Informacje o aktualizacji Diablo 4: Loot Reborn przedstawiają kilka poważnych zmian w sprzęcie

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Diablo 4’s fresh Loot Reborn update is nearly here, and will launch on May 14. period 4’s subject is comparatively light, it seems, but that’s to make way for the game’s biggest overhaul yet: loot. If you were tired of the classical “damage on Tuesdays” affixes and the general chaos of the game’s loot over the past year, Blizzard yet has you covered.

Below, we’ve highlighted any of the biggest changes coming with Loot Reborn on May 14. For the complete patch notes, keep scrolling down.


Simplified loot and affixes

At launch, Diablo 4 had a bit of a problem erstwhile it came to its loot and loot affixes. There were besides many situational effects that could rotation onto weapons, making it truly hard to get the affixes you want. And, even worse, these complex affixes could consequence in entirely dead affix spots, fundamentally bricking an otherwise good item.

Instead of affixes that are very specific, Diablo 4 is getting much broader in Loot Reborn. Now affixes might just read “X% bonus damage” alternatively of the erstwhile overcomplicated affixes from before (which inspired the “damage on Tuesdays” meme). This should make crafting your perfect build and putting it together much easier, as most affixes will be useful for you at any point.


Tempering and Masterworking

Image: Blizzard Entertainment

While most loot is getting simplified in Diablo 4, Blizzard is besides adding in 2 fresh systems to aid make depth for your items: Tempering and Masterworking.

Tempering allows you to replace and add affixes to your weapons, tailoring them to your needs. Masterworking compliments Tempering by allowing you to upgrade your affixes, fundamentally supercharging the item. Both of these systems will usage endgame materials, but Masterworking specifically will usage materials from the new, hyper-difficult dungeon: The Pit of Artificers.


Legendaries are always better than another items

Another old problem with Diablo 4 is that you got besides much garbage loot while playing. And due to the fact that you could upgrade your uncommon items into Legendaries with the Codex of Power, you had to carefully comb through all single loot drop to make certain you didn’t get perfect affixes on a random uncommon item.

Starting in Loot Reborn, Legendaries will just be better than Rares in almost all cases, so at any point you can halt caring about non-Legendary items you choice up. any of the Diablo 4 developers did hint that they’re looking to make Rares useful again in the future, but for now you can just focus on Legendary items erstwhile you’re in the endgame.


An improved Codex

Image: Blizzard Entertainment

Speaking of the Codex, it’s getting a major overhaul in Loot Reborn. alternatively of only being able to gain certain Aspects for your Codex — and those Aspects always having worse stats than ones you’d find on a fresh item — you can now catalog all Legendary Aspects inside the Codex. Even better, you can extract Aspects from items straight into the Codex now, which upgrades that Legendary power for the remainder of the season.

This means that if you find a max-rolled Aspect that’s large for your class, you can extract it and reprint it at that same max-roll position forever.


There are tons of another large changes coming to D4 on May 14, including a free Legendary set of items via the Season Journey, another Helltide rework, and immense class changes — including buffs that should yet make Necromancer’s minions a viable option in the endgame. Check out the changes listed in the complete patch notes below:

GAME UPDATES

Accessibility

New Character Highlights

  • We have added an option to item NPC’s, characters and enemies found within Sanctuary to make them easier to separate against different environments.

Standard Highlight

  • Sets the in-game lighting to emphasize the dark and gritty planet of Sanctuary as intended.

Additional Highlights

  • Greatly increases the contrast for the characters within the world. In-game options can be utilized to modify the intensity, as well as the colors.

Helltide Reborn

Helltide has been updated to supply more challenges and rewards.

Helltide Threat

  • As you conflict through Helltides, you will make Threat – how much will be determined by the difficulty of monster and how frequently you’re securing Tortured Gifts within Helltide.
  • There are 3 Helltide Threat Tiers that each increase the danger and frequency of monster ambushes. At Tier 3, you will become Hell-Marked.
  • Achieving maximum Threat will initiate a brief ambush frenzy of maximum enemy density. The ambush will end with a final Hellborne spawn, an immensely powerful agent of Hell, resurrected from the tortured souls of Sanctuary’s most powerful champions.
  • There are 5 variants representing each Class in Diablo IV.
  • Upon activating the Hellborne ambush, your Threat will reset.
  • Dying will reset your Threat.

Accursed Ritual

  • Baneful Hearts can primarily be earned through beginning Tortured Gift chests and can be utilized at the Accursed Ritual location. Baneful Hearts can besides drop from:

Hellborne Demons

Doomsayers

  • A scene of shocking gore, the Accursed Ritual is the eventual testament to the disturbing lengths the followers of Hell will go to appease their dark wishes. It is here where you can begin the Accursed Ritual.
  • Deposit 3 Baneful Hearts to begin the ritual, and you will be swarmed with a dense demonic ambush. another players within your subzone will be alerted that the ritual has begun if they want to join you in your fight.
  • This ambush will climax with the arrival of the Blood Maiden, an immensely powerful demonic creature who will offer large reward upon her death.

World Tier I and II adjustments

A version of Helltide has been introduced for planet Tiers I and II, with the following adjustments:

  • All Tortured Gifts are Mystery chests.
  • No roaming bosses.
  • Monster density adjusted to match expected difficulty of planet Tier III and IV.

NEW ITEMS

General

Unique Items

Tyrael’s Might – Unique Chest Armor

  • While at full Life, your Skills unleash a divine barrage dealing damage.

Yen’s Blessing – Unique Boots

  • Casting a Skill has a 40-60% chance to cast a Non-Mobility, Non-Ultimate Skill that is presently on Cooldown. This effect can only happen erstwhile all 8 12 seconds.

Legendary Aspects

Aspect of Frosty Strides

  • While below 45-60% Life, Evade Freezes Close enemies for Cold harm and applies susceptible to them for 3 seconds.

Aspect of Concussive Strikes

  • Lucky Hit: Damaging an enemy has up to a 20% chance to Daze them for 2 seconds. You deal 5-20% increased harm to Dazed enemies.

Barbarian

Unique Items

Arreat’s Bearing – Unique Pants

  • Ancients you summon are empowered.
  • Korlic creates an Earthquake that deals Physical harm over 4 seconds erstwhile he leaps.
  • Talic leaves behind Dust Devils that deal harm while he whirlwinds.
  • Madawc ignites the ground Burning enemies for an additional harm over 4 seconds erstwhile he upheaves the ground.

Twin Strikes – Unique Gloves

  • After casting Double Swing 4 times, your next Double Swing will hit 2 additional times, each dealing 10-25% increased damage.

Legendary Aspects

Aspect of Fierce Winds

  • Your Shout Skills make 3 5 Dust Devils that deal harm to enemies along their path.
  • Your Dust Devils are 5%-20% 15% bigger and deal 1% increased harm for each 1% their size is increased.

Druid

Unique Items

Earthbreaker – Unique Ring

  • Landslide causes the ground to erupt in tectonic spikes which proceed to deal 0.6-0.9 harm over 2 seconds. Casting Landslide in this area has a 20-30% chance to origin additional Landslide pillars to spawn within.

Wildheart Hunger – Unique Boots

  • When you Shapeshift into a Werewolf or a Werebear, you gain Wildheart for 5 seconds. Wildheart grants you 1%-1.5% increased harm with Shapeshifting Skills all 2 seconds, stacking 20 times.

Legendary Aspects

Aspect of Fevered Mauling

  • When you hit at least 1 enemy with Maul, increase its Attack velocity by 1%-2.5% 1%-2% and you gain 1%-3% 1-4% harm simplification for 5 seconds, stacking up to 5 times.

Necromancer

Unique Items

Ebonpiercer – Unique Amulet

  • Blight besides shoots 4 smaller projectiles that pierce enemies and deal Shadow harm over 3 seconds.

Cruor’s Embrace – Unique Gloves

  • Blood Surge consumes Corpses to origin mini novas, dealing damage. harm is increased by 10% per mark drained by the first cast, up to 50%. harm is besides increased by 20% for each Corpse consumed.

Legendary Aspects

Aphotic Aspect

  • Skeletal Priests empower your Skeletal Warriors’ attacks to deal Shadow harm and have a 5%-20% 5%-15% chance to Stun enemies for 1.5 seconds.

Rogue

Unique Items

Scoundrel’s Kiss – Unique Ring

  • Rapid Fire now lobs exploding arrows that deal 15%-25% increased damage.
  • Scoundrel’s Kiss projectile pattern is now more predictable.

Saboteur’s Signet – Unique Ring

  • Casting Flurry has a 15-30% chance to release Stun Grenades that deal Physical harm and Stun enemies for 1 second. Your Grenade Skills have a 2% 5% fortunate Hit Chance.

Legendary Aspects

Aspect of advanced Velocity

  • Barrage arrows now pierce through 1 enemy.
  • Barrage has 10%-20% increased Attack Speed.

Sorcerer

Unique Items

Fractured Winterglass – Unique Amulet

  • Casting Frozen Orb has a 35-50% chance to spawn a random Conjuration erstwhile it explodes. fortunate Hit: Your Conjurations have up to a 50-70% 70-100% chance to launch a Frozen Orb at close enemies.

Developer’s Note: Extra explosions from the Aspect of Frozen Orbit do not trigger this effect, as the Unique calls out “Casting”. This unintended interaction was fixed since the PTR.

Flameweaver – Unique Gloves

  • Casting Fire Bolt through your Firewall causes it to divided into 4 bolts, each dealing 80-100% more damage.
  • Flameweaver now splits Firebolts to 3 alternatively of 4, and harm buffed to 30-70% from 10-30%.

Legendary Aspects

Aspect Of Tenuous Destruction

  • Deal 25-40% increased harm while you have no Defensive Skills on your Action Bar.

Flamethrower’s Aspect

  • Incinerate splits into 3 beams, each dealing 70-85% of average damage.

BALANCE UPDATES

General

Unique Items

Banished Lord’s Talisman

  • Updated visuals and sounds to indicate that your next Core Skill will Overpower.
  • Critical Strike Overpower harm reduced from 80-120% to 20-60%.
  • Resources needed for guaranteed Overpower reduced from 300 to 275.

Tibault’s Will

  • Damage increase while Unstoppable reduced from 20-40% to 10-20%.
  • Damage increase persists for 1 second longer after being Unstoppable.

Razorplate

  • Razorplate has been updated to function within the fresh Masterworking system.
  • Now has 4 Thorns affixes alternatively of no affixes.
  • New Unique Power: Thorns has a 10% chance to deal 100-150% increased damage.

Legendary Aspects

Disobedience

  • Armor stacks no longer fall off independently. They now refresh or reset at the same time.
  • Armor gain changed to 25-40%.

Assimilation

  • Previous – You have 8% increased Dodge Chance versus enemies affected by harm Over Time effects. erstwhile you Dodge you gain 5-10 of your Primary Resource.
  • Now – You have 8% increased Dodge Chance. erstwhile you Dodge, Fortify for 5-10% 5-20% of your Maximum Life.

Of Retribution

  • Chance to Stun increased from 8% to 10%.
  • Now increases harm to Stunned and Knocked Down enemies.

Of interior Calm

  • Previous – Deal 5-10% increased harm for each second you stand still, up to 40%.
  • Now – Deal 5-10% increased damage. Triple this bonus after standing inactive for 3 seconds.

Of the Crowded Sage

  • Previous – You Heal for (0-181) Life per second for each Close enemy, up to (4-605) Life per second.
  • Now – You have 8% increased Dodge Chance. Successful Dodges reconstruct 5-20% of your Maximum Life.

Bold Chieftain’s

  • Now usable by both Barbarians and Druids.

Needleflare

  • Now besides applies Thorns to Necromancer minions.

Hectic Aspect

  • Cooldown simplification reduced from 2-4 seconds to 1-2 seconds.

Miscellaneous

Developer’s Note: Monsters will inactive deal more harm the higher level they are, but their comparative harm simplification will stay the same from level 100 onward. This change was made to account for level 200 Boss monsters doing utmost amounts of harm to players that are capped for armor.

  • Necromancer, Barbarian, Druid, and Sorcerer Companions now receive 100% of the player’s attributes.
  • Skill tags have been updated everywhere to let more Aspects and another effects to affect more skills and abilities. Examples:
  • Applicable “Shout” skills for Druid and Barbarian are now tagged as Shouts.
  • New Chain tag for abilities like Chain Lightning and Rabies.
  • New Mobility tag for abilities that decision and or teleport the player, specified as Caltrops or Teleport.
  • More skills are now tagged as Core skills, specified as Sorcerer Mastery Skills and another skills which usage resources like Bone Spirit.
  • Additionally, various Aspects have been updated to account for these changes.
  • Damage simplification granted by Fortify has been increased from 10% to 15%.
  • Cooldown simplification is now capped at 75%.
  • Physical harm calculation against harm simplification now caps at level 100.
  • The Maximum Evade Charges affix has been increased from 2 to 3.
  • The Attacks Reduce Evade’s Cooldown affix has been increased from .8 to 1.5 seconds.
  • The Evade Grants Movement velocity affix has been increased from 50% to 125%.
  • All opposition from Amulets has been increased from 19% to 25%.
  • Single component opposition on Rings has been increased from 8% to 10%.

Barbarian

General

  • Barbarian’s 10% innate harm simplification has been removed.
  • Legendary powers that require Call of the Ancients to be equipped no longer have that requirement.
  • Previously, Dust Devils would have varying durations, speeds, and movement patterns based on which legendary Aspect created them. Now, they all behave consistently regardless of which Aspect they are from. Additionally, the following updates have been applied for Dust Devils:
  • The maximum number of Dust Devils that can be active at erstwhile is now 15. Dust Devils now decision more rapidly and dissipate sooner.

Skills

Charge

  • Damage reduced from 250% to 180%.

Power Charge

  • Cooldown simplification per mark Hit reduced from 3 to 2 seconds.
  • Cooldown simplification for hitting a Boss reduced from 6 to 4 seconds.
  • Maximum Cooldown simplification reduced from 9 to 6 seconds.

Furious Hammer of the Ancients

  • Previous – Hammer of the Ancients deals 1%[x] increased harm for each point of Fury you had erstwhile utilizing it.
  • Now – Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for all 10 Fury you had erstwhile utilizing it.

Violent Rend

  • Rend’s harm against susceptible enemies increased from 12%[x] to 25%[x].

Rupture

  • The first harm dealt from Rupture is now guaranteed to Overpower.

Call of the Ancients

  • Korlic Leap harm increased from 104% to 156%.
  • Korlic Frenzy harm increased from 39% to 59%.
  • Talic Whirlwind harm increased from 65% to 98%.
  • Madawc Upheaval harm increased from 195% to 293%.

Kick

  • Range of harm increased from 2.2 meters to 3 meters.
  • Additional harm erstwhile enemy is knocked into a wall increased from 70% to 105%.

Power Kick

  • Damage per 10 Fury consumed increased from 20% to 25%.

Passives

Unbridled Rage

  • Bonus harm reduced from 135%[x] to 100%[x].

Weapon Expertise

Polearm Expertise

  • Lucky Hit chance increased from 10%[x] to 15%[x].
  • Damage while Healthy increased from 10%[+] to 15%[x].

Two-Handed Mace Expertise

  • Fury gain increased from 2 to 5.
  • Previous – You deal 15%[x] increased Critical Strike harm to Stunned and susceptible enemies while Berserking.
  • Now – You deal 15%[x] increased Critical Strike harm while Berserking.

Two-Handed Axe Expertise

  • Vulnerable harm reduced from 15%[x] to 10%[x].

One-Handed Axe Expertise

  • Critical Strike Chance against Injured enemies increased from 5%[+] to 10%[+].

Paragon

Marshal Glyph

  • Cooldown simplification reduced from 4 to 2 seconds.

Blood Rage Legendary Node

  • Damage increased by Berserking bonus reduced from 25% to 10%, and caps at 30%[x] harm bonus.

Crusher Glyph

  • Additional Bonus: Overpower harm reduced from 30%[x] to 20%[x].

Dominate Glyph

  • Bonus Overpower harm per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.
  • Additional Bonus
  • Previous – After not Overpowering for 30 seconds, your next attack will Overpower.
  • Now – all 30 seconds, your next attack will Overpower.

Seething Glyph

  • Additional Bonus: Fury gain on enemy kill increased from 3 to 5.

Legendary Aspects

Aspect of Sundered Ground

  • Description reworded for clarity, no functional change.
  • Previous – all 25 seconds, Upheaval is guaranteed to Overpower and deals 10–25%[x] increased damage. This timer is reduced by 4 seconds erstwhile Upheaval Overpowers a Boss or an Elite enemy.
  • Now – all 25 seconds, your next Upheaval cast is guaranteed to Overpower and deals 10-25%[x] increased damage. This timer is reduced by 4 seconds erstwhile Upheaval Overpowers a Boss or an Elite enemy.

Earthstriker’s Aspect

  • Bonus Overpower harm reduced from 35-50%[x] to 15%-30%[x].

Aspect of the Relentless Armsmaster

  • Fury Generation while all 3 Walking Arsenal bonuses are active increased from 20-35% to 35-65%.

Windlasher’s Aspect

  • Previous – Casting Double Swing twice within 1.5 seconds creates a Dust Devil that deals 0.22-0.32 harm to enemies behind the target.
  • Now – Casting Double Swing creates a Dust Devil that deals 0.35-0.5 harm to enemies in its path.

Devilish Aspect

  • Previous – After generating 100 Fury, your next attack that deals direct harm creates a Dust Devil that deals 0.24-0.38 harm to enemies behind the target.
  • Now – After generating 100 Fury, your next direct harm creates 3 Dust Devils that deal 0.4-0.6 harm to enemies in their path.

Dust Devil’s Aspect

  • Previous – Whirlwind leaves behind Dust Devils that deal 0.22-0.32 harm to surrounding enemies (1 Dust Devil all 1.5 seconds).
  • Now – Whirlwind leaves behind Dust Devils that deal 0.4-0.6 harm to enemies in their way (1 Dust Devil all 0.75 second).

Aspect of Fierce Winds

  • Dust Devils created reduced from 5 to 3.

Veteran Brawler’s

  • Now increases the harm for Charge, Leap, and Kick.
  • The timer on the buff has been removed.

Of Giant Strides

  • Previous – Reduces the Cooldown of Leap by 3-5 seconds per enemy hit, up to a maximum of 9 seconds.
  • Now – Reduces the Cooldown of Leap by (2.5-5) seconds per enemy hit, up to a maximum of 9 seconds. Hitting a Boss with Leap provides the maximum cooldown reduction.

Of Anemia

  • Previous – fortunate Hit: Direct harm against Bleeding enemies has a 15-30% chance to Stun them for 2 seconds.
  • Now – fortunate Hit: Damaging Bleeding or susceptible enemies has a 15-30% chance to Stun them for 2 seconds.

Of Vocalized Empowerment (Previously Of Echoing Fury)

  • Now equippable by both Barbarians and Druids.
  • Previous – Your Shout Skills make 2-4 Fury per second while active.
  • Now – Your Shout Skills make 5-10 Primary Resource per second while active.

Unique Items

Rage of Harrogath

  • Previous – fortunate Hit: Up to a 20-40% chance to reduce the Cooldowns of your non-Ultimate Skills by 1.5 seconds erstwhile you inflict Bleeding on Elites.
  • Now – fortunate Hit: Inflicting Bleeding on an enemy has up to a 20-40% chance to reduce the Cooldowns of your Skills by 1 second.

Azurewrath

  • Damage dealt erstwhile Freezing enemies increased from 2.0-3.0 to 3.0-4.5.
  • Can now trigger from Non-Core skills.

Fields of Crimson

  • The blood pool now makes enemies take increased harm from all harm types.
  • Damage bonus increased from 20% to 30%.

Ancient’s Oath

  • Bonus harm duration increased from 3 to 5 seconds.

Druid

Spirit Boons

Packleader

  • Cooldown reset chance increased from 20% to 25%.

Energize

  • Spirit restoration increased from 10 to 20.

Masochistic

  • Critical Strike Healing increased from 3% to 5%.

Wariness

  • Reduced harm from Elites increased from 10% to 15%.

Skills

Claw

  • Damage increased by ~10% (.25 to .28).
  • Enhanced Claw
  • Attack velocity increased from 15% to 20%.

Maul

  • Damage increased by ~10% (.24 to .26).
  • Enhanced Maul
  • Fortify increased from 5% to 8%.

Raging Pulverize

  • Stun duration increased from 2 to 3 seconds.

Shred

  • Damage increased by 10%.
  • Enhanced Shred
  • Healing increased from 2% to 4%.

Debilitating Roar

  • Now categorized as a Shout skill.

Wolves

  • Wolves now gain Unstoppable erstwhile the Skill is cast.
  • Health increased by 200%.
  • Respawn reduced from 10 seconds to 5 seconds.

Hurricane

  • Damage increased from 134% to 187%.

Petrify

  • Prime Petrify
  • Previous – Petrify’s effect durations are increased by 1 second.
  • Now – Petrify grants 50 Spirit erstwhile cast and its effect durations are increased by 1 second.
  • Supreme Petrify
  • Previous – Killing an enemy affected by Petrify grants 25 Spirit.
  • Now – Killing an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds.

Lacerate

  • Damage increased by 22%.
  • Prime Lacerate
  • Previous – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes.
  • Now – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals 150% increased damage.
  • Supreme Lacerate
  • Previous – Lacerate’s first strike is guaranteed to Critically Strike and deals 150% increased damage.
  • Now – Whenever Lacerate Critically Strikes, you deal 4% increased harm for 10 seconds, up to 40%

Passives

Call of the Wild

  • Damage increased from 10% to 12%.

Quickshift

  • Previous – erstwhile a Shapeshifting Skill transforms you into a different form, it deals 7% increased damage.
  • Now – erstwhile Shapeshifting into a fresh animal form, you deal 1% increased harm for 3 seconds, up to 6%.

Heightened Senses

  • Previous – Upon Shapeshifting into a Werebear or Werewolf, gain 4% harm simplification against Elites for 5 seconds.
  • Now – erstwhile Shapeshifting into an animal form, Werebear grants 2% harm simplification and Werewolf grants 2% Movement Speed, each for 6 seconds. Bonuses are doubled while both are active.

Clarity

  • Previous – Gain 2 Spirit erstwhile transforming into Human form.
  • Now – After casting a Companion Skill, your next Core or Wrath Skill’s harm and Critical Strike Chance are increased by 5%, up to 15%.

Digitigrade Gait

  • Movement velocity increased from 3% to 4%.

Legendary Aspects

Of The Changeling’s Debt

  • Previous – Damaging a Poisoned enemy with a Werebear Skill will instantly deal 120-124% of the Poisoning harm and consume the Poisoning.
  • Now – You deal 25-40% increased harm while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf.

Of The Unsatiated

  • Previous – After killing an enemy with Shred, your next Werewolf Skill generates 25-32% more Spirit and deals 25-32% increased damage.
  • Now – After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal 10-25% increased harm erstwhile cast above 50 Spirit.

Of The Blurred Beast

  • Damage increased from 25-32% to 25-35%.

Nighthowler’s

  • Previous – Blood Howl increases Critical Strike Chance by 5-10%. In addition, Blood Howl besides affects close Companions and Players for 3 seconds.
  • Now – Blood Howl is now a Shout Skill and increases Critical Strike Chance by 5-10%. In addition, Blood Howl besides affects close Companions and Players for 3 seconds.

Raw Might

  • Now all Shapeshifting Skills contribute to the buff stacks.
  • Damage increased from 35-50% to 40-55%.
  • Stun duration increased from 2 to 3 seconds.

Shepherd’s

  • Now Wrath Skills besides gain increased harm from Companions.

Mangled

  • Previous – erstwhile you are struck as a Werebear you have a 25-40% chance to gain 3 Spirit.
  • Now – While in Werebear form, you gain 10-25 Spirit all 8 seconds.

Of Mending Stone

  • Killing an enemy with any Skill now replenishes the Barrier as well as Earth Skills.

Of Vocalized Empowerment (Previously of Echoing Fury)

  • Now equippable by both Barbarians and Druids.
  • Previous – Your Shout Skills make 2-4 Fury per second while active.
  • Now – Your Shout Skills make 5-10 Primary Resource per second while active.

Unique Items

Fleshrender

  • Damage bonus increased from 10% to 15%.
  • Previous – Debilitating Roar and Blood Howl deal harm to close Poisoned enemies, increased by 15% for all 100 Willpower you have.
  • Now – Casting a Defensive Skill deals harm to close Poisoned enemies, increased by 15% for all 100 Willpower you have.

Waxing Gibbous

  • Life On Kill replaced with Spirit On Kill.

Paragon

Tracker Glyph

  • Poisoning harm effect duration increased from 33% to 40%.

Bane Glyph

  • Poison effect double harm chance increased from 10% to 15%.

Shapeshifter Glyph

  • Critical Strike Chance increased from 20% to 25%.

Wilds Glyph

  • Damage increased from 120% to 130%.

Inner Beast Legendary Node

  • Previous – After Shapeshifting, your Spirit costs are reduced by 10% for 5 seconds, up to 30%.
  • Now – After Shapeshifting, your Spirit costs are reduced by 5% for 10 seconds, up to 45%. If you scope 10 stacks, this bonus resets and reduces the Cooldown of your eventual Skill by 5 seconds.

Necromancer

Skills

Enhanced Blight

  • The Tooltip now correctly references the defiled area for the Slow effect.

Blood Mist

  • Removed the movement velocity reduction.

Golem

  • This ability can now be activated while crowd controlled. Activating this ability makes the player Unstoppable.

Decompose

  • Reworded description to be more consistent with the usage of Corpses.
  • Interval reduced from 1.5 seconds to 1 second.
  • Increased channeling Essence generation from 8 to 10 per second.
  • Upgrades now activate erstwhile spawning corpses alternatively of channeling for 1 second.
  • Enhanced Decompose
  • Decompose now causes an detonation [40% weapon damage] erstwhile creating a corpse or erstwhile the mark dies.
  • Now besides generates 10 Essence erstwhile creating a corpse.
  • Acolyte’s Decompose
  • Previous – all 1.5 seconds, Decompose makes Enemies susceptible for 4 seconds.
  • Now – Decompose explosions make enemies vulnerable.
  • Initiate’s Decompose
  • Movement velocity bonus is now on Decompose explosions alternatively of channeling.
  • Bonus Movement velocity duration increased from 5 to 8 seconds.

Army of the Dead

  • Increased spawn rate of Volatile Skeletons by 50%.
  • Supreme Army of the Dead spawn rate adjusted to match Volatile Skeletons.
  • Is now categorized as a Summoning skill.

Passive

Inspiring Leader

  • Previous – After you have been Healthy for at least 2 seconds, you and your Minions gain 4/8/12%[+] Attack Speed.
  • Now – While you are Healthy, you gain 4/8/12%[+] increased critical chance and your Minions gain 6/12/18%[+] increased Critical Strike Chance.

Kalan’s Edict

  • Previous – After you have not taken harm in the last 2 seconds, your Minions gain 15% Attack Speed. This bonus is doubled while you have at least 7 Minions.
  • Now – Your Minions gain 3% Attack velocity for each active Minion.

Book of the Dead

  • Skeletal Warriors will now run ahead of the Necromancer more often, and can initiate combat.
  • Skirmishers – Removed 3 second limit from the second upgrade.
  • Reapers
  • First Upgrade
  • Previous – Reaper attacks against enemies who are Immobilized, Slowed, Stunned, or susceptible reduce the cooldown of their powerful wind-up attack by 2 seconds.
  • Now – Wind-up attacks now reduce 1 of your active Cooldowns by 3 seconds.
  • Defenders
  • Now Taunts in an area around them, alternatively of negating harm all 6 seconds from the first upgrade.
  • Second upgrade changed from expanding Thorns inherited from the player to Defenders reduce harm taken by 99%.
  • Shadow Mages
  • Attacks now pierce.
  • First upgrade
  • Previous – Shadow Mage attacks have a 10% chance to Stun for 2 seconds. This cannot happen toon the same enemy more than erstwhile all 5 seconds.
  • Now – You deal 3%[x] increased harm for each active Shadow Mage.
  • The second upgrade now has an additional Shadow Bolt fired all 3 attacks, down from 4.
  • Cold Mages
  • Attacks now gain 3 Essence from the first upgrade.
  • Attacks now apply susceptible without condition.
  • Bone Mages
  • First Upgrade
  • Previous – Reduce the Life cost of your Bone Mages’ Attack from 15% to 10%. After being alive for 5 seconds, Bone mages deal 40%[x] increased damage.
  • Now – Bone Mages now cast Bone Splinters or Bone Spear all 6th attack if it is on your Action bar.
  • Second Upgrade
  • Previous – Each time a Bone Mage dies from its own attack they leave behind a corpse and Fortify you for 20% of your Maximum Life.
  • Now – Bone Mages drop a corpse erstwhile they die. Bone Mage attacks will grant 3% of Maximum Life Fortify.
  • Blood Golem
  • Golem now absorbs 30%, up from 15%, from the first upgrade.
  • The second upgrade active ability from Golem besides heals the player for 5% of Maximum Life for each enemy drained.
  • Bone Golem
  • First Upgrade
  • Previous – Each time your Bone Golem takes up to 20% of its Maximum Life as damage, it sheds a corpse.
  • Now – Spawn 5 corpses around the Golem where its ability is used.
  • Second Upgrade
  • Previous – Your Bone golem gains 10% Maximum Life and the amount of Thorns it inherits from you is increased from 30% to 50%.
  • Now – Your Bone Golem unleashes Bone Spikes erstwhile taking damage.
  • Iron Golem
  • First upgrade
  • Now casts the Shockwave all 2 attacks alternatively of 4.
  • Shockwave harm increased from 40% to 154%.
  • Second upgrade
  • Now besides pulls enemies in alternatively of applying Vulnerable.

Legendary Aspects

Blood-soaked Aspect

  • Previous – Your movement velocity is no longer reduced while Blood Mist is active.
  • Now – While in Blood Mist form, increases movement velocity by 20%.

Unyielding Commander Aspect

  • Previous – While Army of the Dead is active, your Minions gain 70-84% Attack velocity and take 90% reduced damage.
  • Now – While Army of the Dead is active, your Minions deal 70-100% increased harm and take 90% reduced damage.

Occult Dominion

  • Also increases the max number of Skeletal Warriors by 2.

Blood Getter’s

  • Previous – Your Maximum number of Skeletal Warriors is increased by 2.
  • Now – Your Skeletal Priests besides empower you at 55-70% effectiveness.

Flesh-Rending

  • Previous – erstwhile Decompose spawns a Corpse, gain 25-40 Essence.
  • After: erstwhile Decompose explodes, gain 25-40 Essence.

Rotting

  • Previous – Decompose can chain and burst up to 2 additional targets. erstwhile Decompose spawns a Corpse, it has a 50-100% chance to spawn a Corpse under all afflicted targets.
  • After: Decompose can chain and burst up to 2 additional targets. Explosions from Decompose deals 15-30%[x] increased damage.

of the Damned

  • Previous – You deal 40-50%[x] increased Shadow harm to enemies afflicted by both Decrepify and Iron Maiden.
  • After: You deal 40-50%[x] increased Shadow harm to enemies afflicted by any Curse.

of Untimely Death

  • Previous – Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Overpower harm on your next Overpowering attack, up to a 30-60%[x] bonus.
  • After: Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Critical Strike harm on your next Critical Strike, up to a 30-60%[x] bonus.

of Potent Blood

  • Previous – While Healthy, Blood Orbs grant 10-25 Essence.
  • After: Blood Orbs grant 10-25 Essence.

Unique Items

Ring of Mendeln

  • Previous – fortunate Hit: Up to a 10% chance to empower all of your Minions, causing the next attack from each to detonate for X Physical damage.
  • Now – all 6th attack from each Minion is empowered, exploding for X Physical damage.

Lidless Wall

  • Lucky Hit Chance increased from 5-25% to 15-30%.

Bloodless Scream

  • Essence gain increased from 7-10 to 15-20.

Paragon

Control Glyph

  • Previous – Additional Bonus: You and your Minions deal 10%[X] increased harm to Slowed or Chilled enemies or, instead, 20%[X] increased harm to Stunned or Frozen enemies.
  • Now – Additional Bonus: You and your Minions deal 20%[X] increased harm to Crowd Controlled targets.

Deadraiser Glyph

  • Additional Bonus maximum bonus buffed to 15%[X].

Dominate Glyph

  • Bonus Overpower harm per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.*

Cult Leader Paragon Node

  • Previous – Your Minions deal 15%[X] increased harm for each 20%[X] of Attack velocity Bonus they have.
  • Now – Your Minions deal 30%[X] increased harm for each 20%[X] of Attack velocity Bonus they have, up to a maximum of 100% Attack velocity Bonus.

Rogue

  • Stun Grenades (granted by various aspects) base stun duration increased from .5 to 1 second.

Skills

Inner Sight

  • While the interior Sight gauge is full, you besides gain 25%[+] Critical Strike Chance for 4 seconds.
  • Attacking enemies that are not marked will fill the gauge but at 5% of the average rate.

Preparation

  • Reduced energy request from 100 to 75.

Flurry

  • Damage increased from 66% to 75%.

Volley

  • Can now be cancelled somewhat earlier from another skill.

Passive

Victimize

  • Fixed an issue where this wasn’t activating and scaling from certain instances.
  • Increased chance to proc from 45% to 50%.

Paragon

Exploit Weakness Legendary Node

  • Maximum increased harm buffed from 15%[x] to 25%[x].

Leyrana’s Instinct Legendary Node

  • Previous – erstwhile interior Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your next 3 Core Skills deal increased harm equal to 25%[x] of your Core Skill harm Bonus.
  • New: erstwhile interior Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your Core Skills deal increased harm equal to 25%[x] of your Core Skill harm Bonus while interior Sight’s gauge remains full.

Chip Glyph

  • Increased physical harm bonus from 6.6% to 9.9% for each 5 Dexterity purchased within range.

Legendary Aspects

Aspect of Encircling Blades

  • Increased harm scope buffed from 10-25% to 15-30%.

Opportunist’s

  • Previous – erstwhile you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal Physical harm and Stun enemies for 0.5 seconds.
  • Now – erstwhile you enter or break Stealth, you drop a cluster of exploding Stun Grenades around you that deal Physical harm and Stun enemies for 1 second. Your Grenade Skills deal 25-40% more damage.

Trickster’s

  • Now additionally increases Grenade Skill harm by 25-40%.

Of Surprise

  • Now additionally increases Grenade Skill harm by 25-40%.

Of Artful Initiative

  • Grenade Skill harm increase is now a scope with higher potential, increased to 25-40%.

Of Uncanny Treachery

  • Previous – Dealing direct harm to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 15-21% Control Impaired Duration simplification for 4 seconds.
  • Now – Dealing harm to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. erstwhile Stealth breaks, you gain 10-15% Dodge Chance for 2 seconds.

Of Siphoned Victuals

  • Previous – fortunate Hit: Damaging a susceptible enemy with a Core skill has up to a 10-20% chance to drop a Healing Potion.
  • Now – Damaging a susceptible enemy with a Non-Basic Skill has a 5-20% chance to drop a Healing Potion.

Frostbitten

  • Previous – Chilled enemies hit by your Grenade Skills have a chance equal to double your Critical Strike Chance to be instantly Frozen for 2 seconds. You deal x10-25% increased Critical Strike harm against Frozen enemies.
  • Now – Enemies hit by your Grenade Skills have the same chance as your Critical Strike Chance to be Frozen for 2 seconds. You deal x10-25% increased Critical Strike harm to Stunned or Frozen enemies.

Escape Artist’s

  • Number of attacks dodged reduced from 2-7 to 2-5.
  • Smoke Grenade Dodge effect Cooldown has been reduced from 45 to 20 25 seconds.

Of Quickening Fog

  • Maximum Dash Cooldown simplification is reached from hitting 3 enemies, reduced from 5.

Of Volatile Shadows

  • Previous – erstwhile a Dark Shroud shadow was removed, you would trigger an detonation around yourself that dealt Shadow damage.
  • Now – erstwhile a Dark Shroud shadow is removed, you trigger an detonation around yourself that deals Shadow harm and applies Shadow Imbuement to each enemy it hits.

Blast Trapper’s

  • Previous – fortunate Hit: Dealing direct harm to enemies affected by your Trap skills has up to a 30-50% chance to make them susceptible for 3 seconds.
  • Now – fortunate Hit: Dealing harm to enemies affected by your Trap skills has a 15-30% chance to origin an detonation that deals Shadow harm and applies susceptible for 2 seconds.

Of Lethal Dusk

  • Previous – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 1-5% Maximum Life on Kill for 6 seconds.
  • Now – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth grants you 10-25% Maximum Life.

Vengeful

  • Previous – fortunate Hit: Making an enemy susceptible has up to a 40-60% chance to grant 3% increased Critical Strike Chance for 3 seconds, up to 9%.
  • Now – fortunate Hit: Damaging a susceptible enemy has a 25% chance to make an Arrow Storm at the location, dealing Physical harm over 3 seconds. Your Arrow Storms deal 25-40% more damage.

Of Arrow Storms

  • Previous – fortunate Hit: Your Marksman Skills have up to a 10% chance to make an arrow storm at the enemy’s location, dealing physical harm over 3 seconds. You can have up to 5 active arrow storms.
  • Now – fortunate Hit: Your Marksman Skills have up to a 36% chance to make an Arrow Storm at the enemy’s location, dealing Physical harm over 3 seconds. Your Arrow Storms deal 25-40% increased damage.

Developer’s Note: The maximum number of active Arrows storms remains at 5, we are just removing this from the tooltip to make it more succinct.

Resistant Assailant’s

  • When utilizing Concealment, opposition and Max opposition have increased duration from 4 to 6 seconds.

Unique Items

Writhing Band of Trickery

  • Reduced cooldown from 10 to 6 seconds.

Beastfall Boots

  • Damage bonus reduced from .5-1.5% per Energy consumed to .25-.75%.
  • Energy restored from utilizing a Cooldown increased from 5 to 15.

Eaglehorn

  • Damage bonus increased from 40-60% to 50-70%.

Skyhunter

  • Damage bonus increased from 10-30% to 20-40%.

Sorcerer

  • Mastery Skills are now besides considered Core Skills.

Enchantments

Frost Nova Enchantment

  • Chance for conjuration skills to case a Frost Nova increased from 30 to 35%.

Frost Bolt Enchantment

  • Chill amount increased from 15% to 18%.

Flame Shield Enchantment

  • Previous – Flame Shield automatically activates upon taking fatal damage. This effect can only happen erstwhile all 120 seconds.
  • Now – Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen erstwhile all 30 seconds.

Developer’s Note: We’ve received feedback from players that “Cheat Death” mechanics are not desired. The Flame Shield enchantment has been changed to not respond to fatal damage, but alternatively respond to taking 100% of your wellness within a 30 second window.

Skills

Frozen Orb

  • New Functionality: Travel distance is now controllable.
  • Damage increased by 20% (.34 to .41).
  • Enhanced Frozen Orb
  • Previous – erstwhile cast above 40 Mana, Frozen Orb’s detonation harm is increased by 45% against Elites and 30% against all another enemies.
  • Now – While Healthy, the detonation of Frozen Orb deals 45% increased damage.

Greater Frozen Orb

  • Vulnerable chance increased from 30% to 40% and duration increased from 2 to 3 seconds.

Ice Armor

  • Enhanced Ice Armor
  • Mana Regeneration increased from 25% to 30%.
  • Shimmering Ice Armor
  • Previous – Enemies that hit you while Ice Armor is active have a 15% chance to become Frozen for 3.23 seconds.
  • Now – While Ice Armor is active, you reduce its Cooldown by 1 seconds for all 50 Mana you spend.
  • Mystical Ice Armor
  • Previous – harm against susceptible enemies contributes 50% more to Ice Armor’s Barrier.
  • Now – While Ice Armor is active, you periodically Chill Close enemies for 20% and deal 15% increased harm to Frozen enemies.

Shimmering Frost Nova

  • Previous – Frost Nova generates 4 Mana per enemy hit.
  • Now – Frost Nova grants 3% Dodge Chance per enemy hit, up to 15%. Hitting a Boss gives the maximum amount. For the next 8 seconds, you keep this effect, and successful Dodges make 20 Mana.

Flame Shield

  • Enhanced Flame Shield
  • Previous – Flame Shield grants 25% increased Movement velocity while active.
  • Now – Flame Shield has a 50% larger burn radius.
  • Mystical Flame Shield
  • Previous – You gain 25% Mana Cost simplification while Flame Shield is active.
  • Now – After Flame Shield ends, surrounding enemies are Stunned for 3 seconds and your next Skill within 10 seconds is simply a guaranteed Critical Strike.

Teleport

  • Enhanced Teleport
  • Previous – Teleport’s Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.
  • Now – You gain 30% Movement velocity for 3 seconds after Teleporting.
  • Mystical Teleport
  • Previous – For 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies.
  • Now – Teleport deals 500% increased damage. It besides forms a Crackling Energy for each enemy it hits, up to 3.

Supreme Deep Freeze

  • Now applies susceptible for 5 seconds erstwhile it ends.

Ice Shards

  • Damage increased by 28% (1.25 to 1.6).
  • Enhanced Ice Shards
  • Ricochet chance increased from 40% to 50%.

Hydra

  • Baseline maximum amount increased from 1 to 2.

Lightning Spear

  • Damage increased by 8% (.15 to .16).

Greater Charged Bolts

  • Damage increased from 25% to 35%.

Incinerate

  • New Functionality: Gain 15% baseline harm simplification while channeling.
  • Damage increased by 10% (.76 to .84).

Passives

Elemental Attunement

  • Cooldown reset chance increased from 5% to 7%.

Mana Shield

  • Damage simplification increased from 7% to 8%.

Devouring Blaze

  • Crowd Controlled enemies now supply the harm bonus alternatively of Immobilized.

Conjuration Mastery

  • Previous – You gain 1% increased harm for each active conjuration.
  • Now – You gain 1% increased damage, 1% Movement Speed, and 2% Mana Generation for each active Conjuration.

Convulsions

  • Lucky Hit Chance increased from 3% to 5%.

Shocking Impact

  • Damage increased by 100% (.2 to .4).

Elemental Dominance

  • Damage increased from 3% to 4%.

Legendary Aspects

Bounding Conduit

  • Previous – Gain 15-30% Movement velocity for 3 seconds after Teleporting.
  • Now – Teleport’s Cooldown is reduced by 1.0-2.5 seconds. After Teleporting, Crackling Energy hits 2 additional enemies for 5 seconds.

Of Frozen Orbit

  • Damage increased from 30-40% to 45-60%.

Of Concentration

  • Previous – Your Mana Regeneration is increased if you have not taken harm in the last 2 seconds.
  • Now – Casting a Conjuration Skill grants you 10-20% harm simplification for 5 seconds.

Of Abundant Energy

  • Chance to chain to an additional enemy increased to 35-50%.

Snowguard’s Aspect

  • Damage simplification increased from 10-25% to 15-30%.

Of Singed Extremities

  • Now both Immobilize and Stun trigger the Slow effect.

Of Conflagration

  • Previous – While channeling Incinerate, your Burning harm is increased by 25-40%.
  • Now – While channeling Incinerate, your Burning harm is increased by 25-40%. Enemies hit by Incinerate explode, Burning all surrounding enemies for over 6 seconds. This effect occurs erstwhile per 3 seconds.

Of Splintering Energy

  • Previous – Lightning Spear has a 35-50% chance to spawn an additional Lightning Spear erstwhile you cast it.
  • Now – Casting Lightning Spear always spawns an additional Lightning Spear and increases your harm with Lightning Skills by 10-25% for 3 seconds.

Shattered

  • Enemies no longer request to die while Frozen to trigger the bonus damage.
  • Damage increased from 25-40% to 30-45%.

Unique Items

Staff of Lam Esen

  • Critical Strike Damage replaced with Ranks of Charged Bolts.

Tal Rasha’s Iridescent Loop

  • Maximum stacks now capped at four.
  • All opposition variants increased from 8%/3% to 10%/4%.

Flamescar

  • Ember harm increased by 25%.

Staff of Endless Rage

  • Damage bonus increased from 20-40% to 40-60%.

Esu’s Heirloom

  • Evade Grant’s Movement velocity Affix duration increased from 2 to 3 seconds.

Paragon

Tactician Glyph

  • New Functionality: Now lasts 4 seconds longer for each Defensive Skill not on your Action Bar.

Winter Glyph

  • Cold harm increase maximum raised from 15% to 18%.

Loot Updates

  • All items dropped in planet Tier III will now be Sacred.
  • All items dropped in planet Tier IV will now be Ancestral.
  • Item rarity drop chances have been adjusted. After level 28, the majority (~80%) of gear dropped that is not legendary will be rare. Additionally, chances to drop legendary items now scales more after reaching Level 50.
  • Item Power now increases all 5 levels after 50 alternatively of on a linear scale.

Developer’s Note: This is to give players time to focus on their affixes before the power of gear increases again.

Elixir Updates

Existing Elixirs

All weak, strong, and potent Elixirs have been removed and replaced with the following, more powerful versions which are available at Level 50.

  • Elixir of Cold Resistance
  • Cold opposition increased by 20%, Maximum Cold opposition increased by 4%.
  • Experience gained increased by 5%.
  • Elixir of Cold opposition II
  • Cold opposition increased by 30%, Maximum Cold opposition increased by 6%.
  • Experience gained increased by 8%.
  • Elixir of Fire Resistance
  • Fire opposition increased by 20%, Maximum Fire opposition increased by 4%.
  • Experience gained increased by 5%.
  • Elixir of Fire opposition II
  • Fire opposition increased by 30%, Maximum Fire opposition increased by 6%.
  • Experience gained increased by 8%.
  • Elixir of Lightning Resistance
  • Lighting opposition increased by 20%, Maximum Lightning opposition increased by 4%.
  • Experience gained increased by 5%.
  • Elixir of Lightning opposition II
  • Lighting opposition increased by 30%, Maximum Lightning opposition increased by 6%.
  • Experience gained increased by 8%.
  • Elixir of Poison Resistance
  • Poison opposition increased by 20%, Maximum Poison opposition increased by 4%.
  • Experience gained increased by 5%.
  • Elixir of Poison opposition II
  • Poison opposition increased by 30%, Maximum Poison opposition increased by 6%.
  • Experience gained increased by 8%.
  • Elixir of Shadow Resistance
  • Shadow opposition increased by 20%, Maximum Shadow opposition increased by 4%.
  • Experience gained increased by 5%.
  • Elixir of Shadow opposition II
  • Shadow opposition increased by 30%, Maximum Shadow opposition increased by 6%.
  • Experience gained increased by 8%.
  • Elixir of Iron Barbs
  • Armor increased by 300, Thorns increased by 150.
  • Experience gained increased by 5%.
  • Elixir of Iron Barbs II
  • Armor increased by 500, Thorns increased by 250.
  • Experience gained increased by 8%.
  • Elixir of Fortitude
  • Maximum Life increased by 10%.
  • Experience gained increased by 5%.
  • Elixir of Fortitude II
  • Maximum Life increased by 20%.
  • Experience gained increased by 8%.
  • Elixir of Destruction
  • Overpower harm increased by 7%, susceptible harm increased by 7%.
  • Experience gained increased by 5%.
  • Elixir of demolition II
  • Overpower harm increased by 15%, susceptible harm increased by 15%.
  • Experience gained increased by 8%.
  • Elixir of Precision
  • Critical Strike Chance increased by 4%, Critical strike harm increased by 25%.
  • Experience gained increased by 5%.
  • Elixir of Precision II
  • Critical Strike Chance increased by 6%, Critical strike harm increased by 35%.
  • Experience gained increased by 8%.
  • Elixir of Advantage
  • Attack velocity increased by 7%, fortunate hit increased by 7%.
  • Experience gained increased by 5%.
  • Elixir of Advantage II
  • Attack velocity increased by 15%, fortunate hit increased by 15%.
  • Experience gained increased by 8%.
  • Elixir of Resource
  • Resource cost reduced by 10%, Maximum Resource increased by 10.
  • Experience gained increased by 5%.
  • Elixir of Resource II
  • Resource cost reduced by 20%, Maximum Resource increased by 25.
  • Experience gained increased by 8%.

New Elixirs

  • Elixir of Holy Bolts
  • After killing an enemy, holy bolts fire from the corpse of that enemy.
  • Experience gained is increased by 6%.
  • Elixir of Momentum
  • After killing an enemy, increase Movement velocity by 3% for 5 seconds, this effect stacks up to 15 times.
  • Experience gained is increased by 6%.

User Interface and User Experience

  • Esu’s Heirloom now denotes the bonus Critical Strike Chance based on Movement velocity in the Item’s tooltip, alternatively of as a buff on the buff bar.
  • A fresh option for camera to zoom further out has been added in the Graphics Options section of the Settings menu.
  • Crafting materials now have rarities associated with them.
  • New notifications related to the expiration of migrated Seasonal stashes has been added.
  • Search through your Stash now supports filtering by Item Power.
  • ‘Drop item’ can now be utilized erstwhile selecting Ctrl+Click on Keyboard.
  • The Skill Tree can now be navigated with the D-pad on controller.
  • Miscellaneous changes made to improve overall readability throughout the game.

Gauntlet

  • Players who earned a Seal of the Worthy for a given week in the Gauntlet now have a 100% chance of being rewarded a Unique Item.
  • Boss Monsters won’t drop a shrine if they have been regenerated by the Pillar of Proving.

Nightmare Dungeon Rotation

The following Dungeons will be available as Nightmare Dungeons throughout our next season.

  • World Tier III
  • Light’s Watch
  • Zenith
  • Belfry Zakara
  • Earthen Wound
  • Faceless Shrine
  • Light’s Refuge
  • Forgotten Ruins
  • Renegade’s Retreat
  • Sepulcher Of the Forsworn
  • Tomb of the Saints
  • Garan Hold
  • Jalal’s Vigil
  • Sarat’s Lair
  • Betrayers Row
  • Champions Demise
  • Shifting City
  • World Tier IV
  • Dead Man’s Dredge
  • Forbidden City
  • Hallowed Ossuary
  • Kor Dragan Barracks
  • Mercy’s Reach
  • Rimescar Cavern
  • Tormented Ruins
  • Sanguine Chapel
  • Akkhan’s Grasp
  • Bastion of Faith
  • Blind Burrows
  • Endless Gate
  • Fetid Mausoleum
  • Ghoa Ruins
  • Heathens Keep
  • Leviathan’s Maw
  • Maugan’s Works
  • Serpents Lair
  • Steadfast Barracks
  • Collapsed Vault
  • Conclave
  • Crusaders Cathedral
  • Deserted Underpass
  • Inferno
  • Prison of Caldeum
  • Renegades Retreat
  • Shivta Ruins
  • Sirocco Caverns
  • Uldur’s Cave
  • Yshari Sanctum
  • Aldurwood
  • Broken Bulwark
  • Flooded Depths
  • Howling Warren
  • Lubans Rest
  • Mariners Refuge
  • Oldstones
  • Underroot
  • Vault of The Forsaken
  • Wretched Delve
  • Betrayer’s Row
  • Bloodsoaked Crag
  • Buried Halls
  • Carrion Fields
  • Charnel House
  • Guulrahn Canals
  • Komdor Temple
  • Path of the Blind
  • Whispering Vault

Miscellaneous

  • Traversal skills specified as Leap and Teleport can now easy travel the distance to go to the edge of the screen. This will improve parity with Mouse and Keyboard players.
  • Note: with Ultrawide monitors, you may not traverse to the edge of your monitor as traversal abilities have a set maximum distance they can travel to.
  • More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved.
  • Experience rewards from completing Dungeon Events have been increased.
  • Damage over time effects will no longer interrupt channeled skills.
  • Channel times for interactable objects, specified as picking up Bloodstones or activating switches, have been adjusted from various times of 1-2 seconds down to .75 seconds.
  • Legendary Items and Unique Items can now be traded. This only includes unaltered items. Imprinting, Enchanting, Tempering, or Masterworking an item will bind it your account.
  • Mounts can now be spurred in town.*(The local PTA has commissioned the Town Crier to implement scrolls of speeding to no avail).
  • Glyph Experience gains have been increased by 25%.
  • Flat harm from fortunate Hit procs can be Critical Hits, but inactive cannot Overpower.
  • The bonus experience for planet Tiers II, III and IV have been increased.
  • World Tier I: Unchanged.
  • World Tier II: Increased from 20% to 50%.
  • World Tier III: Increased from 100% to 150%.
  • World Tier IV: Increased from 200% to 250%.
  • Nightmare Dungeons that have been empty for 2 minutes will now be automatically closed alternatively of being reset.
  • The Gold cap has been increased from 9 trillion to 99 trillion.
  • Mutterlock chests now additionally drop 500 obols.
  • World Boss wellness has been greatly increased for planet Tiers III and IV.
  • Increased Murmuring Obols maximum capacity from 2,000 to 2,500.
  • Players can now change their hairstyle in the wardrobe.

BUG FIXES

Accessibility

  • Fixed an issue where the Screen reader did not identify check marks in the Challenge Menu.
  • Fixed an issue where the Screen Reader did not announce various pieces of information in the Clan Menu.
  • Fixed an issue where the Screen Reader did not announce Stats and Skill utilized text in the Hall of Fallen heroes.
  • Fixed an issue where the Screen Reader did not announce currency types in the Character panel.
  • Fixed an issue where the Screen Reader did not announce anything in the Stash Search input field.
  • Fixed an issue where the Screen Reader did not identify the text in the organization Invitation request Pop up.
  • Fixed an issue where the Screen Reader could malfunction erstwhile switching tabs in the Renown page.

Gameplay

Barbarian

  • Fixed an issue where Iron Skin did not benefit from bonus Barrier Generation sources.
  • Fixed an issue where Upheaval cast by Madawc with Call of the Ancients would not stun with the ultimate Upgrade enabled.
  • Fixed an issue where the tooltip for the Aspect of Ancestral Charge did not denote that the harm bonus is multiplicative.
  • Fixed an issue where the Rumble Glyph did not full give bonus harm to all Earthquake effects.
  • Fixed an issue where any non-skill harm effects, specified as Metamorphosis or Gohr’s Devastating Grips, could grant stacks of Furious Upheaval.
  • Fixed an issue where the Aspect of Ancestral Charge legendary could occasionally halt functioning properly.
  • Fixed an issue where the guaranteed Overpower from the Earthstriker’s Aspect could not be utilized by Ground Stomp.
  • Fixed an issue where each hit from Ancients summoned by the Aspect of Ancestral charge would grant stacks of the Flawless method Legendary Paragon node.
  • Fixed an issue where Call of the Ancients was not decently scaling with eventual Skill harm affixes.

Druid

  • Fixed an issue where the bonus harm from the chaotic Impulses passive was additive alternatively of multiplicative.
  • Fixed an issue where Hurricane was not displaying decimal values for its duration erstwhile affected by the Endless Tempest passive.
  • Fixed an issue where the harm bonus from the Aspect of Retaliation bonus could apply twice.
  • Fixed an issue where Storm Strike and Claw could attack in place alternatively of attempting to way the player.
  • Fixed an issue where Blood Howl would not heal the player or decently regenerate Spirit erstwhile equipped with the Nighthowler’s Aspect.
  • Fixed an issue where the Fortify values generated by Safeguard was utilizing Base Life alternatively of Maximum Life.
  • Fixed an issue where the multiplicative harm from the Wilds Glyph did apply for passive attacks from companions.
  • Fixed an issue where Earthspike would deal increased harm exponentially erstwhile hitting multiple stacked targets.
  • Fixed an issue where additional Landslides from the Aftershock Aspect didn’t full apply the Enhanced Landslide upgrade modifier.
  • Fixed an issue where the interior Beast Legendary Paragon node did not trigger with the automatic Shapeshift granted by Mad Wolf’s Glee or Insatiable Fury.
  • Fixed an issue where the bonus Attack velocity and Critical Strike chance granted by the Nighthowler’s Aspect was inconsistently applied for minions.
  • Fixed an issue where Blood Howl would not work decently erstwhile Ravens was besides equipped.
  • Fixed an issue where the Spirit Glyph would only stack erstwhile alternatively of the intended six times.
  • Fixed an issue where Shred could mark invisible enemies.

Necromancer

  • Fixed an issue where the bonus from the Bone Graft Legendary Paragon Node, which should only trigger from damage, could be triggered erstwhile enemies were made susceptible by Enhanced Bone Prison.
  • Fixed an issue where the bonus Movement velocity from Death’s Approach was not active while in town.
  • Fixed an issue where the Requiem Aspect was granting lower Maximum Essence per minion than intended.
  • Fixed an issue where a Golem attack initiated right after dismounting wouldn’t complete.
  • Fixed an issue where Shadow and Bone Mages did not cast Blizzard erstwhile utilizing the Coldbringer’s Aspect.
  • Fixed an issue where Skeleton Reapers had inconsistencies erstwhile targeting enemies.
  • Fixed an issue where the Movement velocity bonus from Death’s Approach was marked as multiplicative erstwhile it was additive.
  • Fixed an issue where the Movement velocity bonus from the Corporeal glyph would persist after unequipping the Glyph, or erstwhile the player had no active minions.
  • Fixed an issue where the chance for Skeleton Reapers to spawn a corpse was much lower than displayed.
  • Fixed an issue where casting Bone Spirit very close to an enemy could origin the skill to no track decently and miss.
  • Fixed an issue where Hewed flesh did not trigger Necrotic Carapace.

Rogue

  • Fixed an issue where Enhanced Shadow Imbuement always granted extra Critical Strike Chance alternatively of just on injured targets.
  • Fixed an issue where the tooltip for the Chilling Weight passive did not denote increased chill amount in the next rank up tooltip.
  • Fixed an issue where Shadow Clones weren’t inheriting eventual Skill harm from the No Witnesses Legendary Paragon node.
  • Fixed an issue where Thorns harm could apply Skyhunter’s Critical Strike Effect.
  • Fixed an issue where the Glyph Upgrade pedestal could spawn straight on top of a player if a Nightmare Dungeon was completed while casting Barrage.
  • Fixed an issue where the Aspect of Surprise calculated harm in a way that was inconsistent with another grenade effects.
  • Fixed an issue where Enhanced fast Fire was giving little Critical Strike Chance than expected.
  • Fixed an issue where non-offensive skills, specified as Concealment, could consume the buff from Impetus.

Sorcerer

  • Fixed an issue where the bonus harm from the Torch and Tactician Glyphs were additive alternatively of multiplicative.
  • Fixed an issue where the Frigid Breeze passive would activate on any kind of damage, alternatively of just cold damage.
  • Fixed an issue where Esu’s Ferocity was applying increase Critical Strike harm to all harm types, alternatively of just Fire Damage.
  • Fixed an issue where Frozen Orb was applying susceptible to frozen enemies without the Greater Frozen Orb upgrade.
  • Fixed an issue where the Destructive Ice Shards susceptible effect could be applied by free Ice Shards casts granted by the Ice Shards Enchantment.
  • Fixed an issue where the effect from the Aspect of Searing Wards could be consumed by free casts granted by the Firewall enchantment.
  • Fixed an issue where another players in the organization could trigger the Fireball enchantment effect erstwhile far distant from the Sorcerer.
  • Fixed an issue where the harm bonus for the Winter Glyph was additive and not multiplicative.
  • The tooltip for the Aspect of Engulfing Flames now decently describes that it can grant both effects simultaneously.
  • Fixed an issue where the Mana simplification from the Efficiency aspect only benefited Incinerate for the first second of channeling the ability.
  • Fixed an issue where the additional Ice Shards from the Aspect of Piercing Cold were dealing more harm than intended.
  • Fixed an issue where Frozen Orbs fired from the Enchantment effect did not prioritize targeting enemies on-screen.
  • Fixed an issue where Meteorites summoned by the Armageddon Aspect wouldn’t deal damage.
  • Fixed an issue where the tooltip for Incinerate did not accurately reflect how much Mana it consumed.
  • Fixed a uncommon issue where Crackling Energies could neglect to spawn.

General

  • Fixed an issue where a player’s defensive capability could prevent Fortify from being applied.
  • Fixed an issue where a Monster, with both affixes active, could pull the player to the fresh Teleporter location with the Vortex ability.
  • Fixed an issue where the animation for Echo of Lilith’s Death from Above attack didn’t sync up with the actual area of effect for the damage.
  • Fixed an issue where players could be damaged while utilizing a traversal.
  • Fixed an issue where the harm bonus from the Conceited Aspect did not get applied by the Barrier granted by Soulbrand.
  • Fixed an issue where sometimes enemies would not be immobilized erstwhile they should be.
  • Fixed an issue where Aberrant Cinders would stay on the ground after the Helltide had ended.
  • Fixed an issue where the player could be incapable to decision freely erstwhile changing the planet Tier and utilizing a Town Portal at the same time.
  • Fixed an issue where Attack velocity Magic Paragon Nodes granted little attack velocity than the tooltip stated. The value now matches the tooltip.
  • Fixed an issue where the Unstoppable effect from the Eluding Aspect could trigger erstwhile the player was higher than 35% life.
  • Fixed an issue where free casts of abilities, specified as Sorcerer’s Frozen Orb Enchantment effect, were triggering Evade Cooldown simplification from the affix that reduces Evade Cooldown erstwhile attacking.
  • Fixed an issue where Monsters would halt spawning during the Cursed Shrine event if all present monsters were killed by leveling up.
  • Fixed an issue where you couldn’t interact with the Altar for the Venous Mote collection Whisper bounty.
  • Fixed an issue where a Bloodmarked Player did not number as an elite enemy for the Aspect of Protector in PvP.
  • Fixed an issue where Aberrant Cinders, which could picked up but had no functionality, remained on the ground after Helltide ended.
  • Fixed an issue where the visual effect from a Blood Blister detonation could be invisible if the Blood Blister itself was not visible.
  • Fixed an issue where the Blood Boiling and Metamorphosis Aspects were not scaling decently with weapon damage.

Quests and Dungeons

  • Fixed an issue where the Drowned Seahag in Mariner’s Refuge could drop no loot.
  • Fixed an issue where the Uncorrupted Flesh could not spawn during the Perceived Threat Quest.
  • Fixed an issue where utilizing a town portal after killing Demotath during the Depths of Despair quest could block progression.
  • Fixed an issue where re-entering the quest dungeon for Exhuming the Forgotten could origin a server disconnect.
  • Fixed an issue where you would not be able to leave the Gauntlet after a organization associate joined, and it was voted to halt the run.
  • Fixed an issue where the Slay All Enemies nonsubjective in Guulrahn Canals, Luban’s Rest, and Conclave could neglect to complete and block progression.

User Interface and User Experience

  • Fixed an issue where the affix preview window at the Occultist showed a fixed value alternatively of a scope of values.
  • Fixed an issue where the key would not display in the key binding Menu if F8 was set as a binding.
  • Fixed an issue where the tooltip for X’fal’s Corroded Signet implied a larger area of effect than the ringing actually did harm in.
  • For controller players that effort to decision and cast an ability but deficiency the resource for that ability, you will proceed to decision that direction until you have adequate of your class’s resource. At which point, you will halt moving and cast that ability. This has been fixed so that the player will halt moving even erstwhile they don’t have adequate resources to cast.
  • Fixed an issue where the harm simplification from Harlequin’s Crest didn’t display in Character Stats while in Town or mounted.
  • Fixed an issue where swapping key binding presets wouldn’t persist between play sessions if that was the only setting changed.
  • Fixed an issue where the Edgemaster’s Aspect could sometimes not appear erstwhile searching the Stash.
  • Fixed an issue where the Glacial Aspect’s tooltip in the Codex of Power was inaccurate.
  • Fixed an issue where unequipping a Paragon Board that has 2 unlocked Gate Nodes not connected to each another would consequence in another boards becoming unequipped.
  • Fixed an issue where powers on items that scaled with player attributes, specified as the powers of Deathless Visage or Fleshrender, did not decently display the scaling bonus.
  • Fixed an issue where Trade Chat could inactive be entered even erstwhile it was disabled in the settings.
  • Fixed an issue where the Feats of Strength completion percent was not accurate erstwhile all challenges were completed.
  • Fixed an issue where the number of affixes were inconsistent between Nightmare Sigils and the spawned Nightmare Dungeon.
  • Fixed an issue where the Inspect window could persist on the screen and block the trade window erstwhile trading in Local Co-Op.
  • Fixed an issue where comparisons involving affixes acquired via enchanting were not accurate.

Miscellaneous

  • Fixed various instances where any items were class-restricted erstwhile they shouldn’t be.
  • Fixed an issue where Ancestral items could only be gambled for erstwhile the player’s character was Level 73 or higher.
  • Fixed an issue where Vampiric Pacts from the period of Blood could inactive drop in certain instances.
  • Fixed an issue where weather effects during Helltide could halt functioning while moving through an area affected by Helltide.
  • Various performance, stability, visual, and UI improvements.



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