The Darkening of Tristram 2020

Posted by DHAdmin on January 7th, 2020 at 11:27 am

Season 19: The Darkening of Tristram Returns

Darkening of Tristram

Blizzard are celebrating the new millennium with a relaunch of one of its favorite events for Season 19; The Darkening of Tristram released for the PS4, Xbox One, Nintendo Switch and PC.

The Darkening of Tristram has been around since 2016 and has become something of a Blizzard favorite. It's popular with fans alike because it allows players to explore the original cathedral in Diablo III.

With the launch scheduled for Jan 4th the season will be a short-lived one ending on January 31st or Feb 1st depending on where you live.

For those of you who are new to Diablo or for those looking for a refresher, we've compiled this review of the 2020 anniversary dungeon and its unique rewards.

Darkening of Tristram screenshot


Hunt Down the Cultists

cultists is causing trouble in sanctuary

Season 19 starts with the hunt for a group of enigmatic cultists raising hell in Sanctuary. Hunt them down in Adventure Mode and you will pick up vital clues that will lead you to a portal in Tristam's origin and the terrifying darkness that took hold of the town in ancient times. . . .


Explore the Cathedral

Tristam Cathedral

Follow the clues laid for you and once again you will discover the realm of glorious RetroVision &tm;, where an in iconic cathedral await. Explore some more and you'll come across old enemies and iconic items, all brought to life in the Diablo III engine. Ominously, in the catacombs below the cathedral, the Dark Lord himself is ready to destroy anyone who dares to confront him. . . .


Discover Precious Loot

Season 19 items

No Diablo III Season would be complete without polished new loot to grab for yourself. Each activity completed in the Darkening of Tristram event leads to unique transmogrification effects, achievements, portraits, pets, and more.

You'll find that some of these rewards are easy to discover, whereas others will require you to unlock every achievement to seize them. It's up to you to find them all!


Season 19: Your Journey Begins Again…

Relive The Darkening of Tristram in 2020! Unspoiled rewards and formidable enemies are waiting for you, but they won't last forever! The cultists have already started appearing since December 31st but the portal opened on January 4th 2020.

Let us know how you get on and give us your feedback.

Diablo IV preview Part 2

Posted by DHAdmin on December 16th, 2019 at 1:05 pm

A Preview of Diablo IV (Part II)

Barbarian in Dry Steppes

We recently looked at some of the concepts that will be present in Diablo IV and we would recommend you check this article out if you haven't done so already.

What is Itemization in Diablo?

As mentioned already in Part I of this article, Itemization is a huge core part of any Action role playing game (RPG). Before we do anything else we want to explain what Itemization is.

Combat Sorceress

Itemization is the process of creating items, applying modifiers to them in an appropriate manner, getting their damage ranges balanced, and so forth.

Blizzard would be the first to agree that adding depth and customization to your character through itemization is vital to Diablo III. In fact it has been the hottest item of feedback since the concept of Diablo IV was announced and has been cited by Blizzard as one of its top priorities.

Another important philosophy from the Diablo IV team is the idea of "Easy to learn, difficult to master." This core philosophy steered Blizzard fans to become the hardcore gamers they are today, the design team are keen to embrace throughout the Diablo IV development process.

Scenic Hawezar

Another important take out from Zlizzard's request for comments is the idea that Diablo IV shouldn't just mimic the itemization in Diablo III. Their declared aim is to take the best parts of previous versions and improve on them wbut at the same improving them and making Diablo IV unique. Blizzard says it doesn't want to create a verbatim copy of Diablo II Diablo III. That said, Blizzard does acknowledge differing viewpoints in the feedback it received on itemization in Diablo

What are Affixes in Diablo IV?

Affixes superceded prefixes and suffixes that were previously known as Bonuses and Modifiers. Blizzard a great deal of conflicting feedback on affixes from the community, and clain to have spent hours of discussion on them. Blizzard conluded that first, item affixes should be a meaningful part of character power. Second, affixes must offer engaging options when ot comes to deciding which items to equip. Blizzard earlier objective was was to make each affix tailored towards specific builds, so that the "perfect item" would vary depending on the build you were pursuing.

Scosglen combat

What the key differences in Diablo IV?

  • Blizzard are increasing the total number of affixes on items, including Magic (Blue), Rare (Yellow), and Legendary (Orange). This should raise the overall importance of non-Legendary affixes on your character's overall level of power.
  • Blizzard are introducing three new stats in version IV:
    • Angelic Power, which increases the duration of all beneficial effects (like self-buffs or healing)
    • Demonic Power, which increases the duration of all negative effects (like debuffs or damage over time)
    • Ancestral Power, which increases the chance of on-hit effects (aka increased proc chance)

These new stats can appear as affixes, such as +15 Angelic Power. In addition to providing the above-stated benefit, Blizzard wants these new stats to also act as pre-requisites for empowering other established affixes. This will mean that eveb if you do not have enough of a specific power, you can still equip the item, but you may not benefit from an affix linked to that power.

Blizzard cites a couple of work-in-progress examples to explain how affixes might work in Diablo IV but are at pains to point out these could change:

affixes rare amulet

Diablo IV affixes

Each of the three Powers will have a list of affixes that are attuned to it, so depending on which stats you care about, you might want to focus on Angelic, Demonic, or Ancestral Power. In the examples above, you would need 50 Demonic Power to get an additional rank in the Devastation skill, 55 Demonic Power for 25% Fire Resistance, or 60 Demonic power for an additional 2 ranks in the Char to Ash skill. If you wanted to build around Crushing Blow, you'd need to stack at least 55 Ancestral Power instead, while 40 Angelic Power would be required to gain 25% Cold Resistance.

Blizzard believes these changes will address those two main takeaways pretty well. Legendary powers should no longer completely dwarf the strength of your affixes, and the affixes themselves provide more interesting choices because their strength depends on how much of the relevant Powers you've accumulated on the rest of your gear. Blizzard feels that you might find an amulet with the perfect stats for your build, but some of its Affixes may require Demonic Power when you've previously focused on Ancestral. Maybe your current amulet is the primary source of your Ancestral Power, so equipping a new amulet would mean potentially making sacrifices elsewhere.

With this system, it will be easy to identify items with good stats, but it will take some thought and planning to decide whether the item is good for your build. The best items for your character will really depend on what you currently have and how you've built that character, making it more difficult to just look up the right answer online.

At the same time, Blizzard feels that this system keeps items approachable, even if you make suboptimal itemization decisions. You may be weaker, but doing so won't completely break your character. We can also introduce this mechanic gradually and naturally as you level, rather than making it a requirement to understand at the beginning.

What are the Diablo IV Attack/Defense Changes?

Based on player feedback, Blizzard have changed Attack to only be found on weapons, Defense to being only on armor, and we've removed both Attack and Defense from jewelry entirely. The goal here is to better embrace the fantasy of each type of item.

Blizzard is hoping the Attack and Defense stats as a way to convey power progression on items. A core part of any ARPG is the quest for more power. Just as we have skill ranks, talent trees, character levels, and so forth, Attack and Defense allows players to reflect your power growth in items as well.

To be clear, Attack/Defense is not the end of the story of an item's power, but it does fulfill the "easy to learn, difficult to master” design philosophy by giving players a broad sense of whether the item is an upgrade. Players who are optimizing their character will still need to take the additional affixes on an item into account, as their benefit to your build can outweigh the raw Attack or Defense of an item. Solely picking your items based on Attack and Defense will almost never be the optimal way to play, but it does provide a good starting point for newer players.

It's important to reiterate here that items are just one part of a character's overall power. Our goal is to spread out power across different sources, including skill ranks, your character's level, talent trees, items, and the endgame character progression system (which, like everything else, is still in development).

Ancient Legendary Replacement

In our last post, we mentioned that we were looking at some potential changes to Ancient items based on your feedback. We are going to remove Ancient Legendaries from the game in their current form entirely.

Our newest proposal hits a couple different feedback points: addressing the usefulness of Rare (Yellow) items as well as increasing the depth and complexity of player gear choices in the endgame.

We will be introducing a new type of consumable item (which we haven't yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.

This means a few things:

  • We create an "elective mode for items" that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
  • This adds a way to introduce new methods of play without adding even more power to endgame items
  • Rare items with the best affixes on them are always useful and retain value

Blizzard Still wants more Player feedback

Blizzard wants gain to remind fans that none of these previews and concepts are final and they haven't even tried most of these ideas in a working build yet! They's love to get constructive feedback on these approaches, as well as the general direction they're headed for itemization and affixes in Diablo IV. David Kims says that they've never shared this level of detail this early before, but they are looking forward to reading what we have to say.

Diablo IV Game Concepts from the Development Team

Posted by DHAdmin on November 29th, 2019 at 12:41 pm

System Concepts in Diablo IV

Diablo IV System design header

David Kim, Lead Developer at the Diablo IV design team has been discussing how he has been drawing from the Diablo player community when designing and developing Diablo IV. In a recent post, he discussing how the latest version is progressing.

Diablo IV Itemization

Lee says he's still going through the feedback he's received on Itemization but he's been busy working out ways to add more depth and complexity to base items, including Rares) and methods to add more variation to item affixes to add a little more spice to these powers and make the choices more meaningful. At the same time the team has been looking at giving players more options on customizing items, so that we can enjoy trying out a wider range of effective Diablo opportunities rather than looking online for the optimal build.

In a Part I article, Lee promises to go into more detail regarding Itemization , but did update on other topics in the meantime.

Elective Mode in Diablo IV

Diablo IV World

Many people who saw the BlizzCon demo interface think that Diablo IV will lock skills to specific slots. Like a lot of features in the demo, the UI is not final and Lee promises to support Elective Mode-style skill selection. Lee promises that skill selection and assignment will always be completely open for all players.

Ancient Items

Diablo IV World turn on darkness

Everyone at Blizzard is backing the community view that Ancients as they are now don't fit in with Diablo IV and need more work. Lee thinks that Blizzard could have communicated the new role of Ancient Items in Diablo IV better. He argues that he was only sharing first draft features, but is revisiting Diablo IV designs with player feedback in mind and is confident he will be able to share more details of Ancient Items in the next update.

Diablo IV Endgame Progression System

Blizzard hasn't decided on a choice the option of character leveling and experience system and whether it should be finite or infinite, and are still reaching out for feedback. Lee acknowledged some concerns around "infinite being worse because it will eventually overshadow all the power granted by other sources". At the end of the day though, players can control for themselved how much power each system gives and whether it's infinite or finite.

Lee also points out that power increase doesn't need to be linear throughout the ranks as it can slow down as players reach higher levels. For the Diablo IV design team, the more important question is what experience feels best for players, and the team can test Endgame variatons and etsablish the power curve that makes the most sense.

We have a couple reasons for having a different experience system in addition to a level cap. A level cap gives us the ability to grant players a sense of completion. But for players who want to go deeper into the game, a second experience system allows us to capture the fun of achieving those really difficult endgame goals and ranks. We can also introduce additional depth through this system, because players will be more experienced with the game at this point. Ultimately, our goal is to create a meaningful system that provides clear choices depending on your preferred playstyle in the endgame. 

Diablo IV Sources of Power

Diablo IV characters

After player feedback on player sources and the design team are reevaluating how much power comes from each source at any given time.

In a strong statement, Leee explained that in Diablo IV, power doesn't come mainly from items. The team wants to have a strong blend of power sources: characters naturally get stronger as they increase their levels, skills have ranks that increase power, talents provide specific playstyle choices and additional character power, and of course items grant power and meaningful choices as well.

Another to bear in mind is that Legendary powers are just one part of an item's power, and that they don't invalidate all other Affixes due to how powerful they are. For example, two to three normal Affixes are currently equivalent in power to a Legendary power on most items.

Diablo IV Keyed Dungeons

A key question that came up in player feedback was exactly how the new Keyed Dungeons in Diablo IV are different from Rifts. Keyed Dungeons will introduce greater challenges as their tiers increase through Dungeon Affixes. The majority of dungeons are real places in the world, and players will learn some information about them including what types of monsters, events, and layouts to expect. With this information, as well as the specific Dungeon Affixes being displayed on the key, players will be able to strategize their strategy before going into the dungeon. Blizzard believes this is the biggest change from Diablo III Rifts: the added planning and strategizing that takes place before you decide to run a Keyed Dungeon.

Blizzard Update Patch 2.6.7 Fixes Issues and Bugs

Posted by DHAdmin on November 24th, 2019 at 11:42 am

Diablo Patch 2.6.7a Launched

Diablo Patch 2.6.7a update

Blizzard have launched a patch update, Patch 2.6.7a. Here are the details.

Patch 2.6.7a Table of Contents:

Note: PLease note that the changes listed here apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated.

Items Updates

  • Lamentation
    • This now increases the damage of Rend by [100-150%]
    • Developer's Note: Blizzard have acknowledged in a number of forum posts, that they overshot on Lamentation's original implementation during the 2.6.7 PTR. At the same time they also feel they undershot the overall balance of Rend/Whirlwind's adjustments by removing this bonus completely. After player feedback and completing their own internal testing, they've settled on a middle ground of 100 to 150% that they believe reaches the balance level we were shooting for.
  • Shield of Fury
    • The benefit of this item is now capped at 20
    • Developer's Note: As many noted after the Diabli 2.6.7 update, Blizzard have also overshot on Crusader with the live patch. Blizzard hope that Crusader will perform much better with it's new set, and this cap should rein in damage to a more reasonable level
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Patch 2.6.7 Bugs

  • Wizard
    • Wave of Force (Arcane Attunement)
      • Stacks of Arcane Attunement are now removed upon entering a Greater Rift (PC Only)
      • Note: This change will be coming to Console in a future patch.
  • Patterns of Justice
    • The patch update fixes an issue where the Tempest Rush Flurry rune attack did not benefit from the 6-Piece bonus when cancelling Tempest Rush (PC Only)
      • Developer's Note: Blizzard were unable to resolve this for 2.6.7a for Console; however, it is slated to be fixed on Console in a future patch.
  • Fjord Cutter
    • This patch fixes an issue where Fjord Cutter was increasing all damage to slowed or chilled enemies instead of just Seismic Slam damage
  • Won Khim Lau
    • Here a bug has been fixed where Epiphany would trigger teleporting while channeling Tempest Rush (Electric Field) when Won Khim Lau was equipped
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Diablo Patch 2.6.7 PTR is Here

Posted by DHAdmin on November 20th, 2019 at 8:43 am

Patch 2.6.7 - The Full Rundown

Patch 2.6.7 Notes

Here are the the patch notes for the most recent update for Diablo III, Patch 2.6.7. Changes from the PTR have been highlighted in RED.

Patch 2.6.7

PATCH 2.6.7 Table of Contents:

NB: These updates apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC except where indicated. Please note that PTR is only available for PC and Mac users.


  • Greater Rift Keystones are now subject to vacuum pick-up
  • A note regarding the California Consumer Privacy Act (CCPA) has been added to the Options -> Privacy menu, clearly stating Blizzard do not sell account information. For more information regarding the CCPA, please see here (Console Only).


  • Developer Note:According to Blizzard, one of the hottest pieces of feedback from Season 18's buff was that the Triune bonus didn't stick with your character while you moved around. With Season 19, Blizzard have altered course as well as upped the ante by experimenting with new mechanics to add an element of both chaos and power to the battlefield. It should feel a bit like Pandemonium, and it may be a consideration whether or not you want to reset your total kill streak for a particular killstreak bonus versus continuously maintain the overall effect (especially as the highest level killstreak rewards will be harder to leverage in situations like Greater Rifts). Killstreaks with higher kill count requirements are more powerful, and we're looking forward to seeing what players think of and do with them!
  • The buff for Season 19, the Season of Eternal Conflict, has been added
    • Pandemonium
      • For the duration of the Season, all players will have a stacking buff that that persists as long as you have hit or killed a monster within the last 5 seconds
      • Each stack gives .05 movement speed and .1% bonus damage. This bonus caps at 50% movement and 100% damage (1000 stacks)
      • In addition, after reaching a certain number of kills in a row, a power is unleashed, dealing an amount of scaling damage based on player level and difficulty or Greater Rift level. Here are the powers that are released as you make more kills:
        • 15 Kills: Exploding Chickens seek and destroy
        • 30 Kills: A wide Frost Nova freezes enemies
        • 50 Kills: Corpses rain from the sky
        • 100 Kills: Five massive energy twisters are unleashed
        • 150 Kills: Dark Geysers form beneath enemies
        • 200 Kills: Treasure chests fall from the sky
        • 300 Kills: A ring of fire engulfs everything
        • 400 Kills: Meteors hail from above
        • 500 Kills: Angels descend upon the battlefield to fight for your cause
          • Angels should no longer one-shot Rift Guardians.
        • 1000 Kills: Guess???
      • Powers are tracked at a group level; this means only one power can be active in play at a time, regardless of the number of players in a group
  • Two new Seasonal rewards are available for players who fully complete the Season 19 Journey: the Valor Portrait Frame and the Angelic Treasure Goblin pet
  • Lilith's Embrace: This exclusive pair of cosmetic wings are now available for all players who purchased a Virtual Ticket. Hail Lilith. (PC Only)
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Patch 2.6.7 Items

Season 19 Monk Crusader

  • Developer Note: With Patch 2.6.7, Blizzard is beginning to roll out new class sets for every class in Diablo III. For the Season of Valor, Blizzard is focusing on the two classes that embody the Light and wield some form of Holy elemental damage: Crusader and Monk. You'll also find a handful of retuned or newly added Legendary powers intended to synergize with the new class sets. Blizzard reached out to the Diablo community to find out which skills were most requested by players as well as most underrepresented in current builds, and Blizzard hopes you're as excited as they are for these new gameplay options. The other class sets will be coming in later patches, so if your class isn't represented this time around, fret not—they're coming in a future patch!
  • You'll also notice a significant number of Barbarian item changes in this patch. While the Barbarian class set will be coming at a later date, Blizzard has very much heard the War Cry from our dedicated Barbarian community and implemented a number of changes heavily inspired by extremely thorough feedback. While not every suggestion has been taken at a 1:1 parity, the thoughtful analysis helped guide Blizzard to changes that could be implemented in this patch. Blizzard has expressed thanks to the community members who expressed their concerns in a respectful, constructive manner.
  • New Crusader Set: Aegis of Valor
    • 2-Piece Bonus: The charged bolts from Fist of the Heavens has a chance to cast another Fist of the Heavens Attacking with Fist of the Heavens empowers you, allowing Heaven's Fury to deal 100% increased damage for 5 seconds. Stacks up to 3 times (multiplicative).
    • 4-Piece Bonus: Hitting with Fist of the Heavens generates 5 Wrath and reduces damage taken by 1% for 5 seconds. Stacks up to 50 times
    • 6-Piece Bonus: Increase the damage of Fist of the Heavens and Heaven's Fury by 10,000% 20,000%
  • New Monk Set: Patterns of Justice
    • 2-Piece Bonus: Sweeping Wind gains the effect of every rune and movement speed is increased by 5% for each stack of Sweeping Wind.
    • 4-Piece Bonus: Each enemy within Sweeping Wind increases your movement speed by 5%. Stacks up to 10 times. Attacking with Tempest Rush reduces your damage taken by 50% and increases Spirit Regeneration by 50.
    • 6-Piece Bonus: Hitting with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000% 15,000%
  • Darklight
    • Fist of the Heavens has a [45-60%] 100% chance to be cast twice.
    • Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%][800-1000%].
  • Eye of the Storm
    • New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%.
    • Developer's Note: With the redesign of Patterns of Justice, there was less need for this item's introduction. We've removed it for now and may consider adding it (or possibly a different Legendary power) at a later date.
  • Vengeful Wind
    • Increases the maximum stack count of Sweeping Wind by [6-7] 10
    • Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%] [600-800%].
  • Won Khim Lau
    • New Legendary Power: Hitting with Tempest Rush will activate Cyclone Strike, and both skills deal [500-600%] increased damage.
  • Chantodo's Resolve
    • The scaled attack speed damage bonus to Wave of Destruction has been reduced
  • Wrath of the Wastes
    • 6-Piece Bonus: The damage bonus now also applies to Rend
  • Lamentation
    • Additional Legendary Power: Increases the damage of Rend by [150-200%]
  • Ambo's Pride
    • New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second
  • Remorseless
    • Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds
    • New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage.
  • Fjord Cutter
    • You are surrounded by a Chilling Aura when attacking.
    • New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies
  • Bracers of Destruction
    • Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits.
  • Fury of the Ancients
    • Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster
  • Bone Ringer
    • Now has a cap of 60 stacks.
  • Legacy of Dreams
    • This gem is now more likely to drop from a Greater Rift Guardian
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  • Blighter
    • Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players
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Season 19 Legendaries

Bug Fixes

  • Wizard
    • Archon
      • Fixed an issue where certain item bonuses (such as from the item Deathwish) would persist between changing forms to/from Archon
  • Spite
    • Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged
  • Squirt's Necklace
    • Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded
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