Blizzard Quote [source]
Here are the exact values for clarification:
- Experience granted by the following monsters has been reduced to better match their HP:
- By 75% for:
- Brood Hatchlings, Cavern Spiders, Spiderlings, Stygian Crawlers, and Tormented Stingers
- By 60% for:
- Accursed, Betrayed, Blazing Ghouls, Ghouls, Murderous Fiends, Reviled, Savage Fiends, and Vicious Ghouls
- By 50% for:
- Bile Crawlers, Crazed Cultists, Crazed Summoners, Dark Conjurers, Dark Cultists, Dark Summoners, Dark Zealots, Deranged Cultists, Doom Wraiths, Enraged Zealots, Fallen, Fallen Grunts, Fallen Peons, Fallen Soldiers, Foul Conjurers, Ravenous Dead, Shade Stalkers, Shadow Vermin, Skeletal Crawlers, and Spine Lashers
- By 40% for:
- Dark Moon Clan Impalers, Moon Clan Impalers
- By 34% for:
- Blazing Guardians, Charged Constructs, Chilling Constructs, Frost Guardians, Noxious Guardians, Shock Guardians, Smoldering Constructs, and Toxic Constructs
- By 25% for:
- Dust Shamblers, Hungry Corpses, Retching Cadavers
- The chance for the following monsters to drop loot has also been reduced to better match their HP:
- By 60% for:
- Accursed, Betrayed, Blazing Ghouls, Ghouls, Murderous Fiends, Reviled, Savage Fiends, and Vicious Ghouls
- By 50% for:
- Bile Crawlers, Crazed Cultists, Dark Cultists, Dark Zealots, Deranged Cultists, Doom Wraiths, Enraged Zealots, Fallen, Fallen Grunts, Fallen Peons, Fallen Soldiers, Ravenous Dead, Shade Stalkers, Shadow Vermin, Skeletal Crawlers, and Spine Lashers
- By 40% for:
- Dark Moon Clan Impalers, Moon Clan Impalers
- By 34% for:
- Blazing Guardians, Charged Constructs, Chilling Constructs, Frost Guardians, Noxious Guardians, Shock Guardians, Smoldering Constructs. and Toxic Constructs
- By 25% for:
- Brood Hatchlings, Cavern Spiders, Crazed Summoners, Dark Conjurers, Dark Summoners, Dust Shamblers, Fallen, Fallen Grunts, Fallen Peons, Fallen Soldiers, Foul Conjurers, Hungry Corpses, Retching Cadavers, Spiderlings
These changes were about balancing monster difficulty vs. monster reward. It also helped us make sure that we weren't making any zones in Act I, Act II, and Act IV
too OP, or the next must-go-to place for farming, by increasing their density. This way, zones should be more even in terms of reward, which should in turn give players more options when deciding where they want to farm.