won’t drop a shrine if they have been regenerated by the Pillar of Proving. – Nightmare Dungeon Rotation The following Dungeons will be available as Nightmare Dungeons throughout our next season. World Tier III Light’s Watch – Zenith – Belfry Zakara – Earthen Wound – Faceless Shrine – Light’s Refuge – Forgotten Ruins – Renegade’s Retreat – Sepulcher Of the Forsworn – Tomb of the Saints – Garan Hold – Jalal’s Vigil – Sarat’s Lair – Betrayers Row – Champions Demise – Shifting City – – World Tier IV Dead Man’s Dredge – Forbidden City – Hallowed Ossuary – Kor Dragan Barracks – Mercy’s Reach – Rimescar Cavern – Tormented Ruins – Sanguine Chapel – Akkhan’s Grasp – Bastion of Faith – Blind Burrows – Endless Gate – Fetid Mausoleum – Ghoa Ruins – Heathens Keep – Leviathan’s Maw – Maugan’s Works – Serpents Lair – Steadfast Barracks – Collapsed Vault – Conclave – Crusaders Cathedral – Deserted Underpass – Inferno – Prison of Caldeum – Renegades Retreat – Shivta Ruins – Sirocco Caverns – Uldur’s Cave – Yshari Sanctum – Aldurwood – Broken Bulwark – Flooded Depths – Howling Warren – Lubans Rest – Mariners Refuge – Oldstones – Underroot – Vault of The Forsaken – Wretched Delve – Betrayer’s Row – Bloodsoaked Crag – Buried Halls – Carrion Fields – Charnel House – Guulrahn Canals – Komdor Temple – Path of the Blind – Whispering Vault – – Miscellaneous Traversal skills such as Leap and Teleport can now easily travel the distance to go to the edge of the screen. This will improve parity with Mouse and Keyboard players. Note: with Ultrawide monitors, you may not traverse to the edge of your monitor as traversal abilities have a set maximum distance they can travel to. – – More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved. – Experience rewards from completing Dungeon Events have been increased. – Damage over time effects will no longer interrupt channeled skills. – Channel times for interactable objects, such as picking up Bloodstones or activating switches, have been adjusted from various times of 1-2 seconds down to .75 seconds. – Legendary Items and Unique Items can now be traded. This only includes unaltered items. Imprinting, Enchanting, Tempering, or Masterworking an item will bind it your account. – Mounts can now be spurred in town.*(The local PTA has commissioned the Town Crier to implement scrolls of speeding to no avail). – Glyph Experience gains have been increased by 25%. – Flat Damage from Lucky Hit procs can be Critical Hits, but still cannot Overpower. – The bonus experience for World Tiers II, III and IV have been increased. World Tier I: Unchanged. – World Tier II: Increased from 20% to 50%. – World Tier III: Increased from 100% to 150%. – World Tier IV: Increased from 200% to 250%. – – Nightmare Dungeons that have been empty for 2 minutes will now be automatically closed instead of being reset. – The Gold cap has been increased from 9 trillion to 99 trillion. – Mutterlock chests now additionally drop 500 obols. – World Boss Health has been greatly increased for World Tiers III and IV. – Increased Murmuring Obols maximum capacity from 2,000 to 2,500. – Players can now change their hairstyle in the wardrobe. – Bug Fixes Accessibility Fixed an issue where the Screen reader did not identify check marks in the Challenge Menu. – Fixed an issue where the Screen Reader did not announce various pieces of information in the Clan Menu. – Fixed an issue where the Screen Reader did not announce Stats and Skill Used text in the Hall of Fallen heroes. – Fixed an issue where the Screen Reader did not announce currency types in the Character panel. – Fixed an issue where the Screen Reader did not announce anything in the Stash Search input field. – Fixed an issue where the Screen Reader did not identify the text in the Party Invitation request Pop up. – Fixed an issue where the Screen Reader could malfunction when switching tabs in the Renown page. – Gameplay Barbarian Fixed an issue where Iron Skin did not benefit from bonus Barrier Generation sources. – Fixed an issue where Upheaval cast by Madawc with Call of the Ancients would not stun with the Supreme Upgrade enabled. – Fixed an issue where the tooltip for the Aspect of Ancestral Charge did not denote that the damage bonus is multiplicative. – Fixed an issue where the Rumble Glyph did not fully give bonus damage to all Earthquake effects. – Fixed an issue where some non-skill damage effects, such as Metamorphosis or Gohr’s Devastating Grips, could grant stacks of Furious Upheaval. – Fixed an issue where the Aspect of Ancestral Charge legendary could occasionally stop functioning properly. – Fixed an issue where the guaranteed Overpower from the Earthstriker’s Aspect could not be used by Ground Stomp. – Fixed an issue where each hit from Ancients summoned by the Aspect of Ancestral charge would grant stacks of the Flawless Technique Legendary Paragon node. – Fixed an issue where Call of the Ancients was not properly scaling with Ultimate Skill Damage affixes. – Druid Fixed an issue where the bonus damage from the Wild Impulses passive was additive instead of multiplicative. – Fixed an issue where Hurricane was not displaying decimal values for its duration when affected by the Endless Tempest passive. – Fixed an issue where the damage bonus from the Aspect of Retaliation bonus could apply twice. – Fixed an issue where Storm Strike and Claw could attack in place instead of attempting to path the player. – Fixed an issue where Blood Howl would not heal the player or properly regenerate Spirit when equipped with the Nighthowler’s Aspect. – Fixed an issue where the Fortify values generated by Safeguard was using Base Life instead of Maximum Life. – Fixed an issue where the multiplicative damage from the Wilds Glyph did apply for passive attacks from companions. – Fixed an issue where Earthspike would deal increased damage exponentially when hitting multiple stacked targets. – Fixed an issue where additional Landslides from the Aftershock Aspect didn’t fully apply the Enhanced Landslide upgrade modifier. – Fixed an issue where the Inner Beast Legendary Paragon node did not trigger with the automatic Shapeshift granted by Mad Wolf’s Glee or Insatiable Fury. – Fixed an issue where the bonus Attack Speed and Critical Strike chance granted by the Nighthowler’s Aspect was inconsistently applied for minions. – Fixed an issue where Blood Howl would not work properly when Ravens was also equipped. – Fixed an issue where the Spirit Glyph would only stack once instead of the intended six times. – Fixed an issue where Shred could target invisible enemies. – Necromancer Fixed an issue where the bonus from the Bone Graft Legendary Paragon Node, which should only trigger from damage, could be triggered when enemies were made Vulnerable by Enhanced Bone Prison. – Fixed an issue where the bonus Movement speed from Death’s Approach was not active while in town. – Fixed an issue where the Requiem Aspect was granting lower Maximum Essence per minion than intended. – Fixed an issue where a Golem attack initiated right after dismounting wouldn’t complete. – Fixed an issue where Shadow and Bone Mages did not cast Blizzard when using the Coldbringer’s Aspect. – Fixed an issue where Skeleton Reapers had inconsistencies when targeting enemies. – Fixed an issue where the Movement Speed bonus from Death’s Approach was marked as multiplicative when it was additive. – Fixed an issue where the Movement Speed bonus from the Corporeal glyph would persist after unequipping the Glyph, or when the player had no active minions. – Fixed an issue where the chance for Skeleton Reapers to spawn a corpse was much lower than displayed. – Fixed an issue where casting Bone Spirit very close to an enemy could cause the skill to no track properly and miss. – Fixed an issue where Hewed flesh did not trigger Necrotic Carapace. – Rogue Fixed an issue where Enhanced Shadow Imbuement always granted extra Critical Strike Chance instead of just on injured targets. – Fixed an issue where the tooltip for the Chilling Weight passive did not denote increased chill amount in the next rank up tooltip. – Fixed an issue where Shadow Clones weren’t inheriting Ultimate Skill damage from the No Witnesses Legendary Paragon node. – Fixed an issue where Thorns damage could apply Skyhunter’s Critical Strike Effect. – Fixed an issue where the Glyph Upgrade pedestal could spawn directly on top of a player if a Nightmare Dungeon was completed while casting Barrage. – Fixed an issue where the Aspect of Surprise calculated damage in a way that was inconsistent with other grenade effects. – Fixed an issue where Enhanced Rapid Fire was giving less Critical Strike Chance than expected. – Fixed an issue where non-offensive skills, such as Concealment, could consume the buff from Impetus. – Sorcerer Fixed an issue where the bonus damage from the Torch and Tactician Glyphs were additive instead of multiplicative. – Fixed an issue where the Frigid Breeze passive would activate on any type of damage, instead of just cold damage. – Fixed an issue where Esu’s Ferocity was applying increase Critical Strike Damage to all damage types, instead of just Fire Damage. – Fixed an issue where Frozen Orb was applying vulnerable to frozen enemies without the Greater Frozen Orb upgrade. – Fixed an issue where the Destructive Ice Shards vulnerable effect could be applied by free Ice Shards casts granted by the Ice Shards Enchantment. – Fixed an issue where the effect from the Aspect of Searing Wards could be consumed by free casts granted by the Firewall enchantment. – Fixed an issue where other players in the party could trigger the Fireball enchantment effect when far away from the Sorcerer. – Fixed an issue where the damage bonus for the Winter Glyph was additive and not multiplicative. – The tooltip for the Aspect of Engulfing Flames now properly describes that it can grant both effects simultaneously. – Fixed an issue where the Mana Reduction from the Efficiency aspect only benefited Incinerate for the first second of channeling the ability. – Fixed an issue where the additional Ice Shards from the Aspect of Piercing Cold were dealing more damage than intended. – Fixed an issue where Frozen Orbs fired from the Enchantment effect did not prioritize targeting enemies on-screen. – Fixed an issue where Meteorites summoned by the Armageddon Aspect wouldn’t deal damage. – Fixed an issue where the tooltip for Incinerate did not accurately reflect how much Mana it consumed. – Fixed a rare issue where Crackling Energies could fail to spawn. – General Fixed an issue where a player’s defensive capability could prevent Fortify from being applied. – Fixed an issue where a Monster, with both affixes active, could pull the player to the new Teleporter location with the Vortex ability. – Fixed an issue where the animation for Echo of Lilith’s Death from Above attack didn’t sync up with the actual area of effect for the damage. – Fixed an issue where players could be damaged while using a traversal. – Fixed an issue where the damage bonus from the Conceited Aspect did not get applied by the Barrier granted by Soulbrand. – Fixed an issue where sometimes enemies would not be immobilized when they should be. – Fixed an issue where Aberrant Cinders would remain on the ground after the Helltide had ended. – Fixed an issue where the player could be unable to move freely when changing the World Tier and using a Town Portal at the same time. – Fixed an issue where Attack Speed Magic Paragon Nodes granted less attack speed than the tooltip stated. The value now matches the tooltip. – Fixed an issue where the Unstoppable effect from the Eluding Aspect could trigger when the player was higher than 35% life. – Fixed an issue where free casts of abilities, such as Sorcerer’s Frozen Orb Enchantment effect, were triggering Evade Cooldown Reduction from the affix that reduces Evade Cooldown when attacking. – Fixed an issue where Monsters would stop spawning during the Cursed Shrine event if all present monsters were killed by leveling up. – Fixed an issue where you couldn’t interact with the Altar for the Venous Mote collection Whisper bounty. – Fixed an issue where a Bloodmarked Player did not count as an elite enemy for the Aspect of Protector in PvP. – Fixed an issue where Aberrant Cinders, which could picked up but had no functionality, remained on the ground after Helltide ended. – Fixed an issue where the visual effect from a Blood Blister explosion could be invisible if the Blood Blister itself was not visible. – Fixed an issue where the Blood Boiling and Metamorphosis Aspects were not scaling properly with weapon damage. – Quests and Dungeons Fixed an issue where the Drowned Seahag in Mariner’s Refuge could drop no loot. – Fixed an issue where the Uncorrupted Flesh could not spawn during the Perceived Threat Quest. – Fixed an issue where using a town portal after killing Demotath during the Depths of Despair quest could block progression. – Fixed an issue where re-entering the quest dungeon for Exhuming the Forgotten could cause a server disconnect. – Fixed an issue where you would not be able to leave the Gauntlet after a party member joined, and it was voted to stop the run. – Fixed an issue where the Slay All Enemies objective in Guulrahn Canals, Luban’s Rest, and Conclave could fail to complete and block progression. – User Interface and User Experience Fixed an issue where the affix preview window at the Occultist showed a fixed value instead of a range of values. – Fixed an issue where the key would not display in the key binding Menu if F8 was set as a binding. – Fixed an issue where the tooltip for X’fal’s Corroded Signet implied a larger area of effect than the ring actually did damage in. – For controller players that attempt to move and cast an ability but lack the resource for that ability, you will continue to move that direction until you have enough of your class’s resource. At which point, you will stop moving and cast that ability. This has been fixed so that the player will stop moving even when they don’t have enough resources to cast. – Fixed an issue where the damage reduction from Harlequin’s Crest didn’t display in Character Stats while in Town or mounted. – Fixed an issue where swapping key binding presets wouldn’t persist between play sessions if that was the only setting changed. – Fixed an issue where the Edgemaster’s Aspect could sometimes not appear when searching the Stash. – Fixed an issue where the Glacial Aspect’s tooltip in the Codex of Power was inaccurate. – Fixed an issue where unequipping a Paragon Board that has two unlocked Gate Nodes not connected to each other would result in other boards becoming unequipped. – Fixed an issue where powers on items that scaled with player attributes, such as the powers of Deathless Visage or Fleshrender, did not properly display the scaling bonus. – Fixed an issue where Trade Chat could still be entered even when it was disabled in the settings. – Fixed an issue where the Feats of Strength completion percentage was not accurate when all challenges were completed. – Fixed an issue where the number of affixes were inconsistent between Nightmare Sigils and the spawned Nightmare Dungeon. – Fixed an issue where the Inspect window could persist on the screen and block the trade window when trading in Local Co-Op. – Fixed an issue where comparisons involving affixes acquired via enchanting were not accurate. – Miscellaneous Fixed various instances where some items were class-restricted when they shouldn’t be. – Fixed an issue where Ancestral items could only be gambled for when the player’s character was Level 73 or higher. – Fixed an issue where Vampiric Pacts from the Season of Blood could still drop in certain instances. – Fixed an issue where weather effects during Helltide could stop functioning while moving through an area affected by Helltide. – Various performance, stability, visual, and UI improvements. – Diablo 4’s 1.4.0 patch goes live when Season 4 arrives on May 14.

  • Diablo 4 Season 3 patch 1.3.0 notes: Class updates, new Unique items, more – Dexerto

    Diablo 4 Season 3 patch 1.3.0 notes: Class updates, new Unique items, more Blizzard EntertainmentDiablo 4 developers have released the patch notes for Update 1.3.0, introducing class changes, new Unique items, and more for Season 3. The next major update for Diablo 4 is right around the corner, scheduled to launch on January 23 for the game’s Season 3 rollout. Blizzard’s previous overview of the new seasonal content promised a new questline, mechanical companion, and several class-related changes. Despite these teases, players had been waiting with bated breath for the release notes as the coming improvements have remained under wraps. Diablo 4’s 1.3.0 Season 3 patch notes are now live Some of the biggest changes coming to 1.3.0 revolve around Classes. According to Blizzard Entertainment, the team made many adjustments in response to player feedback. As such, new Uniques like the Unsung Ascetic’s Wraps for Druids target abilities that needed an extra lift to function at their best. The developers also buffed minion builds for Necromancers, so the little helpers should pack a mightier punch. The jury’s still out on whether or not these improvements will address ongoing user complaints. The patch notes for Diablo 4 1.3.0 read as follows (via Blizzard News): On January 22, Blizzard updated the 1.3.0 patch notes with the new dungeon rotation for Season 3. In addition, the studio issued corrections regarding the World Boss Item drops. The changes include: New Dungeon Rotation for Season of the Construct World Tier 3 Kor Dragan Barracks – Mercy’s Reach – Faceless Shrine – Ghoa Ruins – Maugan’s Works – Serpents Lair – Collapsed Vault – Shivta Ruins – Tomb of the Saints – Uldur’s Cave – Aldurwood – Mariner’s Refuge – Betrayer’s Row – Champion’s Demise – Charnel House – – World Tier 4 Dead Mans Dredge – Kor Dragan Barracks – Mercy’s Reach – Rimescar Cavern – Akkhan’s Grasp – Bastion Of Faith – Blind Burrows – Faceless Shrine – Ghoa Ruins – Light’s Refuge – Maugan’s Works – Serpent’s Lair – Collapsed Vault – Deserted Underpass – Prison of Caldeum – Shivta Ruins – Tomb of the Saints – Uldur’s Cave – Yshari Sanctum – Aldurwood – Howling Warren – Mariner’s Refuge – Underroot – Wretched Delve – Betrayer’s Row – Champion’s Demise – Charnel House – Guulrahn Canals – Komdor Temple – Path of the Blind – – Boss Ladder Drop Table Update All new uniques for Season 3 will be available in the Beast in Ice drop table for Season 3. – World Boss Drops Updated The increased cap for Item Power on drops from World Bosses has been adjusted. Previous: +100 to min, +100 to max – New: Player Level below 70: 785-885 – Player Level 71-80: 815-905 – Player Level 81-90: 845-925 – Player Level 91-100: 890-925 – – Developer’s Note: World Bosses are intended to reward powerful loot for your level. With this change, at a high level, players will see maximum Item Power gear from World Bosses at higher levels. – – The original patch notes for Diablo 4 1.3.0 read as follows (via Blizzard News): Class Updates: Developer’s Note: It’s important to us that when a player chooses to fully invest in a Skill, the payoff is immense. In pursuit of this goal, several of our new Unique and Legendary items are targeting Skills that have yet to reach their full potential. We’re excited to see what players accomplish with our new Unique items for Barbarian’s Rend, Druid’s Lightning Storm, and Sorcerer’s Meteor. We’re also targeting some pressing issues for each Class. Necromancers with Cult Leader should see their Minions strike a bit harder, Barbarians shouldn’t feel that 3 Shouts are a requirement for their success, and Sorceresses applying Vulnerable with Lightning Spear should open new build opportunities. There are also Class updates to items and Skills that are underperforming, such as the Rogue’s Ranged Unique Items, and the Necromancer’s Golem. All Classes: New Items Paingorger’s Gauntlets – Unique Gloves Damaging enemies with a cast Non–Basic Skill marks them for 3 seconds. When a Basic Skill first hits a marked enemy, the Basic Skill’s damage is echoed to all marked enemies, dealing 100–200%[x] increased damage. – Aspect of Adaptability – Utility When cast below 50% Maximum Resource, Basic Skills generate 3 of your Primary Resource, once per cast. – When cast at or above 50% Maximum Resource, Basic Skills deal 40–80% increased damage. – Juggernaut’s Aspect – Defensive Gain 0.75 –1.25 Armor, but your Evade has 100% increased Cooldown. – Item Updates Ring of Starless Skies The unique power has been changed. Previous: Casting a Core Skill reduces Resource cost of your Core Skills by 12%, up to a maximum of 40%. Resets upon using a non–Core Skill. – New: Spending resources reduces your resource costs and increases your damage by x10% for 3 seconds, up to 40%. – – Offensive Aspect of the Expectant Damage bonus now has a 5-second duration to be used. – – Melted Heart of Selig All Stats increased to 2x normal value. – Core Skill Damage changed to Movement Speed. – Damage While Healthy increased to 3x normal value. – Unique Power Changed Previous: Gain 30 Maximum Resource. In addition, when you take damage, drain 3 resources for every 1% of life you would have lost instead. – New: Gain 60 maximum Resource. 75% of incoming damage drains 2 Resource for every 1% of Life you would have lost instead. – – Overpower Overpower attacks now gain +1% damage, down from +2%, per 1% of your Base Life you have in Fortify. – Overpower attacks now gain +1% damage, down from +2%, per 1% of your Base Life that you have in bonus life above your Base Life. – Barbarian New Items Ring of the Ravenous Rend’s duration is increased by 2.0–4.0 seconds. Damaging enemies with Brawling Skills applies 2 stacks of Rend’s Bleed. This effect can only occur once every 4 seconds per enemy. – Aspect of Sundered Ground – Offensive Every 25 seconds, Upheaval is guaranteed to Overpower and deals 10–20% increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy. – Skills Charge Base damage increased by 900%, from 0.25 to 2.50. – Enhanced Charge terrain impact damage increased by 150%, from 0.6 to 1.5. – Power Charge no longer requires a terrain impact to reduce the cooldown of Charge, and now charging a boss will reduce the cooldown by 6 seconds. – Leap Base damage increased by 30%. – Passives Brute Force Overpower damage decreased from 15% to 8% per rank. – Walking Arsenal Duration of each weapon bonus increased from 8 to 10 seconds. – Additional damage from having all bonuses increased from 15% to 20%. – Having all bonuses now also increases attack speed by 20%. – Unconstrained Berserking damage bonus increased from 60% to 100%. – Gushing Wounds Bonus bleed amount increased from 115% to 140%. – Overpower explosion damage increased from 70% to 85%. – Weapon Expertise Expertise leveling has been cut by 50%. – Paragon Marshal Glyph Now reduces the cooldown of every non-Shout skill by 4 seconds, instead of every other Shout skill by 1.2 seconds. – Item Updates Resource Aspect of Echoing Fury You now generate 6–10 Fury per second while any Shout skill is active, instead of 2–4 Fury per second for each Shout skill active. – Offensive Aspect of Limitless Rage Damage bonus now has a 5-second duration to be used. – Veteran Brawler’s Offensive Aspect Reduced bonus damage per stack from 15%–20% to 6%–8%, up to a reduced maximum bonus of 225%–300% to 30%–40%. – Offensive Aspect of Ancestral Charge Reduced bonus damage from 75%–125% to 20%–30%. – Offensive Aspect of Encroaching Wrath Reduced bonus Weapon Mastery damage from 82–100% to 40–60%. – Damage bonus now has a 5-second duration to be used. – Ring of Red Furor Damage bonus now has a 5-second duration to be used. – Druid New Items Unsung Ascetic’s Wraps Lightning Storm gains 1 additional strike each time it grows. Lightning Storm Critical Strikes cause lightning to strike twice, dealing 10–20% increased damage. – Virulent Aspect – Utility When Rabies infects an enemy, reduce its cooldown by 0.3–0.6 seconds. This cooldown reduction is tripled when infecting Elites. – Skills Enhanced Rabies Maximum damage bonus increased from 30% to 60%. – Lacerate Cooldown reduced from 45 to 35 seconds. – Prime Lacerate Changed functionality: Lacerate hits Heal for 3% Maximum Life, increased to 6% on Critical Strikes. – Cataclysm Twister damage increased from 23% to 46%. – Lightning damage increased from 77% to 95%. – Supreme Cataclysm Vulnerable duration increased from 3 to 6 seconds. – Passives Mending Additional Healing received increased from 5% to 6% per rank. – Thick Hide Fortify gained increased from 6.4% to 10% per rank. – Unrestrained Control Impairing Effects duration reduction increased from 3% to 5% per rank. – Increased benefit while over 50% Fortify reduced from tripled to doubled. – Natural Fortitude Fortify gained on Shapeshifting increased from 1.4% to 2% per rank. – Bestial Rampage Required Shapeshift duration reduced from 2.5 to 2 seconds. – Attack Speed bonus increased from 25% to 30%. – Spirt Boons Prickleskin Thorns increased from .15 to .6. (from 1,194 to 4776) – Gift of the Stag Maximum Spirit increased from 10 to 20. – Avian Wrath Critical Strike Damage bonus is now Multiplicative instead of Additive. – Paragon Tectonic Bonus Lucky Hit Chance increased from 15% to 20%. – Poise Barrier increased from 5% of Maximum Health to 15%. – Duration increased from 4 to 6 seconds. – Wilds Passive Companion damage bonus increased from 80% to 120%. – Item Updates Aspect of the Blurred Beast Previous: While dashing, Shred seeks out Nearby Poisoned enemies instantly dealing 70–100% of the Poisoning damage to them. – New: While dashing, Shred seeks out Nearby Poisoned enemies and deals 20–40%[x] increased damage to them. – Aspect of Metamorphic Stone Boulder Spirit Cost reduced from 50 to 40. – Aspect of the Unsatiated Spirit Generation and bonus damage increased from 20–30% to 30–40%. – Aspect of Retaliation Bonus damage reduced from 20–40% to 20–30%. – Necromancer New Items Mutilator Plate You are Blood Lanced, and when Blood Lance would deal damage to you it instead Fortifies you for 1–2% of your Maximum Life and has a 5% chance to form a Blood Orb. Blood Lance deals 10–20%[x] increased damage. – Shattered Spirit’s Aspect – Offensive Casting Bone Spirit also launches 18 Bone Splinters in all directions, dealing 200–400%[x] increased damage and generating 6 Essence per enemy hit. – Skills Iron Maiden Damage increased from 0.2 to 0.3. – Horrid Iron Maiden Bonus damage increased from 20% to 30%. – Corpse Explosion Lucky Hit Chance reduced from 40% to 25%. – Base damage increased from 50% to 70%. – Blighted Corpse Explosion damage decreased from 110% to 95%. – Blight Damage over time increased from 80% to 95%. – Sever Initial damage increased from 66% to 75%. – Return damage increased from 21% to 25%. – Bone Spirit Damage is increased by 4% per Essence spent casting Bone Spirit, up from 3%. – Dreadful Bone Spirit Now restores 30% of your Maximum Essence, instead of a flat 30 Essence. – Acolyte’s Decompose Previous: You and your Minions deal 10%[x] increased damage to enemies being Decomposed. – New: Every 1.5 seconds, Decompose makes enemies Vulnerable for 4 seconds. – Initiate’s Decompose Previous: Decompose Slows enemies by 50%. – New: Decompose Slows enemies by 50%, and if you channel Decompose for at least 1.5 seconds, you gain 30%[+] Movement Speed for 5 second after ending the channel. – Dreadful Blood Mist Previous: Blood Mist Fortifies you for 0.5% of your Maximum Life each time it hits an enemy. – New: You gain +10% Critical Strike Chance for 4 seconds after Blood Mist ends. – Bone Prison Friendly players and Minions can now freely pass through Bone Prison walls. – The functionality of Enhanced Bone Prison and Ghastly Bone Prison have been swapped. – Enhanced Bone Prison Enemies inside of Bone Prison are Vulnerable. – Ghastly Bone Prison If an enemy is trapped by Bone Prison, gain 25 Essence, plus an additional 5 per enemy trapped. – Dreadful Bone Prison Previous: Fortify for 8% of your Maximum Life for each enemy trapped by Bone Prison. – New: Reduce your active cooldowns by 0.5 seconds for each enemy trapped by Bone Prison, up to 3 seconds. – Passives Ossified Essence Now displays the current bonus on the tooltip. – Book of the Dead Golem When Golems finish casting their active ability, they will first try to target a new close enemy before reverting to their previous target. – Blood Golem and Iron Golem Basic Attacks now hit enemies in an area around the main target. – – Bone Golem Active ability now grants the Golem Thorns equal to 70% of your Armor for the duration of the Taunt. – – Bone Mage Upgrade now Fortifies based on your Maximum Life instead of Base Life. – – Skeleton Priest Healing increased from 25% to 40% over the 8 second duration. – – Paragon Cult Leader Legendary Paragon Node Previous: Your Minions deal 15%[x] increased damage for each Minion type you have active. – New: Your Minions deal 10%[x] increased damage for each 20%[+] of Attack Speed Bonus they have. – Golem Additional Bonus changed from 25% Health to 25% Damage. – Item Updates Aspect of Swelling Curse Previous: Bone Spirit deals increased damage based on distance traveled, up to 15-25%[x]. – New: Bone Spirit’s Critical Strike Chance is increased by 15–25%[+]. Your Maximum Essence is increased by 2 for each enemy hit for 15 seconds. – Torturous Aspect Previous: Enemies afflicted by your Iron Maiden have a [15–25]% chance to be Stunned for 1 Second when they deal direct damage. – New: Iron Maiden is now also a Darkness skill and deals Shadow damage. Enemies afflicted by your Iron Maiden have a [15–25]% chance to be Stunned for 1 second when they deal direct damage. – Rotting Aspect Chance to spawn additional corpses increased from 30–60% to 50–100%. – Hulking Aspect Chance to reduce Golem’s active cooldown increased from 2–5% to 4–10%. – Chance to spawn a Corpse increased from 1.0–2.5% to 2%–5%. – Rogue New Items Beastfall Boots When you cast an Ultimate skill, your next Core skill consumes all of your energy and deals 0.5–1.5% increased damage per Energy consumed. Using a Cooldown restores 5 energy. – Resistant Assailant’s Aspect – Defensive Breaking Concealment grants +10% Resistance and Maximum Resist to all elements for 4 seconds. Killing an Elite enemy reduces Concealment’s cooldown by 6–10 seconds. – Skills Blade Shift Damage increased from 16% to 20%. – Duration increased from 3 seconds to 4 seconds. – Fundamental Invigorating Strike Vulnerable now applies while you are below 85% Energy, up from 75% Energy. – Enhanced Caltrops Previous: Enemies takes 5%[x] increased damage from you each second they are in Caltrops. – New: Enemies in Caltrops take 10%[x] increased damage from you, increased by 5%[x] each second. – Rain of Arrows Cast time reduced by 15%. – The first wave of arrows now hits closer to the player. – Cold Imbuement Chill amount now increases by 5% per skill rank, up from 2.5%. – Blended Cold Imbuement Removed the Critical Strike requirement, and increased the Lucky Hit chance from 20% to 35%. – Mixed Poison Imbuement Previous: Lucky Hit: Poison Imbued skills have up to a 30% chance to apply double the amount of Poisoning damage over time. – New: Lucky Hit: Poison Imbued skills have up to a 30% chance to reduce Poison Imbuement’s cooldown by 2 seconds. – Forceful Arrow Vulnerable duration increased from 3 to 5 seconds. – Enhanced Penetrating Shot Previous: Penetrating Shot deals 10%[x] increased damage per enemy it pierces. – Now: Penetrating Shot has a 10%[+] increased Critical Strike Chance. If Penetrating Shot damages at least 3 enemies, gain 10%[+] Critical Strike Chance for 5 seconds. – Improved Penetrating Shot Previous: If Penetrating Shot damage at least 3 enemies, your next Penetrating Shot has 20%[+] increased Critical Strike Chance. – New: Penetrating Shot deals an additional 10%[x] increased damage per enemy it hits. – Passives Close Quarters Combat Amount of Damage vs Crowd Controlled bonus conversion percent reduced from 40% to 10%. – Attack Speed per stack increased from 10% to 15%. – Precision Previous: Critical Strike with Marksman Skills grant you Precision. You gain 4%[x] Critical Strike Damage per stack of Precision, up to a maximum of 20%[x]. When you reach maximum Precision, your next Marksman Skill is guaranteed to Critically Strike, and deals 40%[x] increased Critical Strike Damage, then consumes all stacks of Precision. – New: Each Marksman skill cast grants 1 stack of Precision, or 2 if it has Critically Struck. When you reach 6 stacks, your next Marksman Core or Ultimate Skill is a guaranteed Critical Strike that deals x50% increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by an amount equal to x15% of your Critical Strike Damage bonus. – Chilling Weight Previous: Chilled enemies have their Movement speed further reduced by 10/20/30%. – New: Chilled enemies have their movement speed further reduced by up to 10/20/30%, and you gain 5/10/15%[x] increased Chill effect. – Concussive Previous: After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance against them for 4 seconds. – New: After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance for 4 seconds. – Paragon Leyrana’s Instinct Previous: When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 1.5 seconds. – New: When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2 seconds. Your next 3 Core skills deal additional damage equal to 20%[x] of your Core Skill Damage bonus. – Item Updates Bladedancer’s Aspect The orbiting blades can now hit each enemy 2 times, reduced from 3. – Developer’s Note: This change was made to properly match the visuals of 2 rotations around the player. Previous: Twisting Blades orbit for a short time after they return to you, dealing 10–15% of Twisting Blade’s return damage per hit. Based on the distance the blades returning, the orbit damage increases up to 20–30% of the return damage. – New: Twisting Blades orbit for a short time after they return to you, dealing 20–30% of Twisting Blade’s return damage per hit. – Aspect of Stolen Vigor Previous: Each stack of Momentum Key Passive Heals you for 0.04–0.08 Life per second. – New: Each stack of Momentum Key Passive Heals you for 0.04–0.08 Life per second and grants you 5% Damage Reduction. – Icy Alchemist Previous: Lucky Hit: Damaging a Chilled or Frozen enemy with a Shadow Imbued Skill has up to a 75% chance to release an explosion that deals 0.3–0.48 Cold damage to the target and surrounding enemies, Chilling them for 25%. – New: Lucky Hit: Shadow Imbued Skill have up to a 75% chance to release an explosion that deals 0.3–0.48 Cold damage to the target and surrounding enemies, Chilling them for 25%. If they were already Chilled or Frozen, increase this damage by 100%[x]. – Toxic Alchemist Previous: Lucky Hit: Damaging a Poisoned enemy with a Shadow Imbued Skill has up to a 75% chance to create a toxic explosion that applies 0.15–0.2 Poisoning damage over 5 seconds to the target and surrounding enemies. – New: Lucky Hit: Shadow Imbued Skills have up to a 75% chance to create a toxic explosion that applies 0.2–0.3 Poisoning damage over 5 seconds to the target and surrounding enemies. If the enemy was already Poisoned, increase this damage by 100%[x]. – Windforce Lucky Hit Chance increased from 20%–30% to 30%–40%. – Skyhunter Inherent affix changed from Damage to Distant Enemies to Critical Strike Damage. – Critical Strike Damage affix value increased by ~100%. This does not apply to the inherent Critical Strike Damage Affix. – Effect updated to reflect changes to the Precision Key Passive. Previous: The first direct damage you deal to an enemy is a guaranteed Critical Strike. If you had maximum stacks of the Precision Key Passive when you cast the Skill, gain 20–30 energy, this can only happen once per cast. – New: The first direct damage you deal to an enemy is a guaranteed Critical Strike. When you consume Precision casting a Skill, that Skill gains x10–30% increased Critical Strike Damage and you gain 20–40 Energy. – – Eaglehorn Previous: Penetrating Shot has a 30–80% chance to fire an arrow that bounced off walls and scenery. Damaging 5 enemies with Penetrating Shot will cause your next cast to make enemies hit Vulnerable for 3 seconds. – New: Penetrating Shot makes enemies Vulnerable for 3 seconds. Every 4th cast bounces off walls and scenery and deals 20%–40%[x] bonus damage. – Sorcerer New Items Starfall Coronet Meteor now has 2 charges and a 11–6 second Charge Cooldown instead of a Mana cost and drops 3 additional meteors around the target. Meteor’s Enchantment effect and Enhanced Meteor drop 1 additional meteor. – Aspect of Shredding Blades – Offensive Ice Blades’ chance to apply Vulnerable is increased by 20%[+] and the Vulnerable duration is increased by 4 seconds. You gain 15–25%[x] Vulnerable Damage. – Skills Ball Lightning Enhanced Ball Lightning changed to have its attack rate increase with attack speed, up to 25%. – Blizzard Mage’s Blizzard condition to be cast while over 50 mana has been removed. – Lightning Spear Critical Strikes now apply Vulnerable for 3 seconds. – Paragon Searing Heat Fixed an issue where the Critical Strike Chance bonus was not properly applying. – Critical Strike Chance bonus increased from +10% to 12%. – Elemental Summoner Conjuration damage bonus increased from x3% to x5% of the total amount of your Bonus Damage with Fire, Lightning, and Cold. – Burning Instinct Amount of Intelligence required to gain x1% bonus Burning Damage reduced from 75 to 25. – Item Updates Offensive Aspect of Shattered Stars Meteorite damage has been changed to be 20–30% of the casted Meteor’s damage. – Staff of Lam Esen Increased Charged Bolt chance to be attracted to enemies from 30–50% to 40–60%. – Iceheart Brais Chance to unleash a Frost Nova when enemies die increased from 11–20% to 21–30%. – Gameplay End-Game Activities Helltide will now be active every hour on the hour, with a 5-minute gap in between. Helltide will be active 55 minutes of every hour. – So players can more consistently acquire Distilled Fear, we’ve reworked how Distilled Fear is collected from Nightmare Dungeons. Players will always gain a Distilled Fear after completing a Nightmare Dungeon of at least Tier 30. – Every 10 Tiers after Tier 30 there’s an increasing chance for additional Distilled Fears to be rewarded. – Completing Tier 90 Nightmare Dungeons and beyond will always grant 3 Distilled Fears. – – The Purified Sigil reward for completing a Nightmare Dungeon will now always grant a Sigil 1 Tier greater than the Nightmare Dungeon just completed. – Items Scrolls of Escape Now will populate in the lost items stash if the player missed one that was dropped. – Stack limit increased from 20 to 99. – Appear as Legendary so that they are harder to miss when dropped on the ground. – – The chance for Scattered Prisms to drop when defeating an Elite Monster has been reduced. – Scattered Prisms can now be acquired from Legion Event Chests. – The Material cap has been increased from 99,999 to 999,999. – Treasure Goblins spawned while fighting Avarice now have the same loot potential as normally encountered treasure goblins. – World Tier III and IV World Boss weekly caches can now drop Unique Items. – The increased cap for Item Power on drops from World Bosses has been adjusted. Previous: +100 to min, +100 to max – New: +65 to min, +25 to max Developer’s Note: World Bosses are intended to reward powerful loot for your level. With this change, at a high level, players will see maximum Item Power gear from World Bosses at higher levels. – – – The Item Power ranges for items dropped by end-game bosses, such as Varshan and Zir, have been decreased for Rare and Legendary Items. Unique Item Power has not been changed. Examples (note that the current range for Unique Items was previously the range for all items): Varshan in WT3 (Level 55) Unique Item Power Range: 675-750 – Rare/Legendary Range: 650-725 – – Grigoire in WT4 (Level 75) Unique Item Power Range: 850-925 – Rare/Legendary Range: 800-875 – – Beast in the Ice (Level 85) Unique Item Power Range: 900-925 – Rare/Legendary Range: 850-925 – – Duriel remains unchanged (always drops 925) – – Varshan in WT3 (Level 55) – Nightmare Dungeon Item Power scaling has been adjusted to more consistently drop high Item Power loot in high Tier Nightmare Dungeons. Examples: Monsters at level 100 Legendary Item Power Range Previous: 820-925 – New: 845-925 – – Rare Item Power Range Previous: 785-925 – New: 810-925 – – – Legendary Item Power Range – Monsters at level 125 Legendary Item Power Range Previous: 845-925 – New: 910-925 – – Rare Item Power Range Previous: 810-925 – New: 885-925 – – – Legendary Item Power Range – – Monsters at level 100 – All monsters above Level 144 (Nightmare Dungeon Tier 90+) now are guaranteed to drop 925 Item Power gear. – Miscellaneous – Potion count will no longer be reset after dying and being revived by another player. – The Hatred’s Chosen syphon effect is no longer based on Lucky Hit. – The Greed Shrine effect also now will drop additional Gold after the effect expires. The amount of Gold dropped is determined by how many enemies were killed while the Shrine buff was active. – Uber-Unique Items can now be unlocked as transmogs. – User Interface and User Experience – New settings have been added to allow navigation in the world with full Keyboard controls—including movement using the W-A-S-D keys—instead of your mouse. – Bonuses from keywords, such as Berserking, now also denote whether any associated damage bonus is additive or multiplicative. – Event Timers are now displayed on the world map. – The visual effect for being Chilled will now visually increase in intensity to denote how close the Chilled character is to being Frozen. – The default button bindings for Mount actions have been adjusted to be more intuitive on controller. – An additional stash tab is now available to be purchased in-game with Gold. Maximum stash tabs available are now 6. – The icons for the Helltide Chest of Mysteries and Living Steel Chest have been updated to make them more visually distinctive from the other chest icons. – The button for confirming Gold amount in the trade interface on controller has been changed to Yor Triangle on console. This will allow pressing A or X on console to bring up the virtual keyboard to manually enter Gold amounts when trading. – We have introduced a new way for players to approach reworking their Skill Tree. Players can now refund whole paths orSkill clumps whilst seeing a preview of it all. – Players can also see how many Skill points will be refunded to them and how much Gold it will cost in advance. Developer’s Note: he new Respec options allows players to easily refund or re-add their Skills in a flexible way. Our goal with these additionsis to make purchasing and refunding Nodes less time consuming while encouraging players to experiment more. – – – Bug Fixes Accessibility Fixed an issue where the Screen Reader did not read the quantity of a consumable in the action wheel. – Fixed an issue where subtitles for dialogue and lorebooks could not be turned off. – Fixed an issue where the Screen Reader could malfunction when repeatedly opening a vendor’s services menu. – Gameplay Fixed an issue where player attacks could still be suppressed when some of their character’s body was outside a Suppressor Field. – Fixed an issue where effects that increased Max Life by a percentage (such as an Elixir of Fortitude) did not account for certain other Max Life bonuses, such as granted by an Affix on equipment. – Fixed an issue where the Drowned Sea Hag could spawn an excessive number of minions. – Fixed an issue where the Echo of Lilith could still attack the player after being defeated during the second phase of the encounter. – Fixed an issue where the Umbral aspect could grant large amounts of resources when using crowd control Skills on Structure enemies. – Fixed an issue where various Skills and effects, such as Devouring Blaze, did not consider Staggered bosses as Crowd Controlled. – Fixed an issue where the Butcher could stand in place if the player stood near a Resplendent chest. – Barbarian Fixed an issue where the Bone Breaker legendary paragon node didn’t have a buff indicator. – Fixed an issue where the guaranteed overpower from the Earthstriker aspect could trigger on Basic attacks. – Fixed an issue where Charge cast by Ancients spawned by the Aspect of Ancestral Charge did not trigger explosions from the Brawler’s aspect. – Fixed an issue where Hammer of the Ancients was dealing more damage than intended due to the bonus from the Violent upgrade also being applied even if the Furious upgrade was chosen. – Druid Fixed an issue where the tooltip for Envenom displayed its damage bonus as additive, when it was multiplicative. – Fixed an issue where Enhanced Ravens wasn’t increasing Critical Strike Chance to enemies hit. – Fixed an issue where the Dire Wolf’s Aspect did not specify that it also made Grizzly Rage function as a Werewolf skill. – Necromancer Fixed an issue where the bonus from the Ring of Starless Skies could get removed when the Aspect of Gore Quills was activated. – Fixed an issue where Shadow and Bone mages did not cast Blizzard when the Coldbringer aspect was equipped. – Fixed an issue where Blood Mist could fail to activate while under the effect of a Bandit’s Smoke Bomb. – Fixed an issue where the Splintering Aspect would scale more than 2x when used on a two-handed weapon. – Rogue Fixed an issue where Tibault’s Will increased the cap for combo points. – Fixed an issue where returning Twisting Blades while using the Bladedancer’s aspect were applying full Poison Imbue Damage, instead of the expected percentage of damage detailed in the Aspect’s description. – Fixed an issue where the Paragon Glyph Snare did not benefit Smoke Grenade when it is considered a Trap Skill by the Explosive Verve aspect. – Fixed an issue where Gorger enemies could still target Rogue players under the effect of Concealment with their stun attack. – Sorcerer Fixed an issue where various powers and effects that are granted by evading, such as the unique powers of Esu’s Heirloom and Flickerstep, did not work properly when using the Teleport Enchantment. – Fixed an issue where the bonus evade charges granted by The Oculus didn’t increase when upgrading the Weapon at the Blacksmith. – Fixed an issue where Ball Lightning was dealing far more damage than intended. Developer’s Note: Ball Lightning was dealing an unintended amount of damage because of its Enhanced upgrade. This bug fix returns the amount of damage done by this Skill to intended quantities. – – Fixed an issue where the Static Surge legendary node would trigger from automatic casts of skills, such as the Chain Lightning enchantment. – Fixed an issue where Ice Spikes would instantly explode when casting Deep Freeze with the Frozen Tundra aspect equipped. – Fixed an issue where the buff from the Battle Caster’s aspect could unexpectedly fall off. – Fixed an issue where the Protection passive did not take into account any bonuses to Barrier generation. – User Interface and User Experience Fixed an issue in the Season Journey menu where hovering over aspects rewarded for completing a chapter of the Season Journey could sometimes not display the name of the Aspect. – Fixed an issue where the minimap icon for indicating the Stash has new items (i.e. recovered lost items) only displayed when close to the Stash. – Fixed an issue where the Creatures of Night incense had an incorrect tooltip. – Fixed an issue where certain stats would not display for all Classes in the character details window, such as Damage with 2-handed slashing weapons would not display for Necromancers. – Fixed an issue where pressing X or Square on console would confirm the salvage of a Legendary or Unique Item. – Fixed an issue where controller navigation in the Vendor buyback menu could malfunction. – Fixed various instances where the minimap was inaccurate. – Fixed various instances where Quest Pins and Objectives were inaccurate. – Quests and Dungeons Fixed an issue where progression through the Flooded Depths could get broken if a ladder traversal was skipped with Teleport. – Fixed an issue where the Animus Urn in the Bastion of Faith could be skipped by using Leap or Teleport. – Fixed an issue where progression could be blocked in Uldur’s Cave if all enemies were killed before destroying the second barricade. – Fixed an issue where some enemies were not marked on the minimap during the Slay All Enemies objective in Nostrava Deepwood. – Fixed an issue where elites encountered that transformed from initially harmless people could respawn after being defeated. – Fixed an issue where the Tomb Lord boss in the Shifting City could teleport outside of the boss arena, which would cause the fight to restart. – Fixed an issue where there was no Healing Well in the Conclave. – Fixed an issue where the Battle Hardened nightmare dungeon affix could grant Damage Reduction even if the player was above 90% life. – Fixed an issue where the Sealed Penitent’s Cache quest didn’t properly grant rewards for completion. – Fixed multiple instances where the Final Straw quest could not be completed properly. – Fixed an issue where the Quest Objective wouldn’t update when entering the Cellar during the Acts of Atonement quest. – Miscellaneous Fixed an issue where upgrading a damaged item at the Blacksmithwould further lower the item’s durability. – Various stability, visual, and performance improvements. –

  • Diablo 4 Patch 2.0: New Skills & Passives for every Class revealed – Dexerto

    Diablo 4 Patch 2.0: New Skills & Passives for every Class revealed Blizzard EntertainmentIn the plethora of reveals from the Diablo 4 2.0 PTR stream, Blizzard revealed a brand-new Skill and Passive Abilities for every Class. This guide goes over the complete list. Diablo 4’s 2.0 PTR stream unveiled a tidal wave of major changes to the game that look set to shake up the entire experience. We have a new level cap, a completely reworked Paragon system, and the new Rune Word mechanic to wrap our heads around. Perhaps the most exciting thing of all however is the newly revealed Skills and Passive Abilities for every existing class in the game. This means there will be entirely new ways to play each Class when the Vessel of Hatred expansion launches, even in the base game. We’ve compiled a list of all the new Skills and Passives revealed for each Class. Check them out below. Diablo 4 2.0: New Class Skills Each Class in Diablo 4 has had one new Skill as well as branching upgrade paths for that Skill revealed for the 2.0 update. They are as follows: Barbarian Mighty Throw (Weapon Mastery Skill, 12-Second Cooldown): Hurl your weapon, dealing 60% Weapon damage upon impact and sticking in the ground. While on the ground, your weapon pulses and deals 20% Weapon damage every second for 4 seconds. Enhanced Mighty Throw: While a thrown weapon is out, gain 25%[+] increased Attack Speed. – Fighter’s Mighty Throw: Swapping weapons near any of your thrown weapons creates an additional pulse. Each extra pulse generates 3% of your Maximum Life as a Barrier for 5 seconds. – Warrior’s Mighty Throw: Mighty Throw’s impact deals 200%[x] increased damage and Stuns enemies for 2 seconds. – – Druid Stone Burst (Earth Core Skill, 30 Spirit Cost): Gather stones beneath your enemies then detonate them dealing 80% Weapon damage. Channeling deals 20% Weapon damage and increases the size of the affected area, up to a 400% increase after 1.0 seconds. Enhanced Stone Burst: Stone Burst’s final explosion damage is increased by 25%[x] within the initial radius. – Primal Stone Burst: While Channeling Stone Burst, and for 2 seconds after it ends, gain 30%[+] Attack Speed. – Raging Stone Burst: Stone Burst costs 66%[x] more Spirit, and its final explosion deals 50%[x] more damage. – – Necromancer Soulrift (Darkness Ultimate Skill, 50-Second Cooldown): Corrupt nearby enemies for 8 seconds, dealing 65% Weapon damage per second. Every 0.25 seconds, rip out and absorb the soul of an enemy, generating 2 Essence and granting a Barrier for 2% of your Maximum Life for 5 seconds. Supreme Soulrift: Every soul absorbed increases your damage by 1%, up to 30%. This bonus persists for 5 seconds after Soulrift ends. – Prime Soulrift: Enemies with their souls ripped out become Vulnerable for 2 seconds. Damaging enemies affected by Soulrift has a 5% chance for their souls to be ripped out and absorbed. – – Rogue Dance of Knives (Cutthroat Agility Skill, 6 Charges, 1 Second Charge Cooldown): While Channeling, gain 20%[+] increased Movement Speed, 10%[+] Dodge chance, and launch knives at nearby enemies, each dealing 42% Weapon damage. Enhanced Dance of Knives: Moving 30 meters while Channeling Dance of Knives grants 4 Charges. – Methodical Dance of Knives: When you stop Channeling Dance of Knives, drop up to 12 Stun Grenades, each dealing 20% Weapon damage. The Channeled duration determines how many are dropped. – Disciplined Dance of Knives: Dance of Knives Slows enemies hit by 25% for 3 seconds. Each Knife has a 20% chance to pierce the enemy. – – Sorcerer Familiar (Conjuration Skill, 3 Charges, 12-Second Charge Cooldown): Summon a Familiar of the element of your last cast Skill for 8 seconds. The Familiar chases enemies and periodically explodes, dealing 40% of its element’s damage in an area. You may have 6 Familiars summoned at a time. Enhanced Familiar: Familiar passively applies an effect to nearby enemies, based on their element. Fire Familiar: Applies 94% Burning damage to enemies. Cold Familiar: Applies 15% Chill to enemies. Lightning Familiar: Stuns enemies for 1 second. – Summoned Familiar: While you have two or more different element Familiars summoned, gain 3% Damage Reduction. Familiar Element is no longer tied to your previous cast skill. Instead, the Familiar Element progresses in sequence. The sequence is Fire to Cold, Cold to Lightning, and Lightning to Fire. – Invoked Familiar: While a Familiar is active, gain 10%[x] increased damage to skills that deal its damage type. – – Diablo 4 2.0: New Passive Skills Blizzard has also revealed five new Passive Skills for each class to further alter how you can play them. They are as follows: Barbarian Belligerence: Damaging an enemy with a Basic Skill increases your damage by 3/6/9% for 4 seconds. – Heavy Hitter: Your Ultimate Skills deal 15/30/45% more damage. – Warpath: After Overpowering, you deal 4% increased damage for 4 seconds. – Irrepressible: Casting a Weapon Mastery Skill Fortifies you for 10% of your Maximum Life. – Barbed Carapace (Key Passive): For every 25 Fury you spend, you gain 10%[+] Thorns for 8 seconds, up to 120%. Casting a Skill with a Cooldown grants you Unhindered for 5 seconds. During this time, you deal 100% of your Thorns as physical damage to Close enemies every second. – Druid Humanity: You deal 5/10/15%[x] more damage while in Human form. – Catastrophe: You deal 5/10/15%[x] more damage for 8 seconds after casting an Ultimate skill. – Feral Aptitude: You deal 3%[x] increased damage while Healthy and 3%[x] increased damage while above 100% Movement Speed. These bonuses can stack. – Backlash: You deal 4%[x] increased damage for 5 seconds after casting a Defensive Skill. – One with Nature (Key Passive): Your Companion Skills each gain 1 additional companion and deal 50%[x] increased damage. Gain the Passive Effect of Ravens, Wolves, and Poison Creeper. – Necromancer Necrotic Fortitude: Lucky Hit: Your damage has up to a 5/10/15% chance to grant a Barrier for 5% of your Maximum Life for 6 seconds. – Finality: You deal 5/10/15%[x] increased damage for 8 seconds after casting an Ultimate Skill. – Titan’s Fall: While Fortified you deal 6/12/18%[x] increased damage to Elites. – Precision Decay: Your Lucky Hit chance is increased by 5/10/15%[+]. – Affliction (Key Passive): Enemies affected by Vulnerable, Crowd Control, or Shadow Damage over Time are infected with Affliction and take 15%[x] increased damage from you and your Minions. Your Curse Skills deal 80%(Weapon Damage) Shadow damage to enemies that have Affliction. This amount increases by 30%[x] of your damage to Crowd Control, Vulnerable, and Shadow Damage over Time combined. – Rogue Target Practice: Your Critical Strike Chance with Marksman and Cutthroat Skills is increased by 3/6/9%. – Balestra: Gain 4/8/12% increased Damage for 4 seconds after using Evade. – Evasive: After Dodging an attack, gain 2/4/6% Damage Reduction for 4 seconds. – Unto Dawn: Your Ultimate Skills deal 15/30/45%[x] increased damage. – Alchemical Admixture (Key Passive): Dealing 3 different types of non-physical damage increases the Potency of your Imbuement skills by 40% for 5 seconds. This Potency is further increased by 20% of the total amount of your Bonus Damage to Poison, Shadow, and Cold. – Sorcerer Evocation: Gain 4% Cooldown Reduction. – Energy Focus: You generate a 6-second Barrier for 0.5/1.0/1.5% of your Maximum Life every second up to 30%. This effect is lost for 5 seconds after losing health. – Dampen Layer: You gain 2/4/6% Damage Reduction while you have an active Barrier. – Elemental Synergies: Your Frost, Shock, and Pyromancy damage is increased by 1/2/3%[x] for each skill you have equipped of that type. – Enlightenment (Key Passive): Casting any Skill grants 1 stack of Enlightenment, or grants 15 if your previous cast Skill was a different Element. After gaining 100 stacks, you become Enlightened, can no longer gain stacks, and lose 10 stacks per second. While Enlightened, your Bonus Damage with Fire, Lightning, and Cold are equal to them combined and you gain: 25%[x] increased damage – 45%[+] Mana Regeneration – 20%[+] Attack Speed – – Those are all the new Skills and Passives coming to each class when the Diablo 4 2.0 update launches. It will arrive alongside Season 6 and the Vessel of Hatred expansion on October 8, 2024.

  • Diablo 4 Patch 1.2.0 early notes: Season 2 update brings endgame content, new events, items, more – Dexerto

    Diablo 4 Patch 1.2.0 early notes: Season 2 update brings endgame content, new events, items, more BlizzardBlizzard has finally lifted the veil on Diablo 4’s jam-packed Season 2 update. From a raft of crucial gameplay changes to new endgame content and plenty of additional loot mixed in, here’s the early rundown on the Patch 1.20 notes. It’s no secret Diablo 4 has been through quite the rough stretch since its record-shattering launch. Struggling to keep its early momentum, the game’s servers have become barren while viewership online has plummeted to staggering lows. After weeks of teasing big changes on the horizon, Blizzard has finally unveiled its plan of action to rebound. The Season 2 update is filled to the brim with major gameplay tweaks, a huge slate of fresh content, and plenty of bonus surprises thrown in. Some players are already optimistic it’ll be enough to turn things around, with plenty eager to jump back in when the update goes live. So before penciling in your return, be sure to brush up on everything there is to know about the early Patch 1.20 notes. When does Diablo 4’s Patch 1.2.0 update go live? Season 2 release date Diablo 4’s Patch 1.2.0 update is locked in for an October 17 release, coinciding with the launch of Season 2. While an exact release time hasn’t yet been revealed, fans are safe to expect a sizable patch to download and install before jumping in for the seamless transition to Season 2. Devs have announced the next Campfire Chat will take place on October 10, where we’re sure to learn more about the specifics of the seasonal rollover. We’ll be sure to update you here once further details emerge. Early Diablo 4 Patch 1.2.0 notes: All Season 2 changes 5 New Endgame Bosses Five Endgame bosses have been added across Sanctuary to increase the variety of Endgame experiences offered, providing better opportunities to obtain specific, Unique and Uber Unique items. The new Boss fights are unlocked based on succeeding in different tasks across Sanctuary, with different resources required for facing each Boss, and each new fight becoming available as you progress through World Tiers III and IV. Specific details to encounter each boss can be found in our Season of Blood article. – – – The new Boss fights are unlocked based on succeeding in different tasks across Sanctuary, with different resources required for facing each Boss, and each new fight becoming available as you progress through World Tiers III and IV. – The reward pools for these Endgame bosses have been significantly improved: Each boss drops specific Uniques, exclusive to each individual boss fight. The Duriel boss fight has significantly increased the chance to drop Uber Uniques, making the process of accessing these coveted items more achievable. – – Each individual boss also has a chance to drop unique cosmetics specific to each boss, making the access of specific cosmetics in-game more targeted. – – Each boss drops specific Uniques, exclusive to each individual boss fight. – Endgame Activities The time between Legion Events has been reduced from 30 to 25 minutes. Legion Event warning timers increased from 5 to 10 minutes. – Fixed an issue where the Legion Event pin would not display at the edge of a player’s mini-map if a Whisper was active for the Legion Event. – – The World Boss fight is available more frequently to players on all World Tiers as the Spawn Times have been reduced from 6 hours to 3 hours and 30 minutes. World Boss warning timers have increased from 30 to 60 minutes. – Fixed an issue where the World Boss pin would not display at the edge of a player’s mini-map if a Whisper was active for the World Boss. – For increased visibility, a message is now broadcast to all players when the World Boss is 15 minutes away from spawning. – – Gold and Experience rewards have been increased from the following activities: Helltide Chests – Cashing in Grim Favors – Completing individual Whispers – – To ensure enemies constantly give experience relative to the current player level, the Nightmare Sigils rewarded from Whisper Caches will now always be within 5 Levels of the highest-level Nightmare Dungeon the player has completed. – To improve readability, Helltide Chests now have specific icons on the map to indicate their type. – Whisper Caches adhere to the item slot of the cache. – Experience and Monster Levelling Decreased the time spent to reach level 100, making the journey about 40% faster. The experience gained from killing monsters at level 50+ has been significantly increased and rises steadily as you level. – Prevent Monsters from being less powerful as character level increases by making Monsters in World Tier III and IV match the current player level at a minimum after Levels 55 and 75 respectively. This increases the overall experience of levelling, making it much smoother. – Incenses now grant a bonus to Experience and persist after death. – Increased the potency of Experience bonuses (Elixir, Season Blessings) by making them multiplicative with the World Tier bonus. – Nightmare Dungeons Expedited the demon slaying process as Nightmare Sigils now teleports you directly into the Nightmare Dungeon. – Avoided some players not getting Nightmare Sigils from Dungeons that have no final boss, Nightmare Sigils are now rewarded upon completing a Nightmare Dungeon instead of final boss defeat. – Objectives have been removed from some Dungeons, only defeating the boss is needed to defeat the Nightmare Dungeon. – Multiple Nightmare Dungeon Afflictions have been updated. Backstabbers Close Monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by X%. – – Monster Critical Resist Monster attacks reduce the damage of your Critical Strikes by 3 seconds by X%, stacking up to Y%. – – Death Pulse Prevent death pulses on monsters that have explosions on death. – Prevent death pulses from spawning repeatedly on top of each other. – – Lightning Storm Being ‘shocked’ while in the protection dome grants 35% bonus Movement Speed for 5 seconds. – Only starts when players are in combat. – Only starts if the protection dome caster has a direct path to its targeted player. – – Drifting Shade Duration reduced from 5 seconds to 3 seconds. – Respawn time increased by 2 seconds. – – – Backstabbers – Massively reduced backtracking by placing all Dungeon objectives on the critical path of a dungeon, making them much harder to miss by taking a wrong turn. – Many dungeon layouts have been redesigned. – Improved the overall readability of Traps by enhancing their overall visual effects and reducing their crowd control. – Endcaps have been added to ensure Dungeon layouts don’t feel too linear. – Paragon Glyph experience has been increased. – Events Made Dungeon Events more worthwhile and enticing to players by increasing their monster density. – NPC’s should no longer be killed with one-hit in World Tiers III and IV. – Item Adjustments Significantly freed up inventory space by making Gems a crafting material. Gem materials can now be taken to a Jeweler for crafting. – Prevented players from losing their progress on a Hardcore character from connectivity issues, Scrolls of Escape are now consumed if a Hardcore player disconnects while in combat, teleporting them to a safe location. – Reduced the chance of being locked into certain stats on a Legendary item by reducing their overall enchanting costs. – Reduced overburdening inventories and causing unnecessary trips into town: In World Tier III: Normal, Magic, and non-sacred Rare items will drop as crafting resources. – In World Tier IV: Normal, Magic, and non-ancestral Rare items will drop as crafting resources. Gold drop rates in World Tiers III and IV have been increased to compensate for this. – – – Higher level monsters in World Tiers III and IV drop Sacred and Ancestral items of greater Item Power potential. – Normal Whisper cache rewards now provide +10 Item Power. Upgraded caches now provide +20 Item Power rewards. – Helltide cache rewards now provide rewards of +20 Item Power value. – Misc. Improvements Reduced the time spent having to regain renown each season, all earned renown rewards persist between seasons and characters (this does not include experience or Gold). Earned Skill Points, Potion Capacity, Max Obols and Paragon Points earned from Renown will persist between each character. Renown Experience and Gold must be earned on each character. For example: Character 1: earns Renown Tier II in a region Gains 1 Skill Point, 1 Potion Capacity – – Creates Character 2, earns Renown Tier I in a different region Gains 1 Skill Points – – Creates Character 3: This Character automatically receives both renown rewards from Characters 1 and 2 2 Skill Points, 1 Potion Capacity available – – – This Character automatically receives both renown rewards from Characters 1 and 2 – – Character 1: earns Renown Tier II in a region – – For example: – This does not apply to Hardcore characters (it’s called Hardcore for a reason). For non-Hardcore characters, Altars of Lillith and Map Discovery progress still carry over. – – – Earned Skill Points, Potion Capacity, Max Obols and Paragon Points earned from Renown will persist between each character. Renown Experience and Gold must be earned on each character. – Coveted Items can now be marked as Favorite, and cannot not be sold or salvaged. – 2 additional character slots have been added. – Eased the ability for players that haven’t completed the campaign to access Seasonal content earlier, by adding the option to skip the Campaign on character creation if any character on your account has completed the Prologue. – Prevented wasted Minion and Companion attacks by ensuring Minions and Companions no longer target invulnerable enemies. – Mounts Improved the horse-riding experience by improving the overall responsiveness of mounts. They are less likely to get stuck on barriers or slow down unexpectedly. – Reduced the time it takes to travel across Sanctuary by increasing spur duration, which now breaks barricades. – Base speed increased by 15% (this does not affect top speed.) – Removed the need for Players to place their cursor on the edge of their window for max speed, general speed has been improved relative to cursor placement. – Improved combat and mount versatility by reducing ability cooldowns by 50%. Manual dismount cooldown has been reduced from 10 to 5 seconds. – Forced dismount from damage cooldown has been reduced from 10 to 4 seconds. – The delay between a dismount combat skill becoming available after mounting (ex: the Barbarian’s Bounding Slam) has been reduced from 10 to 3 seconds. – – Town Adjustments Additional Stashes have been added to all Capital Cities near important vendors. – Reduced the need to travel to Capital Cities by adding Stashes to all small towns with Waypoints. – Reduced the need to travel to Capital Cities by adding an Occultist to the Tree of Whispers Waypoint. – Reduced the need for additional walking, Purveryors of Curiosities have set up shop closer to the Waypoint in several Capital Cities: Kyovashad – Zabinzet – Ked Bardu – Gea-Kul – – Improved Navigation through Sanctuary following character creation by adding 10 Waypoints to the list of automatically unlocked Waypoints for those that skip the Campaign. There are 2 Waypoints in each Region. – Note that for players that choose to skip the Campaign and haven’t unlocked these 10 Waypoints on any character, they will not be automatically available. – – UI & UX Improved item sorting and overall organization by adding Stash search and Stash filter functionality. – Improved Streaming functionality by adding Streamer Mode, which hides sensitive information such as Character names or Battle.net usernames. – Improved organization by displaying Item affix tooltips in a more intuitive and consistent order. – Improved organization by grouping Extracted Aspects with the same Legendary powers together when sorting in your Stash and Inventory. – Improved navigation functionality by adding the ability to auto-run. When moving in a direction, the player will continuously move in the direction faced or where the cursor is placed until another movement is activated or a skill is initiated. – Improved navigation by adjusting the zoom level of the Mini-map. – Added an option for hiding all Combat text (ie. Vulnerable, Dodge, Fortified) – Improved Unique item visibility. – Improved access to the Screen Reader option by enabling it by default. – Improved cursor contrast colors and options for versatility and customization. –

  • Diablo 4 Patch 1.1.1 notes: All class buffs explained, stash tab changes & more – Dexerto

    Diablo 4 Patch 1.1.1 notes: All class buffs explained, stash tab changes & more Blizzard EntertainmentDiablo 4’s development team has announced their plans for Patch 1.1.1. Among the disclosed changes are buffs to every class, stash tab changes, and so much more. Diablo 4’s Season of the Malignant got off to a rocky start with the launch of Patch 1.0.1. The game’s community of players was very critical of most changes made, even going as far as to review bomb it. The development team has heard the message loud and clear and appeared to be amending things with Patch 1.1.1. In a recent Campfire Chat, they gave some early details on what to expect. Now, we know what Patch 1.1.1 holds, as it was officially released to the public. Contents Diablo 4 Patch 1.1.1 release date – Diablo 4 Patch 1.1.1 Barbarian buffs – Diablo 4 Patch 1.1.1 Sorcerer buffs – Diablo 4 Patch 1.1.1 Druid buffs – Diablo 4 Patch 1.1.1 Necromancer buffs – Diablo 4 Patch 1.1.1 Rogue buffs – Diablo 4 Patch 1.1.1 general changes – Diablo 4 Patch 1.1.1. Bug fixes – Diablo 4 Patch 1.1.1 release date The developers officially released the patch on August 2, 2023. Blizzard announced that Patch 1.1.1 would go live on August 8, 2023. In a blog post following the Campfire Chat, they revealed that detailed notes for Diablo 4’s newest patch would become available early on August 2, 2023. It did, in fact, release on the 2nd. Diablo 4 Patch 1.1.1 Barbarian buffs Skills Bash: Fury gain increased from 11 to 13 – Flay: Fury gain increased from 10 to 13 – Frenzy: Enhanced Frenzy: Fury gained increased from 2 to 3. – Lunging Strike: Fury gained increased from 10 to 12. – Double Swing: Damage increased from 40% to 50%. – Rupture: Enhanced Rupture: Damage increased from 45% to 70% – Charge: Enhanced Charge: Damage increased from 30% to 60%. Mighty Charge: Vulnerable duration increased from 2 to 4 seconds. – Upheaval: Violent Upheaval: If Upheaval damages at least 2 enemies or a boss, you gain Berserking for 2 seconds, increased to 3 seconds if it damages at least 4 enemies. – Passives Aggressive Resistance: Damage reduction increased from 3% to 4%. – Gushing Wounds: Bleed damage dealt based on Critical Damage bonus increased from 100% to 115%. Bleed damage when overpowering increased from 11% to 70%. – Unconstrained: Berserking damage bonus increased from 25% to 35%. Updated the tooltip to more clearly reflect this Key Passive’s value. – Walking Arsenal: Bonus damage duration increased from 6 to 8 seconds. – Legendary Aspects Aspect of Ancestral Force: Damage increased from 32-50% to 40-58% – Death Wish Aspect: Thorns increased from .5-.75 to .65-.85 – Aspect of Unrelenting Fury: Core skill cost to refund increased from 10-20% to 20-30%. – Aspect of Ancestral Charge: Damage increased from 50-100% to 75-125%. – Aspect of Burning Rage: Damage increased from .22-.28 to .3-.38 – Aspect of Bul-Kathos: Damage reduction while in Earthquakes increased from 5-15% to 15-25%. – Earthquake Aspect: Damage bonus in Earthquakes increased from 5-15% to 15-25%. – Unique gear Fields of Crimson: Damage increased from .18-.34 to .22-.38. Damage that enemies take standing in pools increased from 15% to 20%. Rupture cooldown reduction Affix replaced with Bonus critical strike damage. – Hellhammer: Damage increased from .6-.8 to .85-1.1. Burning duration increased from 3 to 4 seconds. Damage to Crowd Controlled enemies Affix replaced with bonus critical strike damage. – Ramaladni’s Magnum Opus: Physical damage Affix replaced with vulnerable damage. – 100,000 Steps: Attacks reduce Evade’s cooldown Affix and replaced it with bonus evade charges. Damage against stunned Affix replaced with bonus movement speed. – Battle Trance: Basic Skill Damage Affix replaced with Cooldown reduction. Bonus attack speed to other skills increased from 10-20% to 35-45%. – Diablo 4 Patch 1.1.1 Sorcerer buffs Skills Flickering Fire Bolt: Fire Bolt generates 2 Mana when hitting an enemy – Fireball: Casting Fireball increases its radius by 50%. – Destructive Fireball: Fireball’s Critical Strike Damage is increased by 20%. This bonus is increased to 30% if Fireball hits 3 or more enemies. – Chain Lightning: Each time Chain Lightning bounces, its next hit deals 5% increased damage. – Destructive Chain Lightning: Crackling Energy increased to 30%. – Passives Vyr’s Mastery: Damage bonus increased from 10% to 15% – Esu’s Ferocity: Both bonuses are also granted for 3 seconds when hitting a Boss with a Critical Strike – Combustion: Burning effects deal x20% increased damage, plus an additional x2 increased damage per unique source of Burning you’ve done to an enemy. – Paragon Boards Searing Heat Legendary Node: Casting Fireball or Meteor increases your Critical Strike Chance by 5% for 5 seconds, up to 15%. – Ceaseless Conduit Legendary Node: Increase Crackling Energy’s damage from 2% to 3% per 20 Intelligence the player has. – Territorial Rare Glyph: Damage reduction increased from 10% to 15%. – Warding Rare Glyph: Damage reduction increased from 13% to 25%. – Keeper of Flames Rare Node: Damage reduction increased from 4% to 5%. Bonus damage reduction increased from 4% to 5%. – Smoldering Embers Rare Node: Damage reduction from burning enemies increased from 4% to 5%. Bonus damage reduction from burning enemies increased from 4% to 5%. – Guarded Rare Node: Damage reduction from Vulnerable enemies increased to 5%. Bonus damage reduction from Vulnerable enemies increased to 5%. – Oppressive Rare Node: Damage reduction from Vulnerable enemies increased to 5%. – Lightning Resilience Rare Node: Maximum Life bonus increased to 6%. – Legendary Aspects Serpentine Aspect: You may have 1 additional Hydra active, and Hydra’s duration is increased by 14-24%. This now also affects Hydra’s Enchantment Effect. – Aspect of Conflagration: Bonus Burning damage increased from 20-30% to 20-40%. – Aspect of Engulfing Flames: Bonus Burning damage increased from 30-40% to 60-80%. – Aspect of Three Curses: Increase the Critical Strike Damage of Meteor and Fireball by 20-40%. Double this bonus against Healthy enemies. – Flamewalker’s Aspect: Bonus Movement Speed duration increased from 4 to 6 seconds. – Gravitational Aspect: Ball Lightning orbits around you and deals 15-25% increased damage. – Recharging Aspect: Each time Chain Lightning bounces, you gain 1.5-3 Mana – Aspect of Unbroken Tether: Bonus Chain Lightning bounces increased to 4 – Charged Aspect: Bonus Movement Speed duration increased from 4 to 8 seconds – Aspect of the Bounding Conduit: Bonus Movement Speed increased to 25-30%. – New Legendary- Mage-Lord’s Aspect: The Vyr’s Mastery Key Passive’s Damage Reduction by 6-9% for each Close enemy, up to 18-27%. – Aspect of Frozen Orbit: Damage increased to 30-40%. – Storm Swell Aspect: Bonus damage increased to 21-30% – Snowveiled Aspect: Unstoppable duration increased to 3-5 seconds. Additional functionality: Also grants 10% bonus Armor for 3-5 seconds. – Incendiary Aspect: Lucky Hit: Damage from your Pyromancy skills has up to a 12-17% chance to restore 10 Mana. – Snowguard’s Aspect: While within your own Blizzard and for 2 seconds after leaving it, you take 2′-25% less damage. – Aspect of Concentration: Mana Regeneration increased from 20-30% to 40-50%. Duration requirement to gain its benefit is reduced from 3 to 2 seconds. – Unique gear Gloves of the Illuminator: Damage penalty reduced to 45-35%. Damage to Stunned affix replaced with Lucky Hit: Chance to Restore Resource. Reduced the distance offset per bounce to 2.5 to make it easier to hit close enemies with Fireball. Diablo 4 Patch 1.1.1 Druid buffs Skills Earth Spike: Spirit gain increased to 13. – Claw: Spirit gain increased to 12. – Storm Strike: Spirit gain increased to 15. – Wind Shear: Spirit gain increased to 14. – Maul: Spirit gain increased to 17. – Wolves: Passive damage increased to 11%. Active damage increased to 135%. Enhanced Wolf Pack damage bonus increased to 25%. Brutal Wolf Pack attack speed bonus increased to 25. Ferocious Wolf Pack fortify amount increased to 8%. – Ravens: Passive damage increased to 20%. Brutal Ravens increase the passive damage of Ravens by 40%. Rabies adds damage over time and is increased to 110%. – Paragon Lightning Resilience Rare Node: Maximum Life bonus increased from 4% to 6%. – Legendary Aspects Aspect of Metamorphic Stone: Spirit cost reduced from 60 to 50. Damage dealt increased to 100-120%. – Aspect of the Alpha: Damage increased to 90-115%. – Mangled Aspect: Resource gain increased to 3. – Class Mechanic Overload: Lucky Hit chance increased to 40%. – Diablo 4 Patch 1.1.1 Necromancer buffs Skills Bone Spirit: Enhanced Bone Spirit cooldown reduction increase to 7 seconds. – Paragon Wither Legendary Board: Willpower requirement for bonuses reduced to 40. Bonus damage per 40 Willpower increased to 4%. – Legendary Aspects Aspect of Empowering Reaper: Damaging enemies with Sever has a 10-20% chance to spawn a pool of Blight under the target that deals 20-60% bonus damage. This effect can only happen once every 3 seconds. – Aspect of Exposed Flesh: Lucky Hit: Up to a 10% chance to generate 30-50 Essence when hitting a Vulnerable enemy. – Aspect of Decay: Damage increased to 25%-45%. – Aspect of Torment: Essence Regeneration increased to 90-170%. – Hulking Aspect: Legendary category changed from Resource to Utility. Chance for Golem to reduce its cooldown increased to 2-5%. Chance for Golem to spawn a corpse increased to 1-2.5%. – Unique gear Greaves of the Empty Tomb: Intelligence affix replaced with Bonus Movement Speed. – Diablo 4 patch 1.1.1 Rogue buffs Skills Invigorating Strike: Energy threshold increased to 75% – Forceful Arrow: Every third cast, it pierces enemies. – Caltrops: enhanced Caltrop damage bonus increased to 5%. – Poison Trap: Damage increased from 344% to 396%. – Rain of Arrows: Supreme Rain of Arrows first wave knocks down enemies for 3 seconds. – Passives Victimize: Lucky Hit chance increased to 45%. – Rugged: Damage reduction against Damage over Time effects increase to 9/18/27%. – Siphoning Strikes: Lucky chance increased from 85%. – Legendary Aspects Aspect of Elusive Menace: No longer requires hits to be from close enemies – Aspect of Quickening Fog: You automatically drop a Smoke Grenade at the end of Dash. Smoke Grenades reduce Dash’s cooldown by .4-.6 seconds per target hit, up to 2-3 seconds. – Unique gear Windforce: All Stats Affix replaced with Vulnerable Damage – World of Hakan: Ultimate Damage Affix replaced with Cooldown Reduction. – Diablo 4 Patch 1.1.1 Gameplay Updates Here’s a look at all the gameplay updates that are a part of Patch 1.1.1.: Monster Density Bosses above Level 60 will have more health. Examples: Bosses at Level 60 and below remain unchanged. – Bosses at Level 80 have 50% increased health. – Bosses at Level 100 have 100% increased health. – Bosses at Level 120 have 120% increased health. – Bosses at Level 150 and above have 150% increased health. – – Bosses and Events Level 35 and higher boss monsters will now have a 100% chance to drop a Legendary item. – Treasure Goblins now have an increased Legendary item drop chance from Level 6-14 and guarantee a Legendary item drop starting at Level 15. – Legion Events are now more rewarding and guarantee a Legendary item drop starting at level 35. – Developer’s Note: We are making adjustments to the health values of high-level boss monsters. General We have made multiple improvements on how damage and other effects interact with active barriers.Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers.Ex: The Exploit Paragon Glyph will now apply Vulnerable to enemies that have an active barrier. – – Cheat death effects will now work properly when the player has an active barrier. – This also affects PvP play. – Varshan will now break through any Bone Wall segments he dashes through. – The cost for refunding Skill and Paragon Points has been reduced. The reduction starts small at lower Levels and hits a maximum of 40% at Level 100.Ex: Level 50 – 12%, Level 60 – 18%, Level 70 – 24%, Level 80 – 30%. – – We’ve increased the stack limit for Elixirs from 20 to 99. – An additional Stash Tab can now be purchased at the Stash with gold. – We have restored the cast time for Leave Dungeon back to 3 seconds. – The following Nightmare Dungeon affixes have been removed:Resource Burn – Backstabbers – Empowered Elites (Cold Enchanted) – – Caged Heart of SpellbreakingChanged to: Upon taking Elemental Damage, gain 10-20% Damage Reduction for 5 seconds. – – Temerity + All Stats affix replaced with Max Life. – Barrier is now based on maximum Life. – Now properly accounted by conditions checking for the player having a Barrier. – – – Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers. – Diablo 4 Patch 1.1.1. Bug Fixes Here’s the bug fixes: Accessibility Screen Reader support for reading class icons has been added. – Fixed an issue where the Screen Reader wouldn’t read out capitalized, accented letters, or special characters. – Cooperative Play Fixed an issue where progression in the Final Straw quest could be blocked during Co-op play. – Fixed an issue where only the first player could activate Points of Interest during Co-op play. – Fixed an issue where using a Town Portal while attempting to enter a dungeon would cause both players to get stuck during Local Co-Op play. – Fixed an issue where follower NPCs could not function properly in scenarios where players were mounted during Local Co-Op play. – Fixed an issue where the quest progress tracker of other players wouldn’t display properly in certain situations during Local Co-Op play. – Fixed an issue where the Season Info would not properly display when Player 2 created a new character during Local Co-Op play. – Fixed an issue where a player engaged in conversation with an NPC would see a black screen if another player in their party teleported away. – Dungeons Fixed an issue where progression in the Seaside Decent Dungeon could be blocked when the Butcher or a Treasure Goblin spawned behind the barrier. – Fixed an issue where the Determination malignant power wouldn’t function against the Resource Burn affix for Nightmare Dungeons. – Fixed an issue where the Resource Burn affix for Nightmare Dungeons was applying from close enemies and not just distant enemies. – Fixed an issue where the Boss in the Den of the Blighted could be damaged through the fog wall. – Critters, non-combative creatures,in Nightmare Dungeons with the Death Pulse affix will no longer explode on death (this explosion was never dealing damage). – Fixed an issue where players could leave their Party after dying in a Nightmare dungeon, re-enter their party, and then re-enter the dungeon and not have their revives count towards the Dungeon’s revive cap. – Fixed an issue where Animus carriers killed before the Animus objective was triggered would not drop Animus, blocking dungeon progression. – Fixed an issue where the Reset Dungeon button often malfunctioned. – Fixed an issue where Keeper Xor’lim sometimes would not drop Garan’s Key in the Garan Hold Nightmare Dungeon. – Gameplay Barbarian Fixed an issue where Charge didn’t carry all enemies hit along with the Barbarian. – Fixed an issue where Lunging Strike could cause the player character to get stuck under the ground. – Fixed an issue where the bonus Critical Strike chance granted by the Focused Rage malignant power could be consumed by non-combat skills. – Fixed an issue where the Aspect of Berserk Ripping wouldn’t cause targets to bleed when Berserking. – Druid The tooltip for the Moonrage malignant power now also communicates the power’s additional Lucky Hit chance of spawning a wolf when damaging a boss. This tooltip now properly communicates that it grants +3 ranks to Wolves. – – Fixed an issue where Call of the Wild and Aspect of the Stampede were not properly affecting the passive portions of Companion skills and the active portion of Wolves. – Necromancer Fixed an issue that caused more Blood Orbs than intended to be active at the same time. Blood Orbs now function like Crackling Energy in that they cap at 30. – Fixed an issue where guaranteed Overpower attacks from the Rathma’s Vigor key passive were not benefiting from the Paragon Legendary Node Bloodbath. – Fixed an issue where the automatic Corpse Explosion casts from the Sacrilegious malignant power could ignore the damage reducing effect from the power when using unenhanced Corpse Explosion. – Fixed an issue where the Untimely Death aspect only increased Overpower damage on the Blood Lance that was cast and not other lanced targets. – Fixed an issue where when the Decrepit Aura Malignant Power was equipped twice, the power with the lowest number of near enemies required to activate was not the one that would trigger. – Fixed an issue where shields held by a Necromancer would cover their face in loading screens. Fixed an issue where the Necromancer’s Imperfectly Balanced passive could only have 1 point allocated to it. – Fixed an issue where the Decrepit Aura malignant power wouldn’t trigger when mounted. – Rogue Fixed an issue where Poison Trap could be infinitely cast without spending Energy by using the Concealment skill near zone transition areas. – Fixed an issue where the Shadow clone’s taunt effect from the Trickery malignant power could Taunt other players in PvP, and the taunt was not breakable by Unstoppable effects. – Sorcerer Fixed an issue where the Elemental Dominance passive didn’t function correctly when using Core and Mastery skills that dealt Damage over Time. Ex: A meteor cast at above 50 mana that would take you under 50 mana would not get the full damage bonus. – – Fixed an issue where the Omnipower Malignant Power wouldn’t properly consume additional mana, which would then not trigger other interactions with additional resource consumption. Ex: the damage reduction from the Mana Shield passive. – – Fixed an issue where the Omnipower malignant power was inconsistently launching the appropriate number of projectiles. In addition, the tooltip has been updated to better describe the power. – Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix. Fixed an issue where the effects from the Dark Dance malignant power would reset the Align the Elements passive. – Fixed an issue where the random location teleport effect from The Oculus could cause players to get stuck in the environment. – General Fixed an issue where the speed increase from the Spur skill while mounted was slower on Controller than Keyboard and Mouse. – Fixed an issue where Invasion portals spawned during certain Helltide events could be pushed off screen with Fear effects. – Fixed an issue where Paragon Rare Nodes would sometimes not provide bonuses with stat-boosting gear. – Fixed an issue where continuously enchanting an item could result in having the same stat show repeatedly in subsequent re-rolls. – Fixed an issue where post-death damaging effects ignored the damage reduction from stats of close or distant enemies. – Fixed an issue where mounting your steed while moving would behave erratically when playing on console. – Monsters Fixed an issue where Elite enemies with the Teleporter affix could teleport from off-screen and deal excessive damage. – Fixed an issue where Tusked Charger enemies could still damage the player after dying. – Fixed an issue where the Corpse Spawn enemy wouldn’t attack the player. – Fixed an issue where the Mahjoob monster was more difficult to defeat than intended. – Quests Fixed an issue where progression would be blocked during the Reject the Mother quest if the player left the game and came back. – Fixed an issue where Quest objectives could be missed while mounted during the Desperate Remedies quest. – Fixed an issue where the Fury Against Fate quest could have its progression blocked. – Fixed an issue where the Quest tracker pin would not be visible outside of the zone where the Ruins of Faith quest was located. – Fixed an issue where the Gore-soaked barricade could become indestructible after exiting and returning to the Cellar during the Fury Against Fate quest. – Fixed an issue where players could repeatedly fight Varshan during the final Seasonal quest by resetting the Dungeon where he spawns. – Season of the Malignant Fixed an issue where the Prudent Heart malignant power would not trigger while mounted. – Fixed an issue where the Dark Dance malignant power could behave as if the player was damaging themselves, which could apply other effects that occur when the player deals damage. – Fixed an issue where the Invoker of Varshan recipe could be lost. For any player that lost the recipe, it can be acquired from any malignant kill after the seasonal quest line has been completed. – – Fixed an issue where the Barber malignant power would absorb damage from all other players and not just the player with it equipped. – Fixed an issue where the Urn of Bargaining season blessing was increasing the enchant costs for items. – Fixed an issue where the Dark Dance Malignant Heart could kill the player. It will no longer consume life if the player does not have enough life to pay. – Shop and Battle Pass Fixed an issue where the Arise emote’s visual effects wouldn’t appear when playing on low graphical settings. – Fixed an issue where the Dagger Tap emote for Rogue from the Battle Pass would lock player movement for its duration. – Fixed an issue where the female Necromancer animation for the Cage Puppetry emote had visual errors in the preview. – Fixed an issue where the Phantasm Walker cosmetic set had multiple visual errors, such as clipping. – UI Fixed an issue where text was missing when speaking to Kres during the Tangled Memories quest. – Fixed an issue where the subtitles during the Light Extinguished quest were out of sync with the voiced dialogue. – Fixed an issue where the tooltip would show the wrong name for Wrathful Malignant Hearts when equipping two rings with the heart socketed in it. – Fixed multiple issues with text description inconsistency in Shop Bundles. – Fixed an issue where the Scroll of Amnesia tooltip referenced stat points instead of Paragon Points. – Fixed an issue where the tooltips for the Social and Miscellaneous tabs in the action wheel were mismatched. – Fixed an issue where the tooltip for Battlepass emotes would erroneously describe the Emotes as Shop emotes instead of Seasonal emotes. – Fixed an issue where the Coldiron Aegis displayed as supporting all classes, even though not all classes can use shields. – Fixed an issue where the timer for Whispers could display incorrectly. – Fixed an issue where the Stele of Velkhova and Hero Overwhelmed headstones were missing names in the Wardrobe. – Fixed multiple Localization issues. – Fixed an issue where the button highlights for controller would disappear after dismissing the Buy More Platinum prompt while navigating the Battle Pass menu. – Fixed an issue where The Hero list could not be re-ordered. – Fixed an issue where the player’s displayed death marker on the minimap was inaccurate compared to where their corpse was. – Fixed an issue where the quest markers would display incorrectly if the player left the area and returned during the Answers in the Ashes quest. – Fixed an issue where Mount Armor and Trophies wouldn’t update when selecting other Mounts in the Stable Master Vendor menu. – Fixed an issue where controller button highlights could disappear in the Stablemaster’s menu. – Fixed an issue where the Battle Pass interface would not properly navigate to the appropriate tier after tier skipping. – Fixed an issue where the Die! Emote from the battle pass displayed its name incorrectly. – Miscellaneous Fixed an issue where the Reins of the Bloody steed would reappear in the Stablemaster’s menu after it was already acquired. – Fixed an issue where opening multiple Clan Profile windows would cause a crash. – Fixed an issue where a certain Necromancer hairstyle would intersect the character’s neck in cutscenes. – Fixed an issue where Audio from Cormond could be heard even if the player was far away from him during the Enter the Forest Clearing quest step. – Fixed an issue where the weather effect and map color change to denote Helltide would persist after Helltide ended. – Fixed an issue where skipping the initial cutscene after creating a new character could cause a crash. – Fixed an issue where the Bloody Liquid Steed was not always rewarded after defeating Echo of Lilith. – Various other visual, stability, and performance improvements for all platforms. – Diablo 4 Review | Diablo 4: Best way to make money | Diablo 4: Fastest ways to get XP & level up | How to Transmog gear in Diablo 4: Armor, weapons & more | Does Diablo 4 feature followers or mercenaries to hire? | Diablo 4 couch co-op explained: | When is Diablo 4 Season 1? Possible start date, theme, & rewards | How to play Diablo 4 Early Access: Dates, times & how to preload | What is Diablo 4 Hardcore mode? | How to get a mount in Diablo 4 | Diablo 4: How to upgrade your healing potion | How to swap weapons in Diablo 4 | Diablo 4: World Tiers explained | How to use emotes in Diablo 4

  • Diablo 4 Patch 1.1.1 fills community with cautious optimism: “I’m stoked” – Dexerto

    Diablo 4 Patch 1.1.1 fills community with cautious optimism: “I’m stoked” Blizzard / Diablo 4 WikiDiablo 4’s Patch 1.1.1 finally received some detailed notes and the reception is uniquely positive. As far as Diablo 4 patches go anyway. Since the controversial implementation of Patch 1.1.0, Diablo 4 discourse has been decidedly negative. Blizzard aims to repair this with Patch 1.1.1 launching on August 8. The developer was so confident that what they’re making would be well received that they published full notes for the patch on their blog five days ahead of its release. They seem to have learned some lessons after the recent backlash and it shows. The reception to the new patch is a far cry from the mass complaints and review bombing that accompanied the last one. Players of Diablo 4 have combed through the patch notes and there’s a newfound optimism to their reaction. The primary goal of the patch was to address the abysmal performance of the Sorcerer and Barbarian classes. This has been well-received by players in the Diablo 4 Subreddit at least. “As a Chain Lightning Sorc… I’m f***ing stoked,” one Reddit user wrote. “Build was already fun enough pre-patch.” “Someone tell me what to be angry about,” another joked in light of the quality of the changes. “Huge” and “W” littered the comments below. The reaction wasn’t entirely positive of course with some complaints regarding the rarity of powerful Wrathful Hearts. “All the hearts go away at the end of the season so I’m not sure why they feel as rare as an uber-unique,” a Twitter user protested. Diablo 4’s Community Development Director Adam Fletcher responded to a similar complaint. “Yeah we’ve been seeing this a bit from feedback,” he said. “Team is discussing this a bit more here internally.” Of course, all the positivity is purely speculative as Patch 1.1.1 doesn’t launch for another five days. Only hands-on time will tell if the many buffs and fixes truly improve players’ experience. Still, it definitely seems like a step in the right direction for Diablo 4 and the development team behind it. Patch 1.1.0 left a sour taste in the community’s mouth but developers did promise “We don’t plan on doing a patch like this ever again.”

  • Diablo 4 Patch 1.1.0 nerfs popular power leveling tactic with key dungeon change – Dexerto

    Diablo 4 Patch 1.1.0 nerfs popular power leveling tactic with key dungeon change Blizzard EntertainmentRecent Diablo 4 patch 1.1.0 has nerfed a popular power-leveling tactic by reducing the amount of experience gained whilst under-leveled in high-tier dungeons. Diablo 4’s Season 1 update just rolled out and with its 1.1.0 patch with a bunch of new content for players to explore and complete soon arriving. The inaugural season of Blizzard’s wildly successful ARPG, Season of the Malignant offers new items, aspects, and a new battle pass for players to progress through. Players will be required to level up a seasonal character in order to achieve all the rewards, however, which has definitely rubbed some players the wrong way. Players were able to level up quickly prior to Season of the Malignant due to a power leveling strategy. Newer players were able to get pulled through a high-level dungeon by an experienced friend, essentially netting them massive amounts of experience. This is a common strategy that allowed those with friends online to easily bypass the leveling grind. However, it appears Blizzard isn’t too happy with players skipping out on the leveling experience and is attempting to put a stop in place. Diablo 4 devs nerf popular power leveling strategy Alongside the large number of updates and changes listed in Patch 1.1 came an interesting nerf to the bonus experience reward players would gain from killing monsters above their level. “We have observed that the experience bonus rewarded for killing higher-level monsters escalates too fast when compared to the relative challenge involved. We still want to reward players for taking on this challenge by encouraging them to participate in powerleveling together instead of one player killing enemies while another member of their Party waits at the dungeon’s entrance.” the developers commented. Now instead of a fixed amount of bonus experience, enemies will reward players +1.5% experience per level higher than the player. This goes to a maximum of 15% at 10 levels above the player. The developers have also adjusted the experience rewarded for world tiers. “We are also adjusting experience rewards for monster Level offsets for higher World Tiers. Current World Tier Level offsets World Tier II: Up to +3. – World Tier III: Up to +10. – World Tier IV: Up to +100. – We are changing this to World Tier II: Up to +3 (Unchanged). – World Tier III: Up to +6. – World Tier IV: Up to +10.” – This means players will now have a cap on the monster level killed when joining a Tier IV world. What this means for the current power leveling strategy meta is yet to be known, but it seems Blizzard wants the players to actively engage in order to level up.

  • Diablo 4 patch 1.0.4 notes: Crucial bug fixes, performance improvements, more – Dexerto

    Diablo 4 patch 1.0.4 notes: Crucial bug fixes, performance improvements, more Blizzard EntertainmentThough Diablo patch 1.0.4 isn’t nearly as large as its follow-up patch will be that ushers in Season 1, it’s got some big bug fixes that’ll boost DPS on certain classes, bring optimization and performance improvements, and introduce some key quality-of-life changes. Diablo 4 has a ton of content on the horizon. With Season 1: Season of the Malignant getting an in-depth reveal showing off all the new mechanics arriving on D4’s debut season, players have renewed excitement for grinding the game. And, while Season 1 is still a few weeks away, Diablo 4 patch 1.0.4 is bringing some massive bug fixes that may affect the DPS of your favorite build depending on which character you’re playing. Additionally, there are some quality of life changes that’ll make life just a bit easier for players. Here are the full Diablo 4 patch 1.0.4 notes: Diablo 4 patch 1.0.4 full notes Gameplay Fixed an issue where the damage multiplier for Enhanced Frozen Orb wasn’t applying correctly. – Fixed an issue where enemies with the Vortex affix would deal damage through Immunity. – Fixed an issue where the Elixir of Expertise was reducing resource cost by 10% instead of the displayed 20% value. – Fixed an issue where the damage bonus from the Paragon Subdue Glyph would be applied to any target instead of only Vulnerable targets. – Fixed an issue where the Barbarian’s Whirlwind ability would briefly stop channeling when a Cooldown skill was cast while using it. – Fixed an issue where the guaranteed Overpower buff from the Barbarian’s Earthstriker’s Aspect would be consumed upon gaining any other buff. – Fixed an issue where the player character would freeze when using the Rogue’s Shadow Step skill if used outside the range of your intended target. – Fixed an issue where the player could not rotate when casting a Channeled Skill if using a one-hand weapon with no off-hand item equipped. – Fixed an issue where the Cursed Scrolls in Fields of Hatred had a lower cooldown than the displayed 5-minute cooldown. – Fixed an issue where Aspects that deal flat damage imprinted through the Codex of Power scaled with player level instead of item power. – Fixed an issue where the Necromancer’s Shadow Mages weren’t applying extra shadow damage through the Shadowblight Key Passive. – Fixed an issue where Cheat Death effects would not trigger if you died while mounted. – Quests and Dungeons – Fixed an issue where a traversal wouldn’t appear during the The Blind Eye quest, blocking progression. – Fixed an issue where the Mother’s Judgement enemy would spawn before the player entered the encounter during the Whispers from the Past quest. – Fixed multiple issues where Quest progress would be blocked if the player used a Town Portal during specific sequences. – Fixed various other issues that prevented progression for multiple Quests. – Fixed an issue where the Forgotten Depths dungeon had one fewer prisoner to release than intended. – Fixed an issue where teleporting to Wejinhani during the Witch of the Wastes quest would force the player to drop the Vial of Quicksilver, despite the town being an allowed area for the quest. – Fixed an issue where the Cultist’s Refuge, Howling Warren and Luban’s Rest dungeons couldn’t be completed if the Butcher appeared and was not killed. – Fixed an issue where Treasure Goblins slain in a Nightmare Dungeon with the Death Pulse Affix would deal significantly more damage than intended with its post-death explosion. – Fixed an issue where the Mirage quest couldn’t properly be completed. – UI Fixed an issue where the QR code used for account linking on console was improperly sized, which made scanning it difficult. – Fixed an issue where the Imprint cost for Legendary Aspects would be inaccurately displayed. – Fixed an issue where players on Console would be unable to navigate the Shop after using the Buy More Platinum button. – Fixed an issue where the Upgrade Glyph tab wouldn’t close after moving away from the Awakened Glyphstone. – Fixed an issue where a Skill unlocked by item contribution did not have an Assign Skill button in its tooltip. – Fixed an issue where trading a partial stack while playing with a controller would display a full stack in the tooltip. – Fixed an issue where the Weekly Reward Cache for defeating a World Boss would display as available if there was an active Whisper for defeating the boss, even when the Cache had already been claimed previously. – Miscellaneous Fixed an issue where the NPC Arlo couldn’t be interacted with. – Fixed an issue where the Fields of Hatred Killer Cosmetic Set was missing helmets for Druid, Necromancer, and Rogue. – Fixed an issue where the cost of the Sturdy Saddle Cosmetic from the Stable Vendor would scale with the player character’s Level. – Fixed an issue where players could lure the Seething Abomination boss in the Alzuuda Fields of Hatred zone to a location where they could damage it, but it couldn’t damage them. – Fixed an issue where Mount Cosmetics would not properly display if applied while actively mounted. – Fixed an issue where the camera would pan from the point of death back to the respawn point instead of instantly moving for players in Local Co-Op. – Fixed an issue where the player and NPC would disappear during a dialogue sequence if the player was actively under the effect of a Conduit shrine. (Demonic trickery strikes again!) – Various Localization fixes. – Various other interface and accessibility Improvements. – Further stability, performance, and visual improvements across all platforms. – Fixed an issue where transmogs on off-hand Items for Sorcerers would reset upon performing any Inventory action. – Gameplay Adjustments Helltide chests can now drop Unique items. – The bosses Vhenard, Brol, and Cyhrach have had their health pools and damage output reduced. – The cap for crafting materials has been increased from 999 to 9999. – If you’re looking for some more Diablo 4 content, check out some of our guides on how to play your favorite classes and other useful info about the game: Best Diablo 4 Druid builds | Best Diablo 4 Necromancer builds | Best Diablo 4 Sorcerer builds | Will Diablo 4 be on Steam Deck? | How to get Diablo 4 beta wolf pet cosmetic | Diablo 4 system requirements | Will Diablo 4 have microtransactions & is it pay to win? | Is Diablo 4 coming to Nintendo Switch? | Diablo 4: Who is Tyrael? | Will Diablo 4 have controller support on PC?

  • Diablo 4’s Vessel of Hatred will finally add a long-awaited social feature – Dexerto

    Diablo 4’s Vessel of Hatred will finally add a long-awaited social feature Blizzard EntertainmentDiablo 4’s long-awaited party finder feature is finally in development, according to details shared during Gamescom 2024. Since Diablo 4’s June 2023 release, players have pleaded for the addition of a group finder feature. Many requested it in hopes of improving upon the ARPG’s lacking endgame offerings at launch. Meanwhile, some just wanted to play alongside other Wanderers, a desire complicated by the game’s limited social options. Fans can now rejoice in the knowledge that Blizzard developers have indeed been listening. In a Vessel of Hatred breakdown for Gamescom, Lead Game Designer Rex Dickson said the expansion’s co-op PvE dungeon, The Dark Citadel, will support two players, but was built with a group of four players in mind. As a result, Blizzard finally plans on introducing a party finder feature in Diablo 4 to better facilitate team play opportunities. Players will, thus, be able to tackle multiple activities across Sanctuary with their friends or by joining up with randoms online. “The community has been pretty vocal about wanting this for a long time. It made sense for us to pair it with this new Citadel mode,” said the Diablo 4 lead. This social feature will be accessible via the map, in-game menu, or preset options available on the emote wheel. Talk about Diablo 4’s upcoming party finder system begins at around the 7:03 mark in the video above. In addition to unveiling the much-coveted social feature, Blizzard’s Gamescom appearance has additionally seen the studio showcase a first glimpse at Mercenary companions. The Mercenary feature first debuted in Diablo 2 and will work similarly to Diablo 3’s Follower system, allowing players to hire extra help during their journey through the Vessel of Hatred DLC. Plus, the aforementioned Citadel experience is not the only new mode on the way. Players can also look forward to the Kurast Undercity, a new multilayered dungeon that will let players have a say in the challenges and rewards awaiting them.