Diablo 4 Update 1.1.0a patch notes: Season of the Malignant
With the Season of the Malignant beginning in just a couple days, Blizzard has launched Update 1.1.0a, setting the stage for Diablo 4's first season.
Diablo 4’s Update 1.1.0a has been released, coinciding with the launch of its first season. Season of the Malignant will be upon players in just a couple days, but the update sets the stage with a multitude of buffs, nerfs, bug fixes, quality-of-life updates, and much more. What’s inside of Update 1.1.0a? Well, we’ve got the patch notes here for that. Check it out.
Diablo 4 Update 1.1.0a patch notes
Blizzard Entertainment launched Diablo 4 Update 1.1.0a and its accompanying patch notes on July 18, 2023. This one’s a doozy. The patch notes actually came late because they were over 6,600 words and needed to be localized for global release, but now they’re here for your viewing pleasure and you can see what’s going on with your favorite classes, equipment, farming, and more just below as Season of the Malignant prepares to launch:
New Unique items and Legendary Aspects
New Unique items and Legendary Aspects have been discovered in Sanctuary. Use them to enhance your characters in the Eternal or Seasonal Realm. These Unique items can be obtained from World Tier IV and the Legendary Aspects can be obtained from any World Tier.
6 Unique Items
General
- Ahavarion Spear of Lycander (Uber Unique Staff – World Tier 4): Gain a random Shrine effect for 10-20 seconds after killing an Elite enemy. Can only occur once every 30 seconds.
Developer’s Note: Ahavarion Spear of Lycander is an extremely rare drop. We wish you luck in recovering it from the armies of the Burning Hells.
Barbarian
- Azurewrath (Unique Sword): Lucky Hit - Your Core Skills have up to a 20% chance to Freeze enemies for 3 seconds and deal 0.75-1.5 Cold damage to them.
Druid
- Fleshrender (Unique One-Hand Mace): Debilitating Roar and Blood Howl deal 0.5-1.0 damage to Nearby Poisoned enemies.
Necromancer
- Lidless Wall (Unique Shield): Lucky Hit - While you have an active Bone Storm, hitting an enemy outside of a Bone Storm has up to a 5-25% chance to spawn an additional Bone Storm at their location. Each of your active Sacrifice bonuses increases the chance by 25% and the total number of additional Bone Storms you can have by +1.
Rogue
- Eaglehorn (Unique Bow): Penetrating Shot has a 30-80% chance to fire an arrow that bounces off walls and scenery. Hitting enemies from behind with Penetrating Shot will make them Vulnerable for 3 seconds.
Sorcerer
- The Oculus (Unique Wand): Gain the effect of the Teleport Enchantment for free. When you Evade using Teleport Enchantment, you are taken to a random location.
Developer’s Note: The Azurewrath and Fleshrender Unique Items have flat damage effects, which scale with power. For example, at 820 Item Power, Azurewrath deals between 3359-6718 damage.
7 New Legendary Aspects
General
- Audacity (Utility Aspect): When there are at least 5 Close enemies, Stun them for 2-4 seconds. This can only occur once every 20 seconds.
- Craven (Mobility Aspect): You gain 20-40% increased Movement Speed when moving away from Slowed or Chilled enemies.
Barbarian
- Ancestral Charge (Offensive Aspect): Charge calls forth 4 Ancients who also Charge, dealing 50-100% of normal damage.
Druid
- Subterranean (Offensive Aspect): Poison Creeper’s active also casts Landslide in a circle around you. Earth Skills deal 10-20% increased damage to Poisoned enemies.
Necromancer
- Gore Quills (Offensive Aspect): Blood Lance will consume Blood Orbs to also conjure lances from them. Each additional Blood Lance deals 20-50% of normal damage and prioritizes targeting un-lanced enemies.
Rogue
- Pestilent Points (Offensive Aspect): Every third cast of Puncture is Poison Imbued with 100-150% of normal potency.
Sorcerer
- Searing Wards (Offensive Aspect): After spending 200-100 Mana your next Firewall is free to cast and will destroy incoming Small Missiles.
Bug Fixes
Accessibility
- Made various improvements from an accessibility perspective—primarily, many fixes to the Screen Reader where it failed to read specific elements.
Challenges
- Fixed multiple issues where specific Challenges wouldn’t provide the proper proper rewards or could not be completed.
- Fixed multiple issues where certain Challenges could be progressed through unintended means.
- Fixed multiple issues where players could gain progress for certain Challenges through the actions of other nearby players.
- Fixed multiple instances where activities that should count towards the criteria for some Challenges were not counted.
- Fixed an issue where players would not receive notifications for when one of their friends completed a Challenge.
- Fixed an issue where Feats of Strength were not accounted for when calculating Challenge completion percentage.
- The Feat of Strength, Final Slayer of the First Mother, now requires you to slay the Level 100 Pinnacle boss solo. The Silence is Hellish challenge remains unchanged.
- Fixed an issue where The Feats of Strength, One of the First and Earliest Experience, did not display all the titles they rewarded.
Cooperative Play
- Fixed an issue where the camera wasn’t functioning properly when players were far apart in Local Co-Op.
- Fixed an issue where NPC conversation boxes would overlap if multiple Local Co-Op players talked to the same NPC at the same time.
- Fixed an issue where the Rogue's Inner Sight would only fill up for one of the players in a Co-Op session.
- Fixed an issue where the Dark Potential challenge would be granted to both players when either player completed it, regardless of the other player's progress.
- Fixed multiple instances where quest progress would not properly synchronize, or quest progression could be blocked for Local Co-Op players.
- Fixed multiple issues that occurred during cutscenes for Co-Op players.
Dungeons
- Fixed an issue where the player would not be able to receive enough animus to progress through the Hallowed Ossuary dungeon.
- Fixed an issue where the Stone carving in the Fallen Temple capstone dungeon would duplicate.
- Fixed an issue where the Monster Regen affix in a Nightmare Dungeon would also affect structures in that dungeon.
- Fixed an issue where the Goatman and Shambling Corpse enemies would continuously respawn in the Forsaken Quarry dungeon.
- Fixed an issue where the Sentinel enemies would not have weapons in the Bastion of Faith dungeon.
- Fixed an issue where the Bastion of Faith dungeon could sometimes not be completed.
- Fixed an issue where the player could respawn behind a barrier in the Fallen Temple capstone dungeon.
- Fixed an issue where the map for the Crusader's Cathedral dungeon was incomplete.
- Fixed an issue where the Curse of Indolence and the Curse of the Weak would stack even while the player was dead in the Fallen Temple capstone dungeon.
- Fixed multiple instances where the Fog Door could not be progressed through in some dungeons.
- Fixed an issue where the Monster Thorns affix in Nightmare Dungeons was reflecting Physical damage, it will now properly reflect non-physical damage.
- Fixed an issue where Blood Boils would not properly spawn in the Kor Dragan Barracks dungeon.
- Fixed an issue where Traps would deal more damage than intended.
- Fixed an issue where level scaling in the Level 100 Pinnacle dungeon was inconsistent.
- Fixed an issue where the Awakened Glyphstone wouldn’t spawn if the party leader left the dungeon before the dungeon was completed.
Gameplay
Barbarian
- Fixed an issue where the number of enemies to defeat for the Barbarian Class quest Masters of Battle was not displayed.
- Fixed an issue where Iron Maelstrom could be cast more than 3 times rapidly casting War Cry.
- Fixed an issue where stacking the Berserk Ripping, Skullbreaker, and Anemia aspects would allow the player to deal extreme amounts of damage.
- Fixed an issue where the outer edge of the quakes granted to Hammer of the Ancients via The Aspect of Ancestral Echoes was dealing far more damage than intended.
Developer’s Note: We recognize this adjustment is a significant decrease to the Hammer of the Ancients Barbarian build, but we do not want its strength to be reliant on an underlying bug.
Druid
- Fixed an issue where Earth skills and the Pulverize skill would consume two Overpower buffs simultaneously.
- Fixed an issue where the bonus effect on Blood Howl from Nighthowler's Aspect would apply twice to Wolf companions but not at all for Ravens.
- Fixed an issue where Provocation passive stacks wouldn't update properly after adding more points to it.
- Fixed an issue where the automatic transformation from Insatiable Fury would cause the Ursine Strength key passive to not proc consistently.
- Fixed an issue where the Enhanced Pulverize buff would not remove itself while in town.
- Fixed an issue where seeking Tornados produced by Stormchaser's Aspect would not deal damage.
- Fixed an issue where Ravens' passive damage did not improve after the skill was upgraded.
- Fixed an issue where Rabies would deal no damage while standing very close to an enemy.
- Fixed an issue where Stormclaw's Aspect allowed Shred to do extreme amounts of damage.
Necromancer
- Fixed an issue where Necromancers could not obtain daggers from the Purveyor of Curiosities.
- Fixed an issue where the Necromancer’s Minions would have their life bonuses deactivated while in town.
- Fixed an issue where Bone Spear cast through Chilling Wind from an Elite enemy would increase the number of generated Echoes for that cast.
- Fixed an issue where Enhanced Bone Spear could cause erratic movement.
- Fixed an issue where cancelling Blood Mist when it's already off Cooldown would immediately recast it.
Rogue
- Fixed an issue where Shadow Step wouldn’t trigger the Aspect of Uncanny Treachery if the target was killed.
- Fixed an issue where Advanced Penetrating shot would not knock down other players in PvP play.
- Fixed an issue where Twisting Blades would not come back when the ability killed a Bloated Corpsefiend enemy.
- Fixed an issue where the Dash skill would not move the full distance if targeting an enemy while using a controller.
- Fixed an issue where the Eldritch Bounty Paragon node granted bonus resistances incorrectly.
- Fixed an issue where Rapid Fire had an extra arrow VFX that behaved erratically.
- Fixed an issue where the Awakened Glyphstone wouldn't spawn for Rogue players using Improved Barrage.
Sorcerer
- Fixed an issue where the Firebolt Enchantment effect did not contribute to the Combustion key passive.
- Fixed an issue where the passive stacks generated by Align the Elements could partially reset in an unexpected way.
- Fixed an issue where casting Deep Freeze would prevent the Ice Shard Enchantment effect from triggering.
- Fixed an issue where Aspect of Control was applying its damage bonus 3 times for Staggered bosses.
- Fixed an issue where the Gravitational Aspect was appearing weaker on two-handed weapons or amulets.
- Fixed an issue where the Enchantment effect for Chain Lightning had no visual tracking bonus and could also unexpectedly drop off.
- Fixed an issue where Incinerate would immediately cost 30 mana when cast in addition to the consistent channeling mana cost. Incinerate now properly only costs mana as it is being channeled.
General
- Fixed multiple instances where players could unnaturally teleport during boss encounters.
- Fixed an issue where a chest in the Western Ways could be interacted with infinitely.
- Fixed an issue where the Eriman NPC couldn’t be interacted with in certain situations.
- Fixed an issue where otherwise breakable objects in the world would not be broken when evading through them.
- Fixed multiple instances where the player could avoid damage from bosses if they positioned themselves in a specific location.
- Fixed an issue where Forged Relics could not be interacted with.
- Fixed an issue where monsters with a Cold, Bleeding, Burning, or Corruption affix would freeze players in 1 hit in Nightmare Dungeons with the Cold Enchanted affix.
- Fixed an issue where Cold Enchanted monsters froze players more often than intended in higher World Tiers.
- Fixed an issue where a chest could spawn that would provide infinite loot.
Helltide and the Fields of Hatred
- Fixed an issue where the player could be damaged by the Helltide firestorm while standing in Jirandai.
- Fixed an issue where enemies resurrected by Shamans would continuously drop Aberrant Cinders in Helltide.
- Fixed an issue where Chain Lightning could bounce infinitely between the caster and other player characters standing in a Fields of Hatred town.
- Fixed an issue where Crackling Energy could hit other players in a Fields of Hatred town. (We know, shocking!)
- Fixed an issue where players could not see other players that they should when re-entering the Alzuuda Fields of Hatred Zone.
- Fixed an issue where certain areas in the Fields of Hatred would be incorrectly flagged as a Town, rendering players unable to cast Skills while still being able to be damaged.
Items and Aspects
- Fixed an issue where the Cost reduction bonus from the Ring of Starless Skies could unexpectedly drop off.
- Fixed an issue where the Aspect of the Protector would trigger its barrier effect after destroying a breakable object.
- Fixed an issue where the Ring of Misfortune had incorrect stats.
- Fixed an issue where the Ember Staff weapon didn’t apply the bonus damage to Crowd Controlled enemies, which is inherent for all Stave-type weapons.
- Fixed an issue where any character menu interaction would reset the bonus granted by the Inner Calm aspect.
- Fixed an issue where the Maximum Life affix on the Mark of the Conclave quest item was scaling improperly.
- Fixed an issue where Aspect power would also increase when upgrading an item at the Blacksmith.
- The level requirement for Sacred Items will now cap at level 60.
- The level requirement for Ancestral Items will now cap at level 80.
- Fixed an issue where the Mother's Embrace Unique Ring did not trigger properly with several abilities.
Monsters
- Fixed an issue where items of higher power than intended were dropping from rare monsters.
- Fixed an issue where the Warg's jumping attack dealt no damage when passing through the player.
- Fixed an issue where the Pitiless Gur monster would endlessly run around in circles.
- Fixed an issue where the lightning-enhanced Champion Goatman would fail to deal damage to the player.
- Fixed an issue where monsters with the Suppressor Affix would be immune to damage from abilities that started initially outside the immunity circle (Ex: when a Barbarian started a Whirlwind cast before getting within proper range of the Suppressor monster).
- Fixed an issue where clones of a monster with the Suppressor affix could also have the Suppressor affix.
- Fixed an issue where Treasure Goblins would behave erratically if initially engaged from a long distance.
- Fixed multiple other issues where monster behavior could not perform properly and could be exploited in some cases.
Quests and Events
- Fixed an issue where the progress bar could not fill during the Caravan Under Siege event.
- Fixed an issue where the Putrid Remains enemies could remain idle during the Defiled Ground event.
- Fixed an issue where Champion enemies could not spawn during the Ancient Obelisk event.
- Fixed multiple issues where using Traversals could cause Elite and Boss monsters to disappear during multiple events.
- Fixed an issue where Radiant and Greater Radiant chests would not spawn when completing the Fearful Bones event.
- Fixed an issue where the Cursed Chest event could not be completed.
- Fixed an issue where the Defiled Ground even in Hawezar would have a respawn point much further away than intended.
- Fixed an issue where unique drowned enemies spawned during events in the Forgotten Coastline could be invulnerable to damage.
- Fixed an issue where the Suppressor Monster Affix's effects would be active on containers and furniture inside the dungeon during the Remnants quest.
- Fixed an issue where the player could teleport through the Ancient Gate and block progression during the Storming the Gates quest.
- Fixed an issue where progression could be blocked during the Flesh and Blood quest.
- Fixed an issue where quest dungeons did not reset if the associated quest was abandoned.
- Fixed an issue where the quest tracker would be missing if the player re-entered the game during the Picking Through the Bones quest.
- Fixed an issue where not enough monsters would spawn to fulfill the requirements for completing the Hungering Necrolyte's Cache quest.
- Fixed an issue where an enemy was missing when progressing through the Lost Archives dungeon during the Legacy of the Magi quest.
- Fixed an issue where the Immemorial Inscription could not be read during the Augury of Bones quest.
- Fixed an issue where the player character couldn’t face to speak to an NPC when initiating dialogue for multiple quests.
- Fixed an issue where the ghost body of Bakira could remain visible after being defeated during the True Potential Rogue class quest.
- Fixed an issue where outside party members could influence the progression of the Bad Blood quest.
- Fixed an issue where the player could be blocked from reentering the boss’ area after dying during the fight against Elias in the Piercing the Veil quest.
- Fixed various other issues where quest progression could be blocked.
User interface and User Experience
- Fixed an issue where the mini-map didn’t accurately depict the game world during the The Blind Eye quest.
- Fixed an issue where the map was incomplete for the Loch Raeth region in Scosglen.
- Fixed an issue where a portion of the map was invisible in the Exalter Terrace dungeon.
- Fixed an issue where the Mad Bomber title would not display for enemies encountered through the Whisper of the same name.
- Fixed an issue where articles in the News Feed could not be opened using Mouse & Keyboard.
- Fixed an issue where the You have cross network play enabled message was being sent to chat each time a campaign quest objective was completed.
- The Cult Leader Paragon passive no longer appears above hostile Minions in PvP.
- Fixed an issue where the bonus from the Ballistic Aspect displayed +0 to skills instead of +2 on the bonus bar.
- Fixed an issue where Sigil sorting was inconsistent between Inventory and the Stash.
- Fixed an issue where the Social tab on the Action Wheel editing window would be skipped when navigating on Controller.
- Fixed an issue where the amount of gold would not properly display when trading gold in large quantities.
- Fixed an issue where item comparison numbers would be inaccurate if the item in question had a Gem socketed that granted a stat that was also present on the base of the item.
- Fixed an issue where images would not properly load in the News Feed on the main menu.
- Fixed multiple issues with Map Pin functionality.
- Fixed multiple issues where Quest and Whisper markers weren't displaying properly.
- Various improvements to the consistency and clarity of Messaging, Skill description, and Tooltips.
- Various other UI and UX Improvements.
Miscellaneous
- Fixed an issue where the Completion music for defeating Avarice could start playing before the boss was defeated. (Always confirm your kills before celebrating, wanderers)
- Fixed an issue where players couldn't send Battle.net friend requests to friends playing on console.
- Fixed an issue where players could confirm if Hardcore mode was enabled after logging in with a new character.
- Fixed an issue where players that haven't unlocked a higher World Tier could be invited into a higher World Tier party.
- Fixed an issue where players couldn't transfer leadership of a Clan.
- Fixed an issue where the sender of the party invite would not be informed that the invite failed due to incompatibility with campaign prologue progress.
- Fixed an issue where Nafain's spear would duplicate in the cutscene where the player picks it up.
- Fixed an issue where Meshif's camel made no noises.
- Fixed an issue where there was no sound when Lorath kicks Meshif awake.
- Various other Improvements.
Loading Screen Updates
We've added more dynamic loading screens with the release of Season of the Malignant. This includes adding more assets to the loading screen, such as your player character.
Gameplay Updates
General
- Altar of Lilith Unlocks are now account wide.
- Map discovery is now account wide.
- Whispers will no longer reward Sigil Dust.
- Overall loot quality has been significantly improved for Silent Chests.
- The channel time for the Leave Dungeon ability has been increased from 3 to 5 seconds.
- We have generally reduced the tendency for many monsters to move around in combat, so that melee characters don't have to chase down their enemies as much.
- Added PS5 Dual Sense Edge Wireless controller support for PC.
World Tier
- World Tier II has had the following bonuses added:
- Bonus Gold: Increased from 15% to 20%.
- Monsters now drop 15% more items.
Developer’s Note: We like where World Tier II has landed overall but are increasing its reward pace to better align with its difficulty.
- Level scaling inside dungeons and most overworld territories has been adjusted in World Tiers III and IV. Monsters will begin to trail behind the player in Level after a certain point (up to a maximum of 5 Levels behind). This change does not affect World Bosses, Legion Events, Fields of Hatred, Helltide, or Nightmare Dungeons.
Developer’s Note: We want to give players a better sense of their power progression and mastery over the world while still challenging themselves with structured End Game activities.
World Tier III Example:
- If the the player's Level is below 55, the monster's Level is 55.
- If the player’s Level is 56-60, the monster’s Level is 55.
- If the player’s Level is 61, the monster’s Level is 56.
- If the player’s Level is 62, the monster’s Level is 57, etc. (from this point the monsters will always be -5 until World Tier III's max monster Level of 70).
World Tier IV Example:
- If the player’s Level is below 75, the monster’s Level is 75.
- If the player’s Level is 76-80, the monster Level is 75.
- If the player’s Level is 81, the monster’s Level is 76.
- If the player’s Level is 82, the monster’s Level is 77, etc. (from this point the monsters will always be -5).
Experience
- Reward experience for completing Whispers in World Tiers III and IV has been significantly increased.
Developer’s Note: 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.
- We are adjusting bonus experience rewards for killing monsters that are a higher Level than the player.
- Pre-Season of the Malignant bonuses:
- 1 Level higher: +15%.
- 2 Levels higher: +20%.
- 3+ Levels higher: +25%.
- Post-Season of the Malignant:
- 1.5% bonus per Level up to 10 Levels.
- Ex:
- +1 level: +1.5%.
- +2 levels: +3%.
- +10 levels: +15%.
- Ex:
- 1.5% bonus per Level up to 10 Levels.
- Pre-Season of the Malignant bonuses:
- 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.
- For Example:
- You are Level 1. Your friends bring you to World Tier IV and leave you at the entrance of a dungeon. They start killing Level 100 monsters.
- Prior to Season of the Malignant, you get:
- (Level 100 Monster XP) * (1 + 25%)
- After Season of the Malignant, you get:
- (Level 11 Monster XP) * (1 + 15%)
- Prior to Season of the Malignant, you get:
- You are Level 1. Your friends bring you to World Tier IV and leave you at the entrance of a dungeon. They start killing Level 100 monsters.
- Current World Tier Level offsets
Helltide
Developer’s Note: We're looking to increase the danger in Helltide's risk-reward gameplay by making the monsters a bit more challenging and the Tortured Gift of Mysteries harder to open.
- Helltide monsters are now 3 Levels higher than the player instead of 2.
- The Tortured Gift of Mysteries chest has had its cost increased to 250 Aberrant Cinders from 175.
- All interactable objects in Helltide zones now have a small chance of dropping Aberrant Cinders.
Balance Updates
Developer’s Note: As our community continues to battle the Burning Hells, the builds emerging from new players have shocked and delighted us. We've chosen to focus Season of the Malignant’s balance updates on clear itemization disparities over redesigns of Class features. The Class changes are largely focused on numeric increases to Skill Upgrades and Legendary Aspects that players haven't yet found compelling. Additionally, we're changing Critical Strike Damage Paragon Glyphs to empower all damage—instead of only Core Skills—to enable more build strategies.
There are also a few Class stat decreases on sources which grant extreme amounts of damage, healing, or Unstoppable. In general, we prefer build-specific changes to be bonuses instead of decreases, but we feel these changes are necessary for the overall health of the game. Diablo IV is a game that is continually evolving through its Seasons, thus the adjustments we make will evolve with them.
General
Aspects
- Aspect of Disobedience maximum stacks reduced from 100 to 60, reducing maximum Bonus Armor % from 25%-50% to 15%-30%.
- Aspect of Retribution bonus damage to Stunned reduced from 20-40% to 10-20%.
- Exploiter's Aspect bonus damage to Unstoppable reduced from 20-50% to 20-40%.
- Starlight Aspect Resource restore increased from 10-20 to 20-40.
Items
- The Butcher's Cleaver Slow increased from 40-75% to 61-75%.
- Drop Rate Adjustments:
- Increased bonus to drop Ancestral and Sacred items in Nightmare Dungeons from +5% to +10%.
- Removed a 20% chance to drop an extra equipment item from Elite monsters outside of Nightmare Dungeons and Helltide.
- Increased chance to drop an extra equipment item from Elite monsters in Nightmare Dungeons and Helltide by +10%.
- Nightmare Dungeons now have a 50% chance to drop a 2nd Legendary item upon completion.
- Nightmare Dungeons now give 3 rare items upon completion, up from 1.
Monsters
- Increased monster HP scaling from 85% to 100% bonus per extra player in a party.
Miscellaneous
- Adjusted the scaling of the Greed Shrine to improve its effectiveness throughout the game.
- World bosses now drop potions more often.
- There is no longer a limit to how many materials you can refine into higher materials at once.
Item Affixes
Developer’s Note: Many Affixes are too efficient and are outshining alternatives. We’re looking to refine the outliers, improve the number of meaningful choices on competitive slots, and increase the overall flexibility of items. We know these changes will reduce the total amount of possible power a character can possess, so we'll be monitoring how these changes affect players’ ability to conquer expected milestones throughout the Season.
We’re increasing the availability of the Affixes below to make them easier to include in different builds.
- Control Impaired Duration Reduction: Can now appear on Pants.
- Barrier Generation: Can now appear for all Classes. It will also begin dropping later in the game.
- Lucky Hit Chance while You Have a Barrier: Can now appear for all Classes. Reduced by ~12% when on Helm and ~20% when on Amulet or Offhand.
- Mastery Skill Damage: Newly added; can appear on Sorcerer Weapons. Scales identically to Core Skill Damage.
- Resistance to All Elements: Can now appear on Shields.
Developer’s Note: The Core Stat bonus on Weapons has been overperforming, so we're pulling back on this bonus.
- Strength: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
- Dexterity: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
- Intelligence: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
- Willpower: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
Developer’s Note: Cooldown Reduction affixes often felt mandatory due to their raw power. We imagine Cooldown Reduction will remain a highly desirable stat, but the penalty for not prioritizing it won’t be as harsh.
- Cooldown Reduction: Reduced by ~30%.
- Imbuement Skill Cooldown Reduction: Reduced by ~30%.
- Trap Skill Cooldown Reduction: Reduced by ~30%.
Developer’s Note: We're seeing Critical Strike Damage and Vulnerable Damage often viewed as a hard requirement for a build's success in Diablo IV. We believe this is a step towards allowing more builds to flourish and will continue to make changes in support of this goal.
- Critical Strike Damage: Reduced by ~17%.
- Lightning Critical Strike Damage: Reduced by ~17%.
- Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%.
- Vulnerable Damage: Reduced by ~40%.
Developer’s Note: Disparities in inherent affixes can rule some Weapons out before the rest of their stats are even rolled. These are receiving harsher reductions than their normal affix counterparts to increase Weapon flexibility.
- Cooldown Reduction (Inherent on Offhands): Reduced by ~35%.
- Critical Strike Damage (Inherent on Swords): Reduced by ~50%.
- Vulnerable Damage (Inherent on Crossbows): Reduced by ~65%.
Developer’s Note: Damage Bonus to Crowd Controlled Enemies was overperforming relative to the ease of activating it versus stricter, Crowd Control type-specific affixes.
- Damage to Crowd Controlled Enemies: Decreased by ~30%.
- Damage to Frozen Enemies: Increased by ~20%.
Developer’s Note: We have seen that skillful players are frequently slaughtering monsters many levels above their own. We want to support this, but the current situation is beyond what we believe is correct for the long-term health of the game. To chase this goal, we're shifting power to many offensive Affixes from defensive Affixes. We know this will make our end game content more deadly, particularly for those chasing our pinnacle boss, an encounter not meant for the faint of heart. Overcoming the pinnacle boss will take every ounce of grit you can muster and all tools at your disposal. We will continue to evaluate feedback from the community and make changes to our combat mechanics.
- Physical Damage: Increased by ~25%.
- Fire Damage: Increased by ~25%.
- Cold Damage: Increased by ~25%.
- Lightning Damage: Increased by ~25%.
- Poison Damage: Increased by ~25%.
- Shadow Damage: Increased by ~25%.
- Non-Physical Damage: Increased by ~25%.
- Physical Damage Over Time: Increased by ~40%.
- Fire Damage Over Time: Increased by ~40%.
- Shadow Damage Over Time: Increased by ~40%.
- Damage with Two-Handed Bludgeoning Weapons: Increased by ~25%.
- Damage with Two-Handed Slashing Weapons: Increased by ~25%.
- Damage with Dual-Wielded Weapons: Increased by ~25%.
- Damage with Ranged Weapons: Increased by ~25%.
- Damage with Skills that Swap to New Weapons: Increased by ~25%.
- Damage while in Human Form: Increased by ~25%.
- Damage while Shapeshifted: Increased by ~25%.
- Blood Skill Damage: Increased by ~25%.
- Bone Skill Damage: Increased by ~25%.
- Brawling Skill Damage: Increased by ~33%.
- Companion Skill Damage: Increased by ~33%.
- Conjuration Skill Damage: Increased by ~33%.
- Cutthroat Skill Damage: Increased by ~25%.
- Darkness Skill Damage: Increased by ~25%.
- Earth Skill Damage: Increased by ~25%.
- Frost Skill Damage: Increased by ~25%.
- Imbued Skill Damage: Increased by ~25%.
- Imbuement Skill Damage: Increased by ~33%.
- Marksman Skill Damage: Increased by ~25%.
- Pyromancy Skill Damage: Increased by ~25%.
- Shock Skill Damage: Increased by ~25%.
- Storm Skill Damage: Increased by ~25%.
- Summoning Skill Damage: Increased by ~25%.
- Trap Skill Damage: Increased by ~33%.
- Weapon Mastery Skill Damage: Increased by ~33%.
- Werebear Skill Damage: Increased by ~25%.
- Werewolf Skill Damage: Increased by ~25%.
- Total Armor: Reduced by ~30%.
- Attack Speed for 4 Seconds after Dodging an Attack: Increased by ~20%.
- Damage for 4 Seconds after Dodging an Attack: Increased by ~20%.
- Total Armor while in Werebear Form: Reduced by ~25%.
- Total Armor while in Werewolf Form: Reduced by ~25%.
- Damage Reduction from Close Enemies: Reduced by ~20%.
- Damage Reduction from Distant Enemies: Reduced by ~20%.
- Damage Reduction from Enemies that are Bleeding: Reduced by ~25%.
- Damage Reduction from Enemies that are Burning: Reduced by ~25%.
- Damage Reduction from Enemies that are Poisoned: Reduced by ~25%.
- Damage Reduction from Enemies that are affected by Shadow Over Time: Reduced by ~25%.
- Damage Reduction while Fortified: Reduced by ~25%.
That covers the Diablo 4 Update 1.1.0a patch notes. Season of the Malignant launches on all platforms in just a couple days, so stay tuned for any further updates and get ready for a whole new kind of heck, right around the corner.
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TJ Denzer posted a new article, Diablo 4 Update 1.1.0a patch notes: Season of the Malignant
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Dang you are right. Pasting this summary from Reddit:
"Splintering Aspect Bone Shard damage bonus reduced from 50-100% to 30-60%.
Aspect of Grasping Veins Critical Strike Damage bonus reduced from 30-60% to 20-40%.
Evulsion bonus damage to Vulnerable reduced from 6/12/18% to 5/10/15%.
Aspect of Disobedience maximum stacks reduced from 100 to 60, reducing maximum Bonus Armor % from 25%-50% to 15%-30%."
"Cooldown Reduction: Reduced by ~30%."
Critical Strike Damage: Reduced by ~17%.
Lightning Critical Strike Damage: Reduced by ~17%.
Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%.
Vulnerable Damage: Reduced by ~40%."
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The Diablo 4 community, after reading the patch notes:
https://www.youtube.com/clip/Ugkx-pz5Y89bIi41M3Omqqmt8D0RpYzP1BlH
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https://www.youtube.com/watch?v=S-SgzPbSKzE , it's crazy man :( , these patch notes are something else.
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Holy shit :( ......... yikes.... also "Helltides are slower" WTF they should have increased the times of Helltides to 4x minimum cause we all love that shit, you need the drops plus it's challenging and is awesome.
{ valcan_s stands up and talks to the Diablo 4 team : [ grabs the mic ] "Doesn't your team play your own game?" [ drops the mic and just walks out of the stadium ] }-
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I agree it is just freaking stupid and with the time nerf to helltides how the hell are we supposed to do that unless we run massive lynch crews which most of us don't? It is just mental, I guess one helltide and you get only one chest, ok..... 75 or 95 should be the max a chest needs, like let us have some fun it's not easy in that zone and we need the drops. They should know most of the community runs solo so they should get with the program. They also +1 to the LVL of the mobs too in helltide, LOL, like wow why not just make it even harder and add random blood blisters spawns as a standard "environmental hazard" in helltides LOL, just wait they may add that in the next patch :(
I fear such an incredible game is going to get destroyed by shit patches and nurfs, like seriously does their team even play their own game???????????????????????????
Anyone that plays a lot of video games or ARPGs know what is good and and what is bad these sort of fixes are just stupid and make no sense what so ever. Like how can anyone look you in the eye and say "the Helltide adjustments are good, makes sense and it is hot brah"?????????????????????????????????????
The monster lvl nurfs are also mental as well for the normal areas(the season runs are going to be brutal), like WTF why would you do that the grind is real why make it worse. I think D4 is the most intense LVL'ing grind progression out of any ARPG I have played, it is intense why on earth would you make it even harder and less fun??????????????????
Also does the D4 team think we are all retired and play Diablo 4 24/7 cause that is how they are nurfing to be targeted to, it makes no sense at all.
I don't want to sound fragile and soy but that 3 month season sounds insane with this patch(and was even before that), I legit think I am out.
Will see I guess.... the glass is half full :( , but yeah I agree with you.
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Do you mean this nerf where they dropped the mob levels? I think that is brutal I am in T3 and if anything I like the mob to be { my LVL + 1 } or just leave like it was, this just seems stupid or like the kids say they are making D4 "soy":
Developer’s Note: We want to give players a better sense of their power progression and mastery over the world while still challenging themselves with structured End Game activities.
World Tier III Example:
If the the player's Level is below 55, the monster's Level is 55.
If the player’s Level is 56-60, the monster’s Level is 55.
If the player’s Level is 61, the monster’s Level is 56.
If the player’s Level is 62, the monster’s Level is 57, etc. (from this point the monsters will always be -5 until World Tier III's max monster Level of 70).
World Tier IV Example:
If the player’s Level is below 75, the monster’s Level is 75.
If the player’s Level is 76-80, the monster Level is 75.
If the player’s Level is 81, the monster’s Level is 76.
If the player’s Level is 82, the monster’s Level is 77, etc. (from this point the monsters will always be -5).
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No, I meant the nerf to XP when a low level joins a high level player in a WT4 dungeon or nightmare dungeon and collects XP:
For Example:
You are Level 1. Your friends bring you to World Tier IV and leave you at the entrance of a dungeon. They start killing Level 100 monsters.
Prior to Season of the Malignant, you get:
(Level 100 Monster XP) * (1 + 25%)
After Season of the Malignant, you get:
(Level 11 Monster XP) * (1 + 15%)-
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I'll miss the hell out of it because powerleveling got rid of the part of the game that I don't enjoy: The part where you don't have all of your skills, and you're just a dumb one-button-mashing moron with virtually no choices in your build. I like to jump straight to the gearing up and doing fun things part of the experience, and powerleveling allowed that to happen. I totally understand nerfing 50-100 powerleveling, but the 1-50 experience is what I don't like to take so long.
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this slows leveling across the board, carried or solo or whatever.
We are adjusting bonus experience rewards for killing monsters that are a higher Level than the player.
Pre-Season of the Malignant bonuses:
1 Level higher: +15%.
2 Levels higher: +20%.
3+ Levels higher: +25%.
Post-Season of the Malignant:
1.5% bonus per Level up to 10 Levels.
Ex:
+1 level: +1.5%.
+2 levels: +3%.
+10 levels: +15%. -
I know what this subthread is about, I started it. The game itself was not balanced around being carried. Carrying was an option that they have now removed.
Nothing about this has changed for the way you play the game, so what you want is for other people NOT to play the game in a way you have no interest in. Selfish is one word to describe that opinion, but I can think of others! Let me know if you want a list!-
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should there be an in-game command to go from level 1 to 50? if not, why not?
it wouldn't affect you, people would just use it if they wanted it?
i mean. maybe you want that? i suppose from a game designer standpoint it might feel a bit silly. folks are actively skipping swaths of the game.
i presume they'll meet it eventually with other ways you can accelerate your advancement that maybe aren't just "find a higher level to drag you along"?
i don't really give a shit if people want to get power leveled, but i really don't fault their design / product team from trying to remove that dimension of gameplay
want a new character? go level a new one with your friends?
mfs in such a damn hurry -
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Yeah, I think I am going to skip the seasons as well and just enjoy enteral it is just too much for me, I would love to see the new stuff but https://www.youtube.com/watch?v=QGc-iPc-9dE&t=7s
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nah, i just think if you're fixated on your power level always only ever needing to go up, or your kill rate only ever needing to go up, you will regularly find yourself disappointed by balance patches
they did this stuff throughout d3, d2. never was a concern. they're fucking with the game to dial in the pacing
that a bunch of people who are fixated on gogogogogogogogo level 10000000 are upset that they might be a bit slower now, or need to re-evaluate the difficulty they have set or the challenges they pursue... fine?
these aren't people you can make happy. it's like instrinsically unsatisfiable and miserable unless they just keep saying BOOM. BOOSTED YOUR SKILLS MORE. META IS MORE META. ALL ITEMS ARE 100x DAMAGE. MORE EXP. 300% MORE LOOT.
like, you cant go up and to the right forever?-
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did you play diablo 2? level 99 was insane to reach.
nobody put a gun to anyones head to pursue it
when the game stops being fun stop playing. i usually find that to be when the content is too hard or i cant find a way to improve my character. i can solve that by reducing the difficulty or experimenting with builds
if all that fails, don't play. if player numbers drop, they'll make more changes
point is. they're combatting power creep and it's net positive for the long-view of the game-
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oops i meant you're *NOT* experiencing.
A lot of the negativity are things that prolong the tier 4 gameplay or changes just to annoy us more or make tasks more tedious.
like who asked for 2 more seconds to leave a dungeon? like huh?
how about fixing the mob density?
how about fixing the shit mount system?
how about a loot filter?
etc. the list goes on and on.
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i don't really agree, but i appreciate we can simply have differences on this. i'm considering this in context of lots of experience with grindy games and the struggle to excel in balanced gameplay with build variety
the shit is hard. they're getting ahead of power creep as they toy with new seasonal boosts. it's super fucking hard.
the cycle of high-pitched screams following any clawback of power and grand celebration of damage boosts is nothing new and requires no specific experience to recognize. people get comfortable advancing at rate X with loot Y and power Z and if you tell them a rebalancing needs to occur that will detract from Their Favorite Build TM they shriek
wait til the season. give it a try then.
almost bet it will shake out fine, and if it doesn't they'll keep iterating. as they always have. i don't envy their position at all-
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because the game has been out for barely over a month now and they're probably trying to minimize power creep
if you push that sort of cycle over and over indefinitely it only makes the challenge of building a meaningful staircase from 1-100 harder
they recognized some stuff was broken going into the seasonal buffs, so they nerfed things. i bet you'll find it lands fine once things get going. nobody ever fully understands how these things play out until they're in action.
frankly, they don't totally either, and again - they'll course correct
i suppose i empathize enough with the product challenges here that it seems pretty reasonable right before you introduce totally new mechanics to buff characters *on top of everything else*-
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i don't need to. it's a story as old as time.
this happens in every game. i remember these same type of patches back in the 90s with everquest, or diablo 2, or diablo 3.
whenever you claw back power to make an attempt to rebalance a games systems, people shit their pants
give it time. wait for seasonal buffs. re-evaluate in a fresh context
or don't-
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oh i understand it
people get mad when you fuck with their toys
anecdotally my friends who *do* the grind also don't really give much of a shit, because - like me and many others - they've seen this shit before and know it's a fresh season so fuck it - comes out in the wash
but i guess getting upset is your prerogative and not gonna get in your way, just suggesting you consider that the team of talented product / game designers they have might have a plan in mind and isn't just trying to poop in your sandbox
trust your toys will still be fun in season 1
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you like levelling up new characters over and over and that's cool. that shit is not for me. levelling them isn't fun, hunting for loot is fun for me. if i could skip straight to level 60 and start WT3 with a character wearing mediocre gear I would do it every time.
literally every item you obtain in world tier 1 and 2 is garbage. no matter what color the item is, what it's stats are, or how high the item level is. if it isn't sacred or ancestral it's trash. wading through 60 levels of useless trash every season sounds boring as fuck. it's time wasting for no reward. every level up before you unlock your paragon board is also useless. the paragon board is the entire game, and it sounds like you've barely touched it across the characters you've mentioned. so you've barely played Diablo 4's endgame, you keep starting over. i'd like to play other classes at some polnt but since they are trying to nerf as much fun out of the game as possible, I'll probably just come back to it much later.
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Some of us never hit "the grind." Personally, I have the most fun with ARPGs by rotating through multiple characters and experimenting with skills. I respec constantly. I don't farm for specific drops or fret over minor percentages on gear.
I get much more enjoyment out of discovering cool skill synergies than I do out of polishing the hell out of a character. When patches like this come down, it doesn't bother me at all. It means I can try out new stuff. None of my previous time is "wasted" or "broken" because crafting the perfect character was never my goal.
Based on the angry reactions I'm seeing, I feel like my approach to the game is pretty healthy. :D
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Absolutely. Reddit is age echo chambers around every game, but especially live service games.
I've been playing Diablo 4 daily since early access (except for a 2-week vacation). This patch looks fine and justified to me, but I'm not a hardcore super grinder. My "main" Eternal character is 62. I group with IRL friends or play solo, pretty chill experience.
Not everyone wants or needs the gogogo playstyle.
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of course they are using meta builds, this is an ARPG in 2023. you max/min a build to try to take down the hardest bosses for the best loot. that's what this game IS.
anyway, it's not just flattened. most is openly destroyed. now acquiring gear to explore those other builds also will take 20 times longer. want to try another class?
none of this was thought through - it's objectively bad. like really really bad.
total armor reduced by 30% ????
sorcs are now all glass, without the cannon. they just went from needing super weird turbo weapon shifting to be viable in the end game to useless.
Developer’s Note: We're seeing Critical Strike Damage and Vulnerable Damage often viewed as a hard requirement for a build's success in Diablo IV. We believe this is a step towards allowing more builds to flourish and will continue to make changes in support of this goal.
Critical Strike Damage: Reduced by ~17%.
Lightning Critical Strike Damage: Reduced by ~17%.
Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%.
Vulnerable Damage: Reduced by ~40%.
that hits sorcs DIRECTLY in the face.
that isn't going to let other builds flourish, it makes people incredibly frustrated because it's back to the drawing board. this isn't towards fun, this is towards face fucking competent players that are FAR better at the game than blizzard anticipated.
they changed firewall so it also deflects missiles. LOL. so they want sorcs to be kite and DOT build? how the fuck do they think that''s going to work?
Damage Reduction from Enemies that are Burning: Reduced by ~25%
WHOOPS welp so much for anyone there thinking this through-
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it has to be so hard to balance games. if you overdo something like the power of one skill or another, or make the game faster than you intended, you get this massive hurricane of rage from people who can't stand the thought they might have to drop their difficulty from X to X-1.
is the game not fun for yall? like, mashing monsters and finding stuff? fighting hard bosses? that part is fun right? it doesn't seem like they got rid of that
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i mean, if so - fine? is the point of the game having the biggest level?
i always accepted i'd never max my level on diablo 2, for example. they never really made that easy, and that seemed fine. some people will suffer through it, i'll cap out in the 80s or something and call it a day. or as long as the game remains entertaining i suppose?
i guess my take is it's unclear to me that this necessarily renders the game intrinsically less fun. you might find your build less effective, or that you might need to pursue slightly weaker monsters for a little bit, and it might push you to try different skill configurations. i think that's supposed to be the fun part? -
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yep this is a huge huge huge admission they have no idea how to pace the game. diablo 3 = we don't give a shit, enjoy all the classes.
diablo 4: you will be punished for trying other classes and you had better pick one to get to max. why? you will be doing it all over in 3 months anyway.
major facepalms here.
total armor reduced by THIRTY PERCENT. let that sink in-
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I mean what the fuck is this
Damage to Crowd Controlled Enemies: Decreased by ~30%.
Damage to Frozen Enemies: Increased by ~20%.
sooooooooo the lighting stun build is gone. the fire build is gone. and they say this is supposed to make other builds flourish?
nope. they just openly said this game is for frost sorcs only. why? total armor is also reduced by 30% so you have to have ice armor ready at all times.
this is a major punishment approach. meta builds are now more important than EVER, they don't seem to understand. there isn't time to enjoy lots of classes with lots of builds when they slow the game down.
you pick one, pick a meta, and go for it.
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i think you might be overindexed on endgame content
it will take time to dial that in right. they might have gone too all-in on power out the gate and are trying to prevent powercreep from becoming an issue.
do you remember how long it took to hit 99 in diablo 2? who is to say they aren't orienting around making it that difficult this time around, too?
i mean the worst thing you'll have to do is pursue lower level monsters until you find better gear.
diablo stays fun by just changing the difficulty level. same principle in 3. grifts too hard? lower the grift level until you can manage. then work your way up.
nerfing meta builds is a virtue. make more things competitive. that the overall power level is now capped at a lower point doesn't have to necessarily be a terrible thing
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Yea. Making the game harder to level is just so dumb. Diablo 3 you can literally power level each season to max in 20 minutes. Then you just blow shit up. The fact that D3 is the better alternative is kind of hilarious considering how much everyone trashed that game til patch 2.0. History repeating itself.
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I stopped playing at ~58 in T3, not because of difficulty, but because I wasn't seeing a ton of loot, and what loot I was seeing wasn't useful. Basically running into some of the problems described here, but earlier in the game: https://www.forbes.com/sites/paultassi/2023/07/17/looting-feels-backwards-in-diablo-4-with-rare-hunting-and-early-caps/?sh=1a86d8507bb9
It sounds like the patch notes are, at best, a wash in that respect, if you average the loot over all sources. And there's a distinct possibility that they've further reduced loot availability.-
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Most Blizzard justifications are because we said so and they don’t run experiments. All one has to do is be an active WoW player for years and watch devs go my way or the highway even after feedback is given that sone thing is bad an unfun in say a beta. Magically they apologize in the final patch and revert it and will say we never were told it was this bad.
When it comes to balance they also swing all over the place. Hunters all damage increased by 15% oh wait they are too good in one area. All damage reduced by 10%. Two weeks later hmm all damage reduce by 10%. Suddenly we are doing less than when they first buffed and are at the bottom of the pile. Any changes in the last four months? Nope.
Don’t be surprised to see this from the Diablo crew.-
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In WoW most things have remained stubbornly wrong since beta till end of expansion of two years despite evidence to the contrary. There response had been we didn’t have the data.
Or let’s take how almost every new event in the game is here is a mob we’re going to have everyone kill it? Sounds good till hundreds of folks do it lags like hell. They just did it again in a patch that dropped this past week despite their engine not being able to handle it. -
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What I find the most irritating is Blizzard pretending the game is brand new and they are still learning what players want. Motherfuckers, you have been making Diablo games for 20+ years. If you aren't using that cumulative experience and learning lessons from past experience, I'd rather they give the game to a different developer within Activision/Microsoft. Literally anyone else....343 has the bandwidth now that their game is tanking. Give Diablo to them.
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XP nerfs blow. I have more free time to play than my friends (who are mostly dads) so limiting their ability to catch up sucks, and will probably result in at least one of them skipping this season.
It's "wait and see" on the balance changes. We haven't seen how the S1 gem stuff will impact builds, so there's no point in freaking out about any of that. I'm in for the long haul regardless, Diablo games always age well. -
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it's amazing they say it encourages other builds, but for sorc, it's clearly now frost or nothing. like, they DECREASED viability incredibly, and the time it will take to get gear basically went up ten fold... with no assistance to enchanting costs being reduced.
this whole thing is "please, please complete nightmare dungeons. please."
CDR nerfed by 30%
armor nerfed by 30%
crit nerfed
lightning crit SPECIFICALLY also nerfed
CC nerfed
frozen damage BUFFED....
welp I can say I did get the balls of fury build working well. it was fun.
RIP.
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look at the sorc heart powers. utter garbage
https://www.gamespot.com/articles/all-32-diablo-4-season-1-malignant-heart-powers-revealed/1100-6516069/
complete and total shit.
Tal’Rasha (Vicious, Offensive): For each unique element you deal damage with, you deal 7-12% increased damage for 3-10 seconds.
no one will do this. ever. sorcs end up needing 3 defensive slots used. this might be one of the dumbest things I've ever read as a game line item.
Spellbreaking (Brutal, Defensive): After taking Elemental damage, gain 20-40% Resistance to that element for 5 seconds.
nope that's even worse-
Holy shit the Sorc stuff is trash I will never use any of that what is the point, that seems more like debuff curse from a mob than a buff hahahaha, that is insane.
:( , no one is going to trade up that stuff for what we have now in Afixes. What happened to insane broken builds in Season 1, that sure is not the case, hard pass. -
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Tal'Rasha is actually pretty good, using firebolt enchantment you're always dealing fire dmg even in frost/lightning builds. The rest are pretty bad though, the new unique for them is lol bad unless it has elite stats on it. The devouring blaze nerf is ridiculous and bosses are gonna be brutal with the control aspect nerf to staggered bosses.
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Tal'Rasha is fine. You will always get a bonus because Sorcs don't have a choice in their enchantment slot. Remember when playing a sorcerer you only have 1 enchantment slot, the other is always firebolt. And you only have 2 skills to choose from, 3 at lower levels. Since you need to always have ice armor, frost nova, teleport slotted, and that includes flame shield at higher levels. So your skills are 1 ultimate, and 1 other.
But Tal'Rasha will be fine because of the firebolt enchantment which does fire damage to everything, and your main offensive spell will be either ice or lightning. Although given the nerf to vulnerability damage I expect that ice shards sorc is now going to be a dead build especially against elites, and bosses that can't be frozen.
The really stupid one is the new unique wand. The wand randomly teleports you, which is super good when you are playing an incredibly squishy class and it teleports you right in to the middle of an enemy AOE.-
Are you serious??????????? I can't disagree more with what you just said "Sorcs don't have a choice in their enchantment slot." and "Remember when playing a sorcerer you only have 1 enchantment slot, the other is always firebolt. And you only have 2 skills to choose from, 3 at lower levels. Since you need to always have ice armour, frost nova, teleport slotted, and that includes flame shield at higher levels. So your skills are 1 ultimate, and 1 other."
Really???????????????????????????????????????????????? LOL that is not how I am playing and I am melting everything and I don't die at all.
For a Sorc the ultimate is the most useless thing you can equip, everything combo will out DPS the shit cooldowns and out utility it.
Teleport is useless it is pretty easy to get a 4 charge doge and also juice your ice shield to get a speed boost and unstoppable and also get another barrier + mana boost while doing it.
I think you be surprised at what you can come up with there is not only one way to play a Sorc. -
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I've got a razor sharp minion build that doesn't seem to sweat too much so far. Then again I'm only level 63 and have only done up to Nightmare 6 dungeons so far...I do have some pretty good Legendaries for my build but the sad thing is I haven't swapped out anything in close to 10 levels which is kind of dull.
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Neither of those buffs are worth while as a minion necro player. The heal over time sucks, it's easier to just let them die and resummon a new one. The golem not being hindered by objects is... I guess maybe wallers? I'm not even sure where I've ever thought to myself "gee, I wish my golem wasn't stuck on X object".
Minions as a whole need a lot more love then what they have to be viable to something like sever or bone spear. Right now, you basically pick something you like and the minions become the utility. For the amount of points you have to invest, that's just silly.
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Brah that is insane!!!!!!!!!!!!!!!!!!!!!!! How many nightmare dungeons did you have to run??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? LOL, probably that many x100 :)
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Logged in, could immediately tell everything was worse. Armour massive decrease, damage reduced by 40% for vulnerable, 17% for crits. Unbelievable. Killed Helltides completely. This xp decrease is so odd? I think to rub it all in, exiting dungeons is 2s longer? Why. Please tell me why. Just increasing timers by 2 seconds to leave a dungeon. Yes I love longer load screens.
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Why, it's like finding a yellow star in Mario or red star in Sonic but you get more stats. I never look for them purposely but when I run into them it is a easy pay out and it feels good(a lot of platformers do this sort of thing and I love platformers).
LOL, how can anyone get mad over alters when others are trying to justify the new patch or that the Helltide nurfs are fine. If some really hates them then just ignore them and click on them only if you run into one naturally.
What exactly do people dislike about Alters it's not like you need them?
I think Altars is the last thing to worry about in Diablo 4 :) , but that is just me. -
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Diablo IV has received positive reviews from critics, with praise for its gameplay, graphics, and atmosphere. The game has also been a commercial success, selling over 3 million copies in its first week of release. https://www.ssegold.com/diablo4-gold
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