Since the game's inception, players have found exploiting a combination of Vulnerable damage and Critical Strike damage to be the most effective strategy. This stacking technique allowed players to leverage the full, multiplicative damage bonus amounts that these damage types could offer. As part of the new update, this approach will no longer yield the same benefits. Blizzard has decided to cap each type of damage, transitioning the excess bonus damage to an additive system. Consequently, overpower damage will gain a boost, while builds heavily reliant on Critical Strike and Vulnerable damage will experience a significant drop in effectiveness. Blizzard cautions players that they should expect to see their damage numbers decrease following this update.
This Season 2 update, Blizzard aims to enhance player experience by introducing significant changes to Unique’s, Paragon Boards, and various class alterations. Notably, the Resistance mechanic will undergo a major overhaul. Formerly viewed as nearly insignificant, Resistances will become a crucial aspect of character building in patch 1.2. Resistances will now adopt an additive model, with a maximum cap set at 75%. The role of Armor will also be modified - while it previously offered both Resistances and a reduction in physical damage, it will now solely reduce physical damage. In conjunction with these changes, Resistance Elixirs will be granted much more potency, providing a percentage boost to Resistances and increasing the maximum Resistance level players can attain.
In a recent Campfire Chat livestream and an accompanying blog post, Blizzard has unveiled the depth and breadth of the changes coming to Diablo IV in an expansive update. This overhaul is not a mere tweaking of a few elements; rather, it's a comprehensive transformation touching nearly every facet of the game.
One of the central alterations players will encounter is a significant shift in how Resistances are calculated and their overall significance. This modification aims to inject a new layer of strategy into the game, requiring players to reconsider their approach to defensive stats.
Recognizing the dominance of Critical Strike damage and Vulnerable damage in the current meta, Blizzard is taking steps to rebalance these overpowered elements. As a ripple effect, adjustments are also being made to ensure that monsters within the Diablo IV universe remain formidable, maintaining a challenging environment for players.
Unique items, the coveted treasures within Diablo IV, are undergoing a substantial upgrade. The goal is clear to make these items more powerful and impactful. Expect larger stat roll ranges, the possibility of unconventional stats for specific item slots, and more potent effects, rendering each unique item a more exciting and strategic choice for players.
Class skills and Paragon Board glyphs, the core elements that define a character's abilities and progression, are not exempt from the wave of changes. These adjustments seek to fine-tune the balance across different classes and playstyles, fostering a more diverse and inclusive gaming experience.
The scope of the update extends beyond what can be captured in a brief overview. Blizzard's commitment to refinement is evident in the meticulous adjustments made to various aspects of the game. Whether it's the potency of class skills, the synergies of Paragon Board glyphs, or the exhilarating power of unique items, each modification contributes to a more dynamic and engaging Diablo IV.
As Diablo IV undergoes this extensive transformation, players can anticipate a game that not only addresses existing imbalances but also opens the door to new possibilities. The evolving landscape of Sanctuary promises a more nuanced, strategic, and thrilling adventure for all who dare to explore its depths. The journey into the heart of darkness is about to become more exhilarating than ever before. Stay tuned for the evolution of Diablo IV!
Diablo IV Season 2 has arrived with a monumental update, aiming to redefine the gameplay experience for its devoted player base. In stark contrast to the tumultuous reception of Season 1's balance adjustments, Blizzard is taking a different approach this time. The overarching goal is not to diminish the power of players but to introduce a more nuanced and balanced system that enhances the overall Diablo IV experience
With the full patch notes spanning over a staggering 14,000 words, Season 2's update is undeniably substantial. This comprehensive overhaul touches nearly every facet of Diablo IV, signalling a commitment to refining and redefining the game's core mechanics. The changes are intricately tied to the theme of the Season of Blood, promising a fresh and captivating experience for players.
One significant aspect undergoing transformation is how Resistances are calculated and their overall importance within the game. This adjustment aims to bring a new level of strategy to encounters and challenges, encouraging players to reconsider their approach to defence.
Critical Strike damage and Vulnerable damage, long considered overpowered elements in the game, are undergoing careful rebalancing. This adjustment extends to the monsters within the Diablo IV universe, ensuring that the challenges presented remain formidable and engaging. Blizzard's commitment to maintaining a dynamic and challenging environment is evident in these changes.
In a bid to diversify gameplay and encourage experimentation, unique items are receiving a substantial power boost. This enhancement aims to make the acquisition and utilization of unique items a more rewarding and integral part of the Diablo IV experience.
Unique items, the cornerstone of Diablo IV's loot system, undergo a comprehensive overhaul. Nearly every Unique in the game has been adjusted to make them more exciting and impactful. Going forward, Uniques will feature larger stat roll ranges, the ability to roll with stats normally not allowed for their typical item slot, potential new stats not found elsewhere, and more potent effects with fewer limitations. This promises a richer and more diverse loot experience for players.
Season 2 brings about meticulous adjustments to class skills and Paragon Board glyphs. These modifications aim to fine-tune the balance between different classes and playstyles, fostering a more diverse and inclusive gaming environment.
A pivotal component of the update revolves around what Blizzard terms "damage buckets." Traditionally, stacking Vulnerable damage and Critical Strike damage was the go-to strategy for maximizing damage output. Season 2 disrupts this paradigm by introducing caps on each type of damage, transitioning from a multiplicative to an additive system. While Overpower damage gains strength in this shift, builds heavily reliant on Critical Strike and Vulnerable damage will experience a reduction in numerical effectiveness.
Diablo IV Season 2 is not merely an update; it's a transformative journey into a more balanced, nuanced, and engaging gaming experience. Blizzard's commitment to addressing player concerns and reshaping the core mechanics of the game is evident in the sweeping changes introduced in this colossal update. As players embark on the Season of Blood, they'll find themselves navigating a Diablo IV that has evolved, adapted, and embraced the winds of change. Brace yourselves for a new era in Sanctuary
In response to player feedback and the controversy surrounding Season 1's update, Blizzard is embarking on a significant shift in Diablo IV's gameplay dynamics with the Season 2 update. The livestream discussions have clarified that the primary objective is not to nerf players but to create a more balanced and equitable environment, addressing the dominance of Critical Strike and Vulnerable damage.
The acknowledgment of the perceived player weakening in Season 1 underscores Blizzard's commitment to incorporating player feedback and evolving the game in response to the community's experiences. Season 1 brought about controversy due to changes that were perceived as detrimental to player power, prompting a re-evaluation of the game's design philosophy.
The crux of the Season 2 update lies in redefining the effectiveness of damage types. By making Critical Strike and Vulnerable damage less overwhelmingly powerful, Blizzard aims to level the playing field. The intention is to promote diversity in build options, allowing players to explore a wider array of damage types and strategies. This shift not only encourages creativity but also fosters a more balanced and inclusive gaming experience.
To address concerns about potential player weakening, Blizzard emphasizes its commitment to balancing monster power. The goal is to ensure that, despite changes to damage calculations, players should not feel less powerful overall. The adjustment of monster power aims to maintain a sense of challenge and excitement in the game while accommodating the evolving dynamics introduced in the Season 2 update.
Diablo IV Lead Class Designer Adam Jackson reassures the player community that the overarching goal is not to diminish individual player strength. Instead, the focus is on establishing parity across various elements of the game. The Season of Blood becomes a symbolic backdrop for this new era, where the balance of power is redefined, and players are encouraged to adapt to a more diverse and dynamic Sanctuary.
As the Season of Blood approaches, Diablo IV players can anticipate a game that not only addresses past concerns but actively seeks to create a harmonized and diverse Sanctuary. The Season 2 update aims to strike a balance where each player feels empowered and challenged in equal measure; a testament to Blizzard's commitment to delivering an immersive and player-centric experience in the evolving world of Diablo IV.
Blizzard's commitment to making players feel more powerful is evident throughout the Season 2 update. Changes to Uniques, Paragon Boards, and various class adjustments are poised to elevate the player experience to new heights. The overarching goal is to create a game that not only addresses past concerns but actively amplifies the sense of empowerment for every adventurer in Sanctuary.
Patch 1.2 introduces a significant adjustment to Resistances, transforming a stat that was once deemed almost worthless into a critical aspect of character building. Resistances will now be additive, capping at 75%. Armor, once a prized stat for its dual benefits, will no longer contribute to Resistances. Additionally, Resistance Elixirs will see a considerable boost, providing players with both a percentage increase to Resistances and an expanded cap.
All five classes in Diablo IV are undergoing significant reworks in Season 2. While Rogues and Druids see minimal changes due to their already strong positions, Sorcerers, Barbarians, and Necromancers are in for major adjustments. Of particular note is the substantial improvement to the Necromancer's pet identity, breathing life into pet builds and making minions more survivable, with some cases even doubling their damage output.
Blizzard is revamping how elemental resistances function, providing players with more strategic options when preparing for battles. This becomes especially crucial when facing new uber endgame bosses, each associated with a specific elemental damage type. The rework aims to enhance player agency and decision-making in tailoring their characters to upcoming challenges.
In the Season of Blood for Diablo IV, a captivating array of Unique Items emerges, each harbouring extraordinary abilities that promise to reshape the battlefield. From enchanted pants to formidable helms and mystical amulets, these artifacts bring fresh dynamics to the game. Let's delve into the secrets of these Season of Blood Unique Items:
Effect: When subjected to Non-Physical damage, gain +6-10% Maximum Resistance to that damage type for 6 seconds. This unique defensive mechanism provides strategic resilience against a variety of enemy assaults, enhancing survivability in the heat of battle.
Effect: Attaining Berserking while already in a Berserk state grants a 40-60% chance of heightened rage. This state intensifies, delivering a potent 15% multiplicative damage increase, along with 2 Fury per second and a 10% Cooldown Reduction. Joritz the Mighty's helm transforms moments of fury into devastating opportunities.
Effect: Casting Boulder during Hurricane's active phase imparts a fascinating twist—your boulders begin to orbit around you. This dynamic alteration not only adds a visual spectacle but also introduces a tactical element to the Druid's arsenal.
Effect: With unlimited Energy granted by Inner Sight, core skills take on a new dimension. A 60-80% chance emerges, spawning Caltrops, Poison Trap, or Death Trap during the execution of these skills. This blend of energy manipulation and trap deployment adds layers to the Rogue's tactical repertoire.
Effect: Minions wield newfound power with a 3-7% chance to curse enemies. Those afflicted by at least one curse endure a 70% multiplicative damage increase from your Overpower abilities. The Blood Moon Breeches empower the Necromancer to command not only the undead but also unleash devastating curses upon their foes.
Effect: The Blue Rose introduces a touch of luck to the Sorcerer's arsenal. Damaging enemies carries a chance, up to 30%, to spawn an exploding Ice Spike, dealing Cold damage. This probability triples when targeting Frozen enemies, turning the tide of battle in the Sorcerer's favor.
As players don these Season of Blood Unique Items, they will discover new dimensions to their characters and strategies. The evolving dynamics of Sanctuary beckon, and with these artifacts in hand, adventurers are poised to carve a path through the darkness like never before. May your journey be thrilling, and may the power of these unique relics guide you to victory in the Season of Blood!
In the Season of Blood, Diablo IV introduces a formidable array of Legendary Aspects, imbuing boots, amulets, gloves, rings, and weapons with unparalleled power. These aspects elevate mobility, offense, and strategic prowess, providing players with unique and potent abilities.
Effect: Gain a swift 20% Movement Speed boost. However, this bonus is temporarily forfeited for 2.5-5 seconds after sustaining damage. A dynamic mobility aspect that rewards agile and strategic gameplay.
Legendary Aspects on Amulets, Gloves, Rings, and Weapons
Effect: Experience a surge in damage, with a 20-30% additive increase. This boost alternates between two sets of damage types: Fire, Lightning, and Physical; and Cold, Poison, and Shadow. A versatile offensive aspect that adapts to exploit enemies' vulnerabilities.
Effect: Rupture no longer removes Bleeding damage from enemies. This effect can occur once every 30-40 seconds, allowing for sustained damage over time and introducing a new layer to Barbarian offensive tactics.
Effect: After hitting 15 enemies with Werebear Skills, the next Werebear Skill unleashes 30-50% multiplicative damage increase and Stuns enemies for 2 seconds. Raw Might rewards strategic engagement and skillful execution.
Effect: Upon spending 100 Energy, release a cluster of exploding Stun Grenades dealing physical damage and stunning enemies for 0.5 seconds. Additionally, Grenade Skills deal 15% more damage, encouraging a dynamic and explosive playstyle.
Effect: Lucky Hit: Shadow Damage Over Time effects have a 10-30% chance to generate 3 Essence. This aspect synergizes with Shadowblight Key Passive, ensuring reliable Essence generation for Necromancer's dark arts.
Effect: Lucky Hit: Upon hitting enemies with Conjuration Skills, gain up to a 30-40% chance to increase Conjuration skills' rank for 12 seconds, stackable up to 3 times. A dynamic aspect that rewards precision and skill mastery.
As players integrate these Legendary Aspects into their arsenal, the Season of Blood promises a dynamic and strategic combat experience. The balance between offense, mobility, and unique class-specific enhancements creates a rich tapestry of possibilities, inviting players to craft their path to glory in the ever-evolving darkness of Diablo IV. May these legendary aspects guide you to triumph in the Season of Blood!
Diablo IV continues to evolve with a series of significant gameplay updates and user interface enhancements. These improvements aim to enhance accessibility, streamline user experience, and introduce exciting features. Let's dive into the key changes:
New Options: More cursor icon options have been introduced, including higher contrast icons. These can be accessed through the Accessibility Options menu, providing players with customization choices to better suit their preferences.
Audio Cue for Traversal Navigation Aid: An audio cue has been added to signal when players are near a traversal point, such as a ladder or broken bridge. This auditory enhancement serves as a valuable navigation aid for players exploring the vast world of Diablo IV.
Favorites System: Items can now be marked as Favorite, safeguarding them from accidental sale or salvage. This feature provides players with a convenient way to protect valuable or sentimental items.
Stash Enhancements: Items in the Stash can be marked as Junk or Favorite, allowing for quick identification and management. The Stash itself now supports searching and filtering, simplifying the process of finding specific items.
Sell All Junk Improvement: The Sell all Junk option now exclusively sells items marked as Junk in the active Inventory tab, providing more control over the selling process.
Aspect Sorting: Extracted Aspects with the same Legendary Power will now be grouped together when sorted in the Inventory and Stash, enhancing organization and clarity.
Improved Consistency: The sorting of normal Affixes on items has been refined to ensure a more consistent and deliberate arrangement. Similar Affixes will be grouped together for a more intuitive experience.
Whispers Display: Dungeons with active Whispers now display the Aspect Name and Description on the map Tooltip, offering valuable information to adventurers.
Privacy Options: Streamer mode has been implemented, allowing players to hide identifying information, such as their character name or Battle.net username. These settings can be adjusted in the Connect Options menu.
Combat Text Toggle: An option to hide Combat Text is now available in the settings, offering players more control over their on-screen information.
Auto-Run Functionality: Auto-run has been added, allowing players to continuously move in the direction they or their mouse cursor are facing until another movement action or Skill is initiated.
World Boss Announcements: An in-game announcement now alerts players to upcoming World Boss spawns, enhancing the overall gaming experience.
Helltide Updates: The visual effect denoting active Helltide is now displayed on both the Map and Minimap, providing clearer information to players.
Minimap Enhancements: The Minimap has been zoomed out to display a wider area, and new icons for Helltide Chests have been introduced for Jewelry, Armor, and Weapons.
Character Slots: Two additional character slots have been added, bringing the total to 12 and providing players with more flexibility in character creation.
With these comprehensive updates, Diablo IV is poised to deliver an even more engaging and user-friendly experience for players exploring the dark and immersive world of Sanctuary.
In the Season of Blood and beyond, the enchant cost for items is now determined by a coefficient of Base Item Power and item type, shifting away from the sell value. This results in a generally higher initial enchant cost for rare items, but subsequent enchanting escalates at a significantly reduced rate. Legendary items, on the other hand, will see a reduction in enchant costs across the board.
Imprinting, adding sockets, or upgrading will no longer increase enchant costs, streamlining the item adjustment process. Gems will no longer drop from regular sources but can be crafted at a Jeweller, encouraging active player engagement.
Elixir drops rates have been significantly reduced, and Whisper Caches will now always reward items of the specified equipment slot. Forgotten Souls, previously limited to weapons when salvaged, can now be obtained from a broader range of items with adjusted drop rates, promoting participation in Helltide while maintaining alternative sources. Additionally, item power ranges for Sacred and Ancestral items have been adjusted for better balance.
In the pre-Season of Blood era, enchanting a Rare Ancestral Wand with 750 base Item Power had escalating costs as follows:
First Enchant: 56,430 Gold, second enchant: 282,150 Gold, third enchant: 338,580 Gold
However, during the Season of Blood and beyond, the enchant costs for the same wand changed to:
First enchant: 64,492 Gold, second enchant: 128,984 Gold, third enchant: 193,477 Gold
Notably, when enchanting a Legendary wand with 800 base Item Power before the Season of Blood, the first enchant cost was 164,262 Gold. In the new system: First Enchant costs 72,203 Gold
Furthermore, imprinting, adding sockets, or upgrading will no longer increase enchant costs. The shift from enchantment being determined by sell value aims to discourage re-rolling rare items before upgrading or imprinting. The overall formula for enchant cost has been adjusted to allow item adjustments in any order, maximizing cost-effectiveness and reducing overall expenses incurred during re-rolling.
A significant change has been implemented regarding gems in the game. Instead of dropping from regular sources, gems can now only be crafted at a Jeweler. Previous gem sources will now yield gem fragments, which are stored in the Materials tab. Crafted gems can be salvaged back into gem fragments at a Jeweler. While the equivalent number of gem fragments will drop less frequently than complete gems did from regular sources, they will be more abundant from Whisper Caches. This shift to an active player action for gem acquisition aims to prevent gems from passively filling up inventories, reducing overall stress on space. The adjustment also leans towards targeted rewards, decreasing the need for frequent checks on the Materials tab during regular gameplay.
Whisper Caches will now exclusively reward items of the specified equipment slot, eliminating the chance for random items. The drop chance of Scroll of Escape has been reduced from 0.1% to 0.025%, adding a new layer of rarity to its acquisition. Notably, Fiend Roses and Forgotten Souls are no longer prerequisites for upgrading non-Sacred or Ancestral items, simplifying the enhancement process.
Adjustments have been made to the item power ranges for Sacred and Ancestral items:
Sacred: Previous Range: 625–720, New Range: 625–750
Ancestral: Previous Range: 725–820, New Range: 780–925
Level scaling examples showcase the item power ranges for monsters of different levels, emphasizing the evolving challenges players will face. Additionally, the acquisition rate of Forgotten Souls from salvaging has been fine-tuned. Salvaging a Sacred item now has a 5% chance to grant a Forgotten Soul, while salvaging an Ancestral item has a 10% chance. Two-handed weapons can grant up to 2 Forgotten Souls from salvage, while all other equipment types can grant 1.
The ease of obtaining Forgotten Souls in the Season of the Malignant led to a redesign of Helltide as the primary source, with a broadening of item types granting Forgotten Souls through salvage. This change encourages players to engage more with Helltide while maintaining alternative sources for these valuable resources.
Several loot adjustments have been introduced based on World Tiers:
World Tiers I and II: No changes. Loot distribution remains the same.
World Tier III: Only Legendary, Unique, Uber Unique, and Sacred Rare items will drop. Players will receive additional crafting resources instead of other item types.
World Tier IV: Similar to Tier III, only Legendary, Unique, Uber Unique, and Ancestral Rares will drop. Additional crafting resources will be provided in lieu of excluded items.
To balance these adjustments, gold drop rates have been increased in World Tiers III and IV, ensuring that players still have valuable rewards and resources in these higher difficulty tiers. These changes aim to refine the loot system, offering more targeted and rewarding drops as players progress through the challenging World Tiers.
A series of adjustments have been made to Nightmare Dungeons for a more immersive and strategic experience:
• Teleportation: Players will now be teleported inside a Nightmare Dungeon upon activation, eliminating the need to traverse to the entrance manually.
• Nightmare Sigils: Completion of a Nightmare Dungeon will now reward Nightmare Sigils, providing players with additional rewards beyond defeating the final boss.
• Monster Spawn: In Season of Blood Nightmare Dungeons, monsters will now spawn closer to the entrance, reducing the amount of travel required before engaging in the Dungeon
Nightmare Dungeon Affix Adjustments:
• Backstabbers: The affix now causes vulnerability upon close monster attacks from behind, increasing damage taken.
• Death Pulse: No longer triggers on monsters with existing death explosions. Death Pulses will not overlap, occurring only if there is open space around the monster.
• Drifting Shade: Duration reduced to 3 seconds, with an increased respawn time of 2 seconds.
• Lightning Storm: Avoiding shock damage in the bubble grants bonus Movement Speed. The storm begins only in combat and if the player has a direct path to the bubble's spawn point.
• Monster Critical Resist: Monster attacks now reduce the damage of player Critical Strikes for 3 seconds, stacking up to a specified value.
• Monster Overpower Resist: Monster attacks now reduce the damage of the player's next Overpower attack, stacking up to a specified value.
• Potion Breakers: Monster attacks from a distance increase the cooldown of the player's next Potion by a certain number of seconds, up to a maximum.
• Poisonous Evade: Using Evade now leaves a damaging pool of Poison under the first enemy evaded through or at the destination.
These adjustments aim to enhance strategic gameplay within Nightmare Dungeons, encouraging players to adapt their tactics for a more challenging and rewarding experience. Several changes and improvements have been made to enhance the gameplay experience in endgame activities:
• Resistance Breaker:
• Sacred: Monster attacks from a distance reduce All Resistances by -3% for 6 seconds, stacking up to -15%.
• Ancestral: Monster attacks from a distance reduce All Resistances by -5% for 6 seconds, stacking up to -25%.
• Previous: Your Thorns are increased by X.
• New: After attacking an enemy, your Thorns are increased by X for 3 seconds, up to Y at max stacks.
• Overall glyph experience across all tiers has increased by 19%, with a significant boost at earlier tiers.
• Many Dungeons have received visual updates and layout improvements to address concerns about lack of diversity and excessive backtracking.
• The time between Legion Events has been reduced from 30 minutes to 25 minutes.
• Every Legion Event now includes a Whisper objective.
• Additional life scaling for Legion Event monsters has been increased to provide a more challenging experience.
• The experience reward for completing a Legion Event has been increased by 75%.
• The time between World Boss spawns has been reduced from 6 hours to 3.5 hours.
• World Boss health and damage have been increased.
• The quality of rewards received for defeating a World Boss has been significantly increased.
• The warning for World Boss spawns now broadcasts an hour in advance, with an additional notification 15 minutes before the spawn.
• World Bosses now become immune 2 seconds after beginning their escape.
• Silent Chests can now spawn in areas where Helltide is active.
• Nightmare Sigils rewarded from Whisper Caches will now be within 5 Levels of the highest-level Nightmare Dungeon the player has completed.
• Various quality of life updates for Whispers, including moving altars to central locations and reducing the number of monsters needed to complete certain objectives.
• Whisper Caches will now reward significantly more Gold and increased Gem Fragments.
These changes aim to improve endgame activities, making them more engaging, challenging, and rewarding for players.
• General responsiveness of mounts has been enhanced, reducing the likelihood of them getting stuck or slowing down unexpectedly.
• Mounts will more consistently jump over traversals automatically.
• Full Mount speed can now be achieved without the mouse cursor needing to be at the edge of the screen for keyboard and mouse players.
• Base Mount Movement Speed has been increased by 14%, ensuring faster travel without altering the top speed of mounts.
• The speed boost from Spur now lasts 50% longer.
• Mounts can now break through barricades when Spur is activated.
• Manual Mount Cooldown has been reduced from 10 seconds to 5 seconds.
• The cooldown after being forced to dismount due to damage has been reduced from 30 seconds to 15 seconds.
• The cooldown for the Mount Combat skill has been reduced from 10 to 3 seconds, benefiting skills like Barbarian’s Bounding Slam.
• An Occultist has established a shop at The Tree of Whispers waypoint.
• Additional stashes have been added to capital cities near crucial vendors.
• Stashes are now available in all small towns with waypoints, and the Purveyors of Curiosities have set up shop closer to the Waypoint in specific locations: Kyovashad, Zarbinzet, Ked Bardu, and Gea-Kul.
• Certain waypoints will be automatically unlocked for characters skipping the campaign, including Dry Steppes, Chambatar Ridge, Untamed Scraps, Fractured Peaks, Bear Tribe Refuge, Yelesna, Hawezar, Backwater, Ruins of Rakhat Keep: Inner Court, Kehjistan, Caldeum, Tarsarak, Scosglen, Marrowen, and Tirmair.
These adjustments aim to make mount usage more enjoyable and streamline the player experience in towns and waypoints throughout the game.
Monster and Boss Rebalancing:
• Monsters and bosses across the game have been rebalanced to align with other Season of Blood changes, ensuring overall difficulty remains consistent.
Level Scaling in Open World:
• Monster levels in the open world will now scale with the player's level, with a minimum and maximum level determined by the World Tier.
• World Tiers I and II: Level 1–50
• World Tier III: Min 55 - Max 70
• World Tier IV: Min 75 - Max 100
• Evasiveness of many monsters has been generally reduced.
• The cooldown for Teleport cast by Knight monsters has been increased, and the range has been decreased.
• Spider Host Cold Explosion now Chills instead of Freezes.
• Bloated Corpsefiend Death Explosion no longer has knockback.
• Spider Hosts, Bloated Corpsefiends, and Fly Hosts will no longer spawn with the Fire Enchanted or Plaguebearer affixes.
• Seething Abomination’s Ground Slam ability now also spawns a poison pool under the player.
• Ghost monsters have received a visual upgrade.
• Incenses now grant a bonus to experience, persisting after death.
• Experience bonuses for being in a party and playing in higher World Tiers are now multiplicative for increased effectiveness.
• Experience gained from killing higher-level monsters has been significantly increased.
• Experience rewards for completing individual Whispers, cashing in Grim Favors, and opening Helltide Chests have been increased.
• Necromancer Minions and Druid Companions are now less likely to target invulnerable enemies.
• Effects guaranteeing an Overpower on the next cast will always be consumed on the next appropriate cast.
• All Renown rewards persist between Seasons and new characters.
• The level at which players receive the priority quest for unlocking the next World Tier difficulty has been increased.
• World Tier III: From 40 to 48.
• World Tier IV: From 60 to 68.
• Rewards for completing side quests now scale with higher World Tiers.
• Increased Veiled Crystal drops from Salvage Caches.
• Slightly increased Rare Leather and Rare Ore drops from Salvage Caches.
• Salvage Caches will now also contain an item.
• Barrels now have a one-time explosion, no lingering effect, and inflict more chill on monsters.
These comprehensive changes aim to enhance overall gameplay, provide a more balanced experience, and introduce various improvements across different aspects of the game.
Disobedience Legendary Aspect:
• The Armour % value for Disobedience Legendary Aspect has been significantly increased from a maximum of +30% Armor to +66% Armor, providing a substantial boost to defensive capabilities.
Snowveiled Legendary Aspect:
• The Armour % value for Snowveiled Legendary Aspect has been enhanced from a maximum of +10% Armor to +30% Armor, improving its defensive benefits.
Armor Contribution Percent:
• Non-physical Damage Reduction from Armour and Resistances is no longer split.
• Resistances now contribute their full value to Non-physical Damage Reduction.
• Armor no longer contributes to Non-physical Damage Reduction and exclusively reduces damage against Physical damage.
Armour Affix Increases:
• The +% Total Armor affix has been increased by a significant 160%, offering more substantial defensive bonuses.
Werewolf and Werebear Form Armor Increases:
• +% Total Armor while in Werewolf form and +% Total Armor while in Werebear form have both seen a substantial increase of 130%, enhancing defensive capabilities in these forms.
These adjustments to armor aspects and contributions aim to provide players with more impactful and meaningful defensive options, encouraging strategic choices in gearing and gameplay.
Evade Grants Movement Speed Affix:
The duration of the Evade Grants Movement Speed affix (inherent on Boots) now increases with Item Upgrades.
Skill and Passive Rank Affixes:
Skill Rank and Passive Rank affixes that roll at +1 now upgrade to +2 when at five Item Upgrades, providing a more significant boost.
Damage Bucket Updates:
Overpower attacks now always deal up to x50% increased damage, based on your current life percentage.
Overpower attacks gain +2% damage per 1% of your Base Life you have in Fortify.
Overpower attacks gain +2% damage per 1% of your Base Life in bonus life above your Base Life.
All Overpower Damage Affixes have increased by 50%.
Overpower Damage Paragon Glyphs have increased by 33%.
Overpower Damage Paragon Nodes have increased by 50%.
Critical Strikes now always deal x50% increased damage.
Critical Strike Damage Affix and Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills Affixes have increased by 20%.
Critical Strike Damage Affix (inherent on Swords) has increased by 100%.
Critical Strike Damage Paragon Glyphs have increased by 100%.
Dealing damage to a Vulnerable enemy now always deals x20% increased damage.
Vulnerable Damage Affix has increased by 40%.
Vulnerable Damage Affix (inherent on Crossbows) has increased by 87%.
Vulnerable Damage Paragon Glyphs have increased by 100%.
The Death’s Defense passive effect, preventing Necromancer minions from taking more than 30% of their maximum Life in damage in one hit, is now an inherent attribute for all summons (Necromancer’s Minions and Druid’s Companions). All minions will only take up to 30% of their maximum Life in a single hit as damage.Death’s Defense has been updated with a new effect to compensate for this change.