Blizzard has introduced plans to run a second Public Test Realm for motion role-playing sport Diablo 4, this time for Season 5.
Diablo 4’s first PTR ran in April and let Battle.web PC gamers play the well-received Season 4 early. Similarly, the Season 5 PTR provides followers a style of what’s to return from June 25 to July 2 for gamers with a PC Battle.web account solely.
“The objective of the PTR is to check updates and options earlier than the launch of Season 5,” Blizzard mentioned in a blog post. “Then we’ll make changes to Season 5 utilizing your suggestions earlier than it goes stay for everybody. The suggestions we obtain helps us to fine-tune stability adjustments, get rid of bugs, and create the very best expertise attainable. Having a PTR provides us an opportunity to check new techniques, and we’re grateful in your time spent taking part in.”
As for what to anticipate from the PTR, there’s a brand new questline that takes place after the occasions of the primary questline and presumably leads into the occasions of Diablo 4’s first enlargement, Vessel of Hatred, which launches October 8, 2024. “Season 5 encompasses a new story the place enemies are cut-down, alliances shift, and unlikely buddies emerge from the shadows,” Blizzard teased.
It’s price noting that you just’ll want to go to Hawezar in World Tier 3 and “examine a disturbance amongst the cityfolk there” with the intention to set off the questline. The World Tier 3 requirement means you’ll have to have accomplished the marketing campaign and crossed over from World Tier 2 by defeating that issue’s Cathedral of Light capstone.
Completing this new questline will permit you to battle the Infernal Hordes, the brand new gameplay exercise coming with Season 5. Infernal Hordes options seemingly countless waves of enemies, which develop extra highly effective with every passing day. It sounds very very similar to a Diablo 4 tackle a rogue-lite: the Infernal Hordes is an exercise the place you slay hordes whereas incomes Burning Aether to unlock highly effective weapons and rewards.
Elsewhere, Season 5 introduces new Legendaries, Uniques, and gadgets. There are quality-of-life updates to endgame bosses, too. Diablo 4 Season 5, which doesn’t have a reputation but, launches August 6.
Diablo 4 Season 5 PTR Patch Notes:
1.5.0 PTR Build #55051 (PC) – June 25, 2024
GAME UPDATES
New Items and Tempering Recipes
All Classes
Tempering Recipes
Worldly Finesse – Offensive
- +X% Critical Strike Damage
- +X% Vulnerable Damage
- +X% Overpower Damage
- +X% Ultimate Damage
Barbarian
Unique Items
Unbroken Chain – Amulet
- Casting Steel Grasp reduces Iron Maelstrom’s Cooldown by 5-10 seconds. Enemies broken by Iron Maelstrom deal 15-30% much less harm for six seconds.
Legendary Aspects
Aspect of Forward Momentum – Mobility
- Knocking again an enemy grants 25-40% Movement Speed for 3 seconds.
Tempering Recipes
Slayer’s Finesse – Offensive
- Vulnerable Damage
- Bonus Damage in opposition to Injured
- Bleeding Damage
Druid
Unique Items
Björnfang’s Tusks – Unique Gloves
- Cataclysm is now assured to strike something in vary and also you deal 40-80%[x] elevated harm at some point of the impact. While Cataclsym is energetic, you achieve limitless Spirit.
Legendary Aspects
Aspect of the Rushing Wilds – Mobility
- Casting a Companion Skill grants 5-15% Movement Speed for five seconds, as much as 15-45%.
Tempering Recipes
Ultimate Efficiency – Resource
- Cataclysm Cooldown Reduction
- Lacerate Cooldown Reduction
- Petrify Cooldown Reduction
- Grizzly Rage Cooldown Reduction
Necromancer
Unique Items
Path of Trag’Oul – Unique Boots
- Bone Prison traps a bigger space and fires 20-35 Bone Splinters at enemies trapped inside. Increase your Maximum Essence by 2 for 8 seconds every time these Bone Splinters hit an enemy.
Legendary Aspects
Aspect of the Unholy Tether – Mobility
- Casting Golem’s energetic Skill creates a bond between you for six seconds. While the bond is energetic, each of you’re Unhindered and achieve 25-40% Movement Speed.
Inexorable Reaper’s – Mobility
- Sever now dashes you ahead to assault as an alternative. It turns into a Mobility Skill and prices no Essence, however has a 22-7 second cooldown.
Aspect of Creeping Mist – Mobility
- Gain 20-35% Evade Cooldown Reduction.
- You can now Evade throughout Blood Mist, touring twice as far. Entering or exiting Blood Mist resets your Evade Cooldown.
Imprisoned Spirit’s – Offensive
- When Bone Spirit explodes inside a Bone Prison, it explodes a further time, dealing 40-70% of regular harm.
- Bone Spirit now prioritizes enemies inside a Bone Prison.
Tempering Recipes
Necromancer Wall – Defensive
- Skill Ranks of Necrotic Carapace
- Skill Ranks of Drain Vitality
- Minion Damage Reduction
- Chance in your Minion Attacks to Fortify you for 3% Maximum Life
Rogue
Unique Items
Shroud of Khanduras – Unique Chest Armor
- Dark Shroud grants Immune for 3 seconds, however your Evade Cooldown is elevated by 9-3 seconds. Evading whereas Dark Shroud is energetic leaves behind an explosion that offers Shadow harm and pulls in enemies.
Legendary Aspects
Of Nebulous Brews – Mobility
- Using a Healing Potion grants 35-50% Movement Speed for 3 seconds. After shifting 30 meters, you spawn a Healing Potion.
Galvanized Slasher’s – Resource
- Lucky Hit: Damaging an enemy with a Mobility Skill has a 15-30% likelihood to totally restore your Energy. Your Maximum Energy is elevated by 10-25.
Of Iron Rain – Offensive
- Smoke Grenade has a 35-50% likelihood to create an Arrow Storm the place it explodes, dealing Physical harm over 3 seconds. Your Arrow Storms repeatedly apply Vulnerable.
Breakneck Bandit’s – Offensive
- Flurry offers 15-30% elevated harm and has a 20% likelihood to Stun enemies for 3 seconds with every hit.
Mired Sharpshooter’s – Utility
- Caltrops is now a Marksman Skill that periodically throws 5-20 piercing daggers over its Duration, every dealing Shadow harm and making use of Vulnerable for 3 seconds.
Tempering Recipes
Subterfuge Expertise
- Increased Smoke Grenade harm.
- Increased Smoke Grenade Size.
- Increased harm for every Dark Shroud Shadow.
- Increased harm on Next Attack after getting into Stealth.
Rogue Persistence
- Increased Maximum Life Percentage gained whereas Dark Shroud is energetic.
- Increased Maximum and All Resistance Percentage for five Seconds from Health. Potions.
- Increased Skill Ranks of Second Wind.
- Increased Skill Ranks of Aftermath.
Sorcerer
Unique Item
Axial Conduit – Unique Pants
- Chain Lightning alternates between orbiting you and looking for as much as 3 enemies. When it returns, it drains 6 Mana from you for every energetic Chain Lightning. After draining 66 whole Mana, the bolt explodes for (270%-570%) Lightning harm.
- Chain Lightning expires if you do not have sufficient Mana for it to empty.
Legendary Aspects
Aspect Of Tenuous Agility
- Gain 5-15% elevated Movement Speed. This bonus is doubled if you have not used a Defensive Skill in 8 seconds.
Aspect Of the Firebird
- Gain the Flame Shield Enchantment totally free.
- When Flame Shield prompts, Meteorites fall round you dealing (50%-70%) Fire harm.
Lightning Rod Aspect
- Chain Lightning has a 5-20% likelihood to chain a further time when hitting Crowd Controlled enemies and Bosses, and can search them as targets.
Aspect Of Elemental Acuity
- Casting a Pyromancy, Shock, or Frost Skill will increase your Mana Regeneration by 10-20% for five seconds, as soon as per Element.
- At most stacks, the entire bonus is elevated to 60-120% for 10 seconds, however all stacks expire after the length.
Aspect Of the Orange Herald
- Lucky Hit: Up to a 5-10% Chance whenever you harm an enemy with a Skill to scale back the Cooldown of your Ultimate Skill by 2 seconds. Can solely occur as soon as per Skill forged.
Tempering Recipes
Discharge – Weapon
- +X% likelihood to forged a further Charged Bolt (moved from Shock Augments).
- +X% Teleport measurement (moved from Shock Augments).
- +X% likelihood for Arc Lash to swipe twice.
Conjuration – Weapon
- +1-2 Hydra Heads on Cast.
- X% likelihood for one more Ice Blade on Cast.
- X% likelihood for one more Lightning Spear on Cast.
Conjuration Fortune – Utility
- +X% Hydra Lucky Hit Chance.
- +X% Ice Blade Lucky Hit Chance.
- +X% Lightning Spear Lucky Hit Chance.
Elemental Control – Utility
- +X Skill ranks to Convulsions.
- +X Skill ranks to Snap Freeze.
- +X Skill ranks to Crippling Flames.
Existing Tempering Recipe Additions
- +X Skill ranks to Conduction – Added to Sorcerer Motion.
- +X Ice Armor Duration – Added to Frost Cage.
BALANCE UPDATES
General
Barbarian
Skills
Bash
- Adjusted performance: After bashing enemies 4 occasions, your subsequent Bash will Clobber, Stunning enemies for 1.5 seconds. Clobber twice as usually whereas utilizing a Two-Handed weapon.
- Enhanced Bash
- Adjusted performance: Clobbering an enemy grants you 20% Maximum Life as Fortify.
- Battle Bash
- Adjusted performance: Clobbering an enemy generates a further 10 Fury.
Flay
- Enhanced Flay
- Vulnerable length elevated from 3 to five seconds.
- Combat Flay
- Damage Reduction elevated from 3% to 4%.
- Maximum stacks elevated from 4 to five.
- Buff length elevated from 3 to six seconds.
Endless Fury
- No longer requires Two-Handed weapons.
- Fury achieve from Basic Skills elevated from 10/20/30% to 12/24/36%.
Imposing Presence
- Maximum Health decreased from 6/12/18% to five/10/15%.
Legendary Aspects
Wanton Rupture Aspect
- Frequency elevated from each 40-25 seconds to each 30-15 seconds.
Aspect of Grasping Whirlwind
- Now pulls in new targets thrice as incessantly.
Steadfast Berserker’s Aspect
- No longer requires a Lucky Hit, and now at all times triggers.
Unique Items
Gohr’s Devasting Grips
- Explosion measurement is now affected by will increase to Whirlwind’s measurement.
Paragon Nodes
Hemorrhage Legendary Node
- Now bonus Bleeding harm now caps at 45%.
Weapons Master Legendary Node
- Fury achieve elevated from 4% to eight% of Maximum Fury.
Druid
- Passive Rank bonus for Clarity affix added to Amulets.
Skills
Landslide
- Damage per hit of Landslide elevated from 37.5% to 70%.
- Damage space elevated from 1.5 to 2.
- Doubled the quantity of pillars.
- Total harm elevated from 70% to 280%.
Shred
- 1st Attack Damage buffed from 28% to 52%.
- 2nd Attack Damage buffed from 39% to 72%.
- third Attack Damage buffed from 77% to 143%.
Pulverize
- Damage buffed from 50% to 92.5%.
Tornado
- Damage buffed from 35% to 65%.
Lightning Storm
- Damage buffed from 40% to 74%.
Hurricane
- Damage buffed from 187% to 346%.
Ravens
- Can now be forged whereas shifting.
Poison Creeper
- Can now be forged whereas shifting.
Lacerate
- Damage space elevated from 1 to 2.
- Casting Lacerate now teleports to the goal as an alternative of beginning on the caster.
Cataclysm
- Lightning Strike fee is doubled.
Grizzly Rage
- Cooldown for this means now begins after Grizzly Rage ends.
- Previous – Shapeshift right into a Dire Werebear for 10 seconds gaining 20%[x] bonus harm and 20% Damage Reduction. Damage bonus is elevated by 3% every second whereas on this type. Kills lengthen the length by 1 second as much as a further 5 seconds.
- Now – Shapeshift right into a Dire Werebear for 10 seconds gaining 30%[x] bonus harm and 20% Damage Reduction. Damage bonus is elevated by 3% every second whereas on this type, as much as a most of 75%. Kills lengthen the length by 1 second, however the length can’t go above 10 seconds.
Debilitating Roar
- Damage Reduction decreased from 70% to 40%.
Earthen Bulwark
- Previous – Rocks encompass you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in harm.
- Now – Rocks encompass you for 3 seconds, granting a Barrier that absorbs 45% of your Maximum Life in harm.
Cyclone Armor
- Non-Physical Damage Reduction elevated from 10% to fifteen%.
Passives
Shepherd
- Previous – Core and Wrath Skills deal a further 20% harm for every Companion you’ve gotten.
- Now – Companion Skills deal a further 20% harm for every Companion you’ve gotten.
Skinwalker
- Previous – When you utilize a Shapeshifting Skill that adjustments your type, achieve 2-5 Life. If you’re at full Life, achieve the identical quantity as Fortify.
- Now – When you utilize a Shapeshifting Skill that adjustments your type, achieve 5-20% Life. If you’re at full Life, achieve the identical quantity as Fortify.
Aftershock
- Delay from second set of Landslides barely decreased.
Lupine Ferocity
- Reduced quantity of hits from 6 to three to profit from the impact.
Vigilance
- Damage Reduction elevated for every Skill Rank from 5% to 7%.
Iron Fur
- Damage Reduction elevated for every Skill Rank from 3% to 4%.
Heightened Senses
- Damage Reduction elevated for every Skill Rank from 2% to three%.
Legendary Aspects
Metamorphic Stone Aspect
- No longer removes Wrath talent tag from Boulder.
Paragon
Thunderstruck Legendary Node
- Now has a most bonus capped at 40%.
Human Glyph
- Damage bonus elevated from 6.6% to 9.9%.
- Damage Reduction elevated from 10% to fifteen%.
Protector Glyph
- Damage Reduction elevated from 10% to fifteen%.
Werebear Glyph
- Damage bonus elevated from 6.6% to 9.9%.
- Damage Reduction elevated from 10% to fifteen%.
Werewolf Glyph
- Damage Reduction elevated from 10% to fifteen%.
Necromancer
Book of the Dead
- Necromancer Minion assaults can now Overpower.
- Minions at the moment are extra aggressive and can robotically interact close by enemies.
Golem
- Active means – If the Golem is much from the focused location, it would now leap to the goal.
- Iron Golem – Slam measurement elevated by 56%.
Skills
Sever
- Primary harm elevated from 80% to 110%.
- Secondary harm elevated from 30% to 45%.
- Lucky Hit Chance elevated from 20% to 25%.
Blight
- Damage over time elevated from 105% to 135%.
Blood Wave
- Damage elevated from 150% to 450%.
Passives
Shadowblight
- Hits required decreased from 10 to eight.
- Damage elevated from 22% to 44%.
Hellbent Commander
- Previous – Your Minions deal 15/30/45%[x] elevated harm while you’re Close to them.
- Now – While you management at the least 7 Minions, they deal 10/20/30%[x] elevated harm.
Legendary Aspects
Blighted Aspect
- Bonus harm after triggering Shadowblight 10 occasions decreased from 60-120%[x] to 35-50%[x].
Developer’s Note: Blighted Aspect has been a disproportionately massive supply of injury for Shadowblight primarily based Necromancers, giving much more energy than we usually give for a single Aspect. To compensate for this modification, we’re growing the baseline energy of the Darkness Core Skills and Shadowblight with the purpose of preserving these builds at roughly the identical general energy degree.
Aspect of Bursting Bones
- Bone Prison Burst harm elevated from 9-12.2% to 75-120% of Weapon Damage.
Aspect of Empowering Reaper
- Chance for Sever to create Blight elevated from 10-25% to 15-30%.
- Blight bonus harm elevated from 40-100%[x] to 60-120%[x].
Aspect of Hungry Blood
- Additional Blood Lance harm elevated from 33-48% to 40-70%.
Aspect of Grasping Veins
- Critical Strike Chance after casting Corpse Tendrils decreased from 10-25% to 5-20%.
- Critical Strike Damage to enemies broken by Corpse Tendrils decreased from 20-50% to 10-40%.
- Critical Strike Damage bonus now lasts for six seconds, somewhat than indefinitely.
Cadaverous Aspect
- Previous – Consuming a Corpse will increase the harm of your subsequent Core Skill by 5-10%[x], as much as 25-50%[x].
- Now – Consuming a Corpse will increase the harm of your Core Skills by 3.5-6%[x] for five seconds, as much as 17.5-30%[x].
Torturous Aspect
- Previous – Iron Maiden is now additionally a Darkness Skill and offers Shadow harm. Enemies troubled by Iron Maiden have a 10-25% likelihood to be Stunned for 1 second after they deal direct harm.
- Now – Iron Maiden is now additionally a Darkness Skill and offers Shadow harm. Enemies have a 10-25% likelihood to be Stunned for 1 second after they take harm from Iron Maiden.
Unique Items
Blood Moon Breeches
- Bonus Overpower Damage to Cursed enemies elevated from 70%[x] to 100%[x].
Cruor’s Embrace
- Core Skill Damage Affix changed with Ranks to Tides of Blood Passive.
Ring of Mendeln
- Lucky Hit Chance Affix changed with Summoning Skill Damage.
Deathspeaker’s Pendant
- Summoning Skill Damage Affix changed with Movement Speed.
Paragon
Wither Legendary Paragon Node
- Intelligence scaling is now capped at 1200 Intelligence.
Rogue
- Maximum Arrow Storms elevated from 5 to 7.
- Preparation
- Previous – Every 75 Energy you spend reduces your Ultimate Skill’s Cooldown by 5 seconds. Using an Ultimate Skill resets the Cooldowns of your different Skills.
- Now – Spend 75 Energy to scale back your Ultimate Skill’s Cooldown by 5 seconds. Ultimate Skills reset different Cooldowns and grant 15% Damage Reduction for 8 seconds.
Skills
Blade Shift
- Damage elevated by 50% (0.2 to 0.3).
- Previous – Quickly stab your sufferer for harm and shift, permitting you to maneuver freely by means of enemies for 4 seconds.
- Now – Quickly stab your sufferer for harm and shift, making you Unhindered for 4 seconds.
Developer’s Note: Unhindered permits you to transfer by means of enemies and prevents your Movement Speed from being lowered.
- Fundamental Blade Shift
- Enemies moved by means of wanted to activate Daze decreased from 5 to three.
- Primary Blade Shift
- Control Impairing Effect Duration Reduction elevated from 20% to 30%.
Invigorating Strike
Enhanced Twisting Blades
- Return harm bonus elevated from 30% to 35%.
Shadow Step
- Damage elevated by 11% (0.72 to 0.8).
- Enhanced Shadow Step
- Previous – Damaging an enemy with Shadow Step will increase your Critical Strike Chance in opposition to them by 8% for 3 seconds.
- Now – Damaging an enemy with Shadow Step Dazes and applies Vulnerable to them for 3 seconds.
- Methodical Shadow Step
- Previous – Enemies broken by Shadow Step are Stunned for two seconds.
- Now – After Shadow Stepping, you achieve 20% Damage Reduction for 3 seconds.
- Disciplined Shadow Step
- Previous – Shadow Step’s Cooldown is decreased by 3 seconds when it damages an enemy you haven’t hit with Shadow Step within the final 4 seconds.
- Now – Damaging an enemy with Shadow Step Stuns them for two seconds and reduces its Cooldown by 3 seconds.
Dash
- Damage elevated by 25% (0.32 to 0.4).
- Additional performance: Dash Slows enemies hit by 30% for 3 seconds.
- Enhanced Dash
- Previous – Enemies broken by Dash take 15% elevated Critical Strike Damage from you for five seconds.
- Now – Casting Dash will increase your Critical Strike Chance by 10% for five seconds.
- Disciplined Dash
- Previous – Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed can be Dazed for two seconds as an alternative.
- Now – At the top of Dash, Knock Down surrounding enemies for two seconds and deal 350% of its harm to them.
- Methodical Dash
- Previous – Dealing harm to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, as much as 4 seconds per forged.
- Now – Dash has 1 further Charge and its Charge Cooldown is decreased by 2 seconds.
Flurry
- Lucky Hit Chance elevated from 10% to 13%.
Enhanced Flurry
- Previous – Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you’re Healed for 1% of your Maximum Life, as much as 12% Maximum Life per forged.
- Now – Each time Flurry damages an enemy, it has a ten% likelihood to use Vulnerable for 3 seconds and offers 1% elevated harm for five seconds after hitting a Vulnerable enemy, as much as a complete of fifty%.
Advanced Flurry
- Previous – Evading by means of an enemy will trigger your subsequent Flurry to deal 30% elevated harm and Stun enemies hit for two.5 seconds.
- Now – Successive casts of Flurry improve its harm by 15% and scale back its Energy value by 10%, as much as 3 occasions.
Improved Flurry
- Previous – Flurry offers 20% elevated harm to Vulnerable targets. If Flurry hits any Vulnerable enemy, it would make all enemies hit by that forged Vulnerable for 3 seconds.
- Now – Casting Flurry dashes you to the goal and Heals 10% of your Maximum Life.
Caltrops
- Damage elevated by 13% (0.4 to 0.45).
- Disciplined Caltrops
- Critical Strike Chance bonus elevated from 5% to 10%.
Dark Shroud
- You can now solely lose 1 Dark Shroud shadow each 1.5 seconds.
- Enhanced Dark Shroud
- Previous – Dark Shroud’s shadows have a 14% likelihood to not be Consumed.
- Now – Each energetic Dark Shroud shadow grants you 5% elevated Movement Speed and in addition has a 15% likelihood to not be Consumed.
- Subverting Dark Shroud
- Previous – Each energetic shadow from Dark Shroud grants you 4% elevated Movement Speed.
- Now – You Heal for 10% of your Maximum Life when a Dark Shroud shadow is eliminated.
- Countering Dark Shroud
- You solely want 1 energetic shadow to get the bonus Critical Strike Chance as an alternative of two.
- Critical Strike Chance elevated from 8% to 10%.
Smoke Grenade
- Additional performance: Smoke Grenade now offers 45% Physical harm, has a 25% Lucky Hit Chance, and its Skill Ranks now give elevated harm and Cooldown Reduction.
- Enhanced Smoke Grenade
- Previous – Enemies affected by Smoke Grenade take 25% elevated harm from you.
- Now – Enemies hit by Smoke Grenade take 25% elevated harm from you for five seconds.
- Countering Smoke Grenade
- Previous – Lucky Hit: Dealing direct harm to enemies affected by Smoke Grenade has as much as a 25% likelihood to scale back its Cooldown by 1 second, or by 3 seconds as an alternative if the enemy is Vulnerable.
- Now – Hitting an Elite or Boss with Smoke Grenade reduces its Cooldown by 5 seconds.
- Subverting Smoke Grenade
- Previous – If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer.
- Now – Smoke Grenade now offers Poison harm and applies one other 45% Poisoning harm over 5 seconds.
Poison Imbuement
- Poisoning Duration elevated from 5 to six seconds.
- Enhanced Poison Imbuement
- Previous – Poison Imbuement’s Poisoning Duration is elevated by 1 second.
- Now – Casting Poison Imbuement generates 30 Energy, elevated by 2 for every Nearby Poisoned enemy.
Poison Trap
- Damage elevated by 36% (0.11 to 0.15).
- Subverting Poison Trap
- Poison harm bonus elevated from 10% to fifteen%.
- Countering Poison Trap
- Chance to reset Imbuements elevated from 30% to 40%.
Penetrating Shot
- New performance: Now offers 10% elevated harm per enemy it pierces.
- Enhanced Penetrating Shot
- Previous – Penetrating Shot offers 10% elevated harm for every enemy it pierces.
- Now – Casting Penetrating Shot and hitting a Boss or Elite with it has a 25% Chance to fireside a further shot totally free.
Rain of Arrows
- Casting Speed has been elevated by 30%.
- Lucky Hit Chance elevated from 2% to 4%.
- Cooldown decreased from 55 to 50 seconds.
Passives
Concussive
- Renamed to Unstable Elixirs.
- Previous – After Knocking Back or Knocking Down an enemy, you achieve 4% elevated Critical Strike Chance for 4 seconds.
- Now – Using a Healing Potion Stuns surrounding enemies for two seconds and will increase your harm by 6% for five seconds.
Rapid Gambits
- Previous – Your Evade Cooldown is decreased by 0.5 seconds whenever you Daze an enemy.
- Now – Evading by means of an enemy Dazes them for two seconds. Your Evade Cooldown is decreased by 0.25 seconds whenever you Daze an enemy.
Trick Attacks
- Previous – When you Critically Strike a Dazed enemy they’re Knocked Down for 0.5 seconds.
- Now – Dazing or Stunning an enemy will increase your Critical Strike Chance by 2% and Critical Strike Damage by 2% for five seconds, each as much as 12%.
Impetus
- New performance: Added visuals to point out when the impact is prepared.
- Previous – After shifting 12 meters, your subsequent Non-Basic assault offers 7% elevated harm.
- Now – After shifting 15 meters, your subsequent Core or Ultimate assault offers 8% elevated harm. While the harm bonus stays, your Agility and Subterfuge Skills deal 4% elevated harm.
Malice
- Previous – You deal 3% elevated harm to Vulnerable enemies.
- Now – You deal 4% elevated harm to Vulnerable or Knocked Down enemies.
Alchemical Advantage
- Previous – You achieve 1% elevated Attack Speed for every enemy you have Poisoned, as much as 15%.
- Now – Dealing Poison harm will increase your Attack Speed and Lucky Hit Chance by 1% for 8 seconds, as much as 5%.
Developer’s Note: The most stack potential will increase by 5% with every Skill Rank.
Second Wind
- Previous – Every 100 Energy you spend grants you 5% elevated Lucky Hit Chance for five seconds.
- Now – Every 100 Energy you spend grants 15% of your Maximum Life as a Barrier for 3 seconds.
Aftermath
- Previous – After utilizing an Ultimate Skill, restore 30 Energy.
- Now – While an Ultimate Skill is in your Action Bar, you Heal for 0.5% Maximum Life each second. After utilizing an Ultimate, restore 25 Energy.
Weapon Mastery
- Dagger harm to Healthy enemies elevated from 5% to six%.
Key Passives
Victimize
- The Explosion harm of Victimize has been elevated by ~50% to compensate for a bug repair, detailed beneath.
Momentum
- Previous – Cutthroat Skills grant a stack of Momentum for 8 seconds in the event that they both hit a Stunned, Dazed, or Frozen enemy, or hit any enemy from behind. While at 3 stacks of Momentum you achieve 20% elevated Damage Reduction, 30% elevated Energy Regeneration, and 15% elevated Movement Speed.
- Now – Casting a Cutthroat Skill grants a stack of Momentum. Casting a Non-Cutthroat Skill removes a stack of Momentum. For every stack of Momentum, you achieve 3% Damage Reduction, 3% Maximum Energy, 3% Energy Regeneration, 3% Movement Speed, as much as 30%.
Legendary Aspects
Enshrouding Aspect
- Previous – Gain a free Dark Shroud shadow each 3 seconds when standing nonetheless. Each Dark Shroud shadow grants 2.5-4.0% elevated Damage Reduction.
- Now – Using a Healing Potion makes a free Dark Shroud shadow. Each shadow grants 2.5-4.0% elevated Damage Reduction.
Of Arrow Storms
- Previous – Lucky Hit: Your Marksman Skills have as much as a 25% likelihood to create an Arrow Storm on the enemy’s location, dealing Physical harm over 3 seconds. Your Arrow Storms deal 30-40% elevated harm.
- Now – Lucky Hit: Your Marksman and Cutthroat Skills have as much as a 25% likelihood to create an Arrow Storm on the enemy’s location, dealing Physical harm over 3 seconds. Your Arrow Storms deal 45-60% elevated harm.
Vengeful
- Arrow Storm Damage elevated from 25-40% to 45-60%.
Ravager’s
- Damage bonus to Shadow Step elevated from 2.5-10% to 4.5-12%.
Trickster’s
- Previous – Caltrops additionally throw a cluster of exploding Stun Grenades that deal whole Physical harm and Stun enemies for 1 second. Your Stun Grenades deal 25-40% elevated harm.
- Now – Caltrops and Smoke Grenade obtain Stun Grenade advantages and throw Stun Grenades that deal Physical harm and Stun enemies for 1 second. Your Stun Grenades deal 25-40% elevated harm.
Of Noxious Ice
- Poison harm bonus to Frozen enemies elevated from 15-30% to 20-35%.
Of Bursting Venoms
- Toxic Pool Poisoning harm elevated by 24%.
Of Volatile Shadows
- Dark Shroud shadow Explosion harm elevated by 50%.
Of Stolen Vigor
- Previous – Each stack of the Momentum Key Passive Heals you for Life per second and grants you 5% Damage Reduction.
- Now – While at most stacks of the Momentum Key Passive, your Cutthroat Skills deal 20-35% elevated harm and also you turn into Unstoppable for 3 seconds each 8 seconds.
Unique Items
Saboteur’s Signet
- Previous – Casting Flurry has a 15-30% likelihood to launch Stun Grenades that deal Physical harm and Stun enemies for 1 second. Your Grenade Skills have a 2% Lucky Hit Chance.
- Now – Casting a Core Skill has a 15-30% likelihood to throw Stun Grenades that deal Physical harm and Stun enemies for 1 second. Your Stun Grenades achieve 5% Lucky Hit Chance.
Windforce
- Ranks of Concussive modified to Ranks of Malice.
- Vulnerable Damage modified to Dexterity.
- Previous – Lucky Hit: Hits with this weapon have as much as a 30-40% likelihood to deal double harm and Knock Back the goal.
- Now – Barrage has a 30-40% likelihood to Knock Back or Knock Down enemies with every hit and deal double harm.
Scoundrel’s Kiss
- Explosion radius elevated by 10%.
- The visible impact for the Physical harm has been improved to be extra constant.
Writhing Band of Trickery
- Decoy Trap harm elevated by 8%.
Word of Hakan
- Previous – Your Rain of Arrows is at all times Imbued with all Imbuements directly.
- Now – Your Rain of Arrows is at all times Imbued with all Imbuements directly and receives your Arrow Storm advantages.
Paragon
Tricks of the Trade – Legendary Node
- Previous – Your Marksman Skills grant your subsequent Cutthroat Skill 25% elevated harm. Your Cutthroat Skills grant your subsequent Marksman Skill 25% elevated harm.
- Now – Your Marksman Skills grant your Cutthroat Skills 25% elevated harm for 8 seconds. Your Cutthroat Skills grant your Marksman Skills 25% elevated harm for 8 seconds.
Cheap Shot – Legendary Node
- Previous – You deal 5% elevated harm for every Nearby enemy that’s Crowd Controlled, as much as 25%.
- Now – You deal 5% elevated harm for every Nearby enemy that’s Crowd Controlled, as much as 25%. A Nearby Staggered Boss gives the utmost bonus.
Exploit Weakness – Legendary Node
- Previous – Whenever you deal harm to a Vulnerable enemy, they take 1% elevated harm from you for six seconds, as much as 25%.
- Now – Lucky Hit: Direct harm to a Vulnerable enemy has as much as a forty five% likelihood to extend your harm by 1% for 25 seconds, as much as 50%. At 50 stacks, this bonus resets and also you Execute all Nearby Non-Boss enemies.
No Witnesses – Legendary Node
- Is now capped at a most harm bonus of 35%.
Developer’s Note: This is to compensate for elevated sources of Ultimate Skill Damage added to the Rogue Paragon Board this season.
Leyrana’s Insinct – Legendary Node
- Is now capped at a most harm bonus of 35%.
Culler – Rare Node
- Execute Chance modified to Ultimate Damage.
- Magic Nodes on this cluster that gave Execute Chance now give Ultimate Damage.
Ruin – Rare Node
- Damage to Healthy modified to Ultimate Damage.
- Magic Nodes on this cluster that gave Damage to Healthy now give Ultimate Damage.
Sorcerer
- Crackling Energy base harm elevated from 20% to 30%.
Skills
Ice Armor
- Max Life Base Shield quantity elevated from 25% to 40%.
- No longer positive factors elevated Shield primarily based on harm.
Charged Bolts
- Base harm elevated from 30% to 38%.
- Enhanced Charged Bolts
- Explosion harm elevated from 150% to 175% of Charged Bolt’s harm.
Spark
- Base harm per hit elevated from 10% to 12%.
- Enhanced Spark
- Damage elevated from 8% to 10%.
- Glinting Spark
- Previous: Spark grants 2% elevated Critical Strike Chance per forged for five seconds, as much as 8%.
- Now: Spark grants 2% elevated Critical Strike Chance per forged for five seconds, as much as 8%. At max stacks, your Spark hits grant 1 Mana.
Blizzard
- Base harm elevated from 130% to 150%.
- Enhanced Blizzard
- Blizzard harm to Frozen enemies elevated from 25% to 40%.
Hydra
- Base harm elevated from 14% to 16%.
- Summoned Hydra
- Burn harm elevated from 60% to 100%.
Inferno
- Base harm elevated by 20%.
Flickering Arc Lash
- Previous: Gain 6% Movement Speed for five seconds for every enemy hit with Arc Lash, as much as 18%.
- Now: Arc Lash grants 5 Mana in case your swipe hits at the least one enemy. When you hit 3 or extra enemies or a Boss, your subsequent swipe additionally offers 50% extra harm.
Chain Lightning
- Now tracks what number of Chain Lightnings are out.
- Greater Chain Lightning
- Previous: Each time Chain Lightning bounces, it offers 5% elevated harm for its length.
- Now: Each time Chain Lightning bounces, it offers 10% elevated harm for its length, as much as 30%.
- Chain Lightning Enchantment
- Now has a 4 second Cooldown.
- No longer tracks Mana or sends out Chain Lightnings if the occasion of Mana Drain is from an Auto Cast talent.
Ice Armor
- Max Life Base Shield quantity elevated from 25% to 40%.
- No longer positive factors elevated Shield primarily based on harm.
Flame Shield
- Cooldown begins when Invulnerability ends.
Enhanced Lightning Spear
- Previous: After Critically Striking, Lightning Spear positive factors a 5% elevated stacking Critical Strike Chance for its length.
- Now: Casting Lightning Spear spawns a further Lightning Spear and will increase their Critical Strike Chance by 15%.
Wizard’s Blizzard
- Previous: While Blizzard is energetic, your Core Skills value 20% much less Mana.
- Now: While Blizzard is energetic, you achieve 1 Mana Regeneration for each 20 Maximum Mana.
Teleport
- Cooldown elevated from 11 to 14.
- Base harm elevated from 25% to 35%.
Passives
Convulsions
- Stun likelihood elevated from 5% to 7%.
Crippling Flames
- Immobilize likelihood elevated from 5% to 7%.
Snap Freeze
- Freeze likelihood elevated from 5% to 7%.
Static Discharge
- Chance to spawn Crackling Energy elevated from 5% to six%.
Shocking affect
- Damage for every Rank elevated from 40% to 50%.
Combustion
- Base Burning harm elevated from 20% to 40%.
Vyr’s Mastery
- Previous: Close enemies take 15% elevated harm out of your Shock Skills and deal 20% much less harm to you. Critical Strikes improve these bonuses to twenty% and 25% respectively for 3 seconds.
- Now: When you Critical Strike an enemy with a Shock Skill you turn into Charged and take 25% much less harm for five seconds. While Charged, Critical Strikes have a ten% likelihood to causes the harm to arc as Lightning harm to a different Nearby enemy, or if there are not any different targets you hit the goal once more for 250% of the harm.
Developer’s Note: Shock Sorcerer is commonly extremely incentivized to play in shut fight. This rework goals to open up the Shock Sorcerer playstyle, permitting for each shut and ranged choices whereas sustaining the defensive functionality of the unique design that gamers love.
Legendary Aspects
Charged Aspect
- Movement Speed bonus elevated from 10-20 to 15-25.
Aspect Of Efficiency
- Mana Cost Reduction elevated from 10-25% to 35-50%.
Aspect of Engulfing Flames
- Burning harm to enemies beneath 50% Life elevated from 15-30% to 30-45%.
Aspect Of Abundant Energy
- Previous: Crackling Energy has a 35-50% likelihood to chain to a further enemy.
- Now: Crackling Energy has a 35-50% likelihood to deal 40%|x| elevated harm and chain to a further enemy.
Aspect Of Splintering Energy
- Previous: Casting Lightning Spear at all times spawns a further Lightning Spear and will increase your harm with Shock Skills by X for Y seconds.
- Now: Critical Hits with Lightning Spear trigger Lightning to arc from it dealing X harm to its goal and as much as 5 different enemies. This harm is elevated by your Critical Strike Damage Bonus.
Aspect of Binding Embers
- Previous: Flame Shield enables you to transfer unhindered by means of enemies. Enemies you progress by means of whereas Flame Shield is energetic are Immobilized for X seconds.
- Now: Flame Shield grants you unhindered for its length. Enemies you progress by means of whereas Flame Shield is energetic are Immobilized for X seconds.
Aspect Of the Frozen Wake
- Ice Spike harm elevated from 60%-80% to 80%-100%.
- Now has 15% further harm to Ice Spikes as an alternative of 15% further Chill.
Aspect Of the Frozen Tundra (Deep Freeze)
- Ice Spike harm elevated from 60%-80% to 100%-120%.
Glacial Aspect
- Now has 15% further Chill with Ice Spikes as an alternative of 15% further Damage.
Paragon
Burning Instinct
- Burning Instinct Critical Strike bonus decreased from 1% per 25 Intelligence to 1% per 50 Intelligence and now caps at 40%|x|.
Ceaseless Conduit
- Crackling Energy harm decreased from 3% per 20 Intelligence to 1% per 25 Intelligence and now caps at 60%|x|.
Elemental Summoner
- Now caps at its harm bonus at 30%|x|.
Icefall
- Damage with Frost Skills elevated from 15%|x| to 18%|x|.
Unleash Glyph
- Increased the harm bonus from 7% to eight%.
- Increased the Mana Regeneration from 7% to 25%.
Tempering Updates
- Developer’s Note: We want to develop what Affixes can be found inside the Utility Category to carry extra depth and selection to Tempering.
- Barbarian Innovation – Barbarian Utility Recipe
- Earthquake Duration – from Wasteland Augments
- Kick Vulnerable Duration – from Furious Augments
- Frenzy Duration – from Berserking Augments
- Flay Duration – from Bleed Augments
- Nature Magic Innovation – Druid Utility Recipe
- Hurricane Size – from Storm Augments
- Lightning Storm Duration – from Storm Augments
- Petrify Duration – from Earth Augments
- Cyclone Armor Active Size – from Nature Magic Wall
- Rogue Innovation – Rogue Utility Recipe
- Invigorating Strike Duration – from Basic Augments
- Twisting Blades Return Time Reduction – from Core Augments
- Flurry Size – from Core Augments
- Heartseeker Duration – from Basic Augments
- Barbarian Innovation – Barbarian Utility Recipe
Endgame Bosses
- For updates on our Endgame Bosses, you possibly can learn extra about these adjustments here.
Helltide
- For updates on Helltide, you possibly can learn extra about these adjustments here.
Loot Rewards
- For updates on Loot Rewards, you possibly can examine these adjustments above here.
User Interface and User Experience
- Floating Combat Text has been up to date to be extra constant and be extra legible.
- Settings for Floating Combat Text have been added to permit gamers to additional customise what kind of floating textual content they wish to see.
- The Stats window now has a spotlight for when the Armor Cap has been reached.
- The sections within the Stats window can now be collapsed and expanded as desired.
- Mythic Unique Items now have new visible results and have a singular look within the Inventory for them to face out extra.
- Legendary Aspects can now be favorited and filtered whereas interacting with the Occultist.
- Shift-clicking a talent will now add 5 factors (or as many as attainable) to it within the Skill tree.
- The notification for unlocking and upgrading Aspects has been improved to be extra outstanding.
Miscellaneous
- Tortured Gifts in Helltide now not comprise Obols.
- This season’s Nightmare Dungeon rotation stays the identical because the earlier season.
- World Bosses at the moment are extra resilient to break.
- Experience rewards for facet quests, together with Priority Quests(i.e. Gem Crafting Quest) and Class quests, have been elevated.
- Skills that grant Immunity, e.g. Flame Shield and Blood Mist, now solely go on cooldown as soon as the Immunity impact ends.
- Potions can now be used whereas Crowd Controlled.
- Certain tutorial quests, e.g. the search for crafting a gem, at the moment are tracked account-wide for completion standing.
- Various Dungeons have had tweaks to their layouts to additional streamline them.
- More Weapon Types at the moment are obtainable to extra Classes.
- Druids can now use Polearms, 1-handed Swords, and Daggers.
- Necromancers can now use Maces and Axes. This consists of Butcher’s Cleaver being usable for Necromancers.
- Sorcerers can now use 1-Handed Swords and 1-Handed Maces. This consists of Azurewrath and Doombringer being usable for Sorcerers.
- Inherent Affixes on a number of Weapon Types have been modified.
- Axes inherent Affix modified from Damage to Healthy Enemies to Damage Over Time.
- Wands inherent Affix modified from Lucky Hit Chance to Vulnerable Damage.
- Scythes inherent Affix modified from Life on Kill to Summoning Damage.
- Staffs inherent Affix modified from Damage to Crowd Controlled Enemies to Damage Over Time.
- Bows inherent Affix modified from Damage to Distant Enemies to Critical Strike Damage.
- Polearms inherent Affix modified from Damage to Injured Enemies to Vulnerable Damage.
- Focus and Totem inherent Affix modified from Cooldown Reduction to Lucky Hit Chance.
BUG FIXES
Gameplay
Barbarian
- Fixed a problem the place Fury Regeneration would malfunction when assigning the Tactical Rallying Cry Upgrade.
- Fixed a problem the place the 5 second inner Cooldown for the Aspect of Ancestral Echoes was not listed within the Aspect’s description.
- Fixed a problem the place stack granted by the Aspect of Limitless Rage could possibly be inconsistently acquired.
- Fixed a problem the place Charge could possibly be used to bypass interplay channels, corresponding to opening Helltide Chests.
- Fixed a problem the place Earthstrikers Aspect may waste its assured Overpower set off on autocast cases. This consists of triggers from Overkill and Ring of the Ravenous.
- Fixed a problem the place bonus Fury generated by the Aspect of Berserk Fury did not grant Fortify when used at the side of the Aspect of Numbing Wrath.
- Fixed a problem the place Whirlwind did not scale with Passive and short-term Attack Speed.
- Fixed a problem the place the harm modifier for the Rumble Glyph was additive when preventing Crowd Controlled enemies. Rumble’s Damage bonus is now capped at 30%[x].
- Fixed a problem the place Death Blow wasn’t being persistently reset when enemies had been killed by shockwaves created by Overkill.
Druid
- Fixed a problem the place the tooltip for Aspect of the Changeling’s Debt was lacking the harm sort indicator when utilizing superior tooltips.
- Fixed a problem the place projectiles from Tyrael’s Might behaved erratically when used with Shred.
- Fixed a problem the place the tooltip description for Enhanced Poison Creeper was lacking info.
- Fixed a problem the place the Rabies didn’t absolutely profit from the Toxic Claws Passive.
- Fixed a problem the place the the pull impact from Airidah’s Inexorable Will had a bigger space of impact than supposed.
- Fixed a problem the place Enhanced Rabies was scaling past the 60% bonus if the Damage over time length was prolonged.
- Fixed a problem the place weapon drops for Druids had been skewed in direction of 2-Handed Weapons.
- Fixed a problem the place Lightning Storm did not scale with Passive and short-term Attack Speed.
Necromancer
- Fixed a problem the place Skeleton Reapers may get each bonuses when utilizing the Second improve choice.
- Fixed a problem the place the bonus Critical Strike likelihood from Supreme Bone storm didn’t set off if Bone Storm was recast whereas one other Bone Storm was nonetheless energetic.
- Fixed a problem the place the Grasping Veins Aspect may apply its bonus with out utilizing Corpse Tendrils.
- Fixed a problem the place Hellbent Commander’s impact may nonetheless operate when eradicating factors after getting into a brand new zone.
- Fixed a problem the place the Aspect of Frenzied Dead had an irrelevant addition of “Summoning” to its description.
- Fixed a problem the place the Cooldown Reduction granted by Rapid Ossification did not apply to Bone Spirt when forged with 100 or extra Essence.
- Fixed a problem the place the Untimely Death Aspect was not gaining stacks when the participant Healed values smaller than 1% of your max life.
- Fixed a problem the place Reap did not scale with Passive and short-term Attack Speed.
Rogue
- Fixed a problem the place the Methodical Dash improve did not scale back the Cooldown of Dash by the total, supposed quantity.
- Fixed a problem the place Puncture may generate a number of combo factors when further useful resource technology was excessive.
- Fixed a problem the place Rapid Fire used with Scoundrel’s Kiss and the Repeating Aspect behaved inconsistently.
- Fixed a problem the place Shadow Clone did not deal harm with Rapid Fire.
- Fixed a problem the place Rapid Fire didn’t have a spread restrict when used with Scoundrel’s Kiss.
- Fixed a problem the place Scoundrel’s Leathers would correctly operate when a Core Skill hit a goal that wasn’t explicitly aimed toward.
- Fixed a problem the place Forceful Arrow made targets Vulnerable after 2 hits as an alternative of three.
- Fixed a problem the place Caltrops did not set off Movement Speed from the Aspect of Explosive Verve.
- Fixed a problem the place Improved Penetrating Shot did not show its length on the Skill icon in your Action Bar.
- Fixed a problem the place Victimize was double dipping its harm multiplier. A compensatory buff to Victimize was made right here, as talked about above.
Sorcerer
- Fixed a problem the place Vyr’s Mastery utilized to Non-Shock Skills.
- Fixed a problem the place Ice Armor’s tooltip steered the Barrier worth would improve when dealing harm.
General
- Fixed a problem the place the Aspect of the Crowded Sage was calculating utilizing base Life as an alternative of Maximum Life.
- Fixed a problem the place Damage over Time results had been receiving the bonus from the %Damage Stat twice.
- Fixed a problem the place Needleflare Aspect was doing extreme quantities of injury to bosses whenever you had been being hit a smaller enemies.
- Fixed a problem the place the Elixir of Antivenin could possibly be energetic alongside different Elixirs.
- Fixed a problem the place Evade may set off Yen’s Blessing.
- Fixed a problem the place Elite Scorpion enemies with the Teleporter Affix did not truly teleport.
- Fixed a problem the place the High Velocity Aspect was not restricted to Rogues.
- Fixed a problem the place Items may disappear when opening many caches directly.
- Fixed a problem the place Starlight didn’t correctly work with Overhealing results.
- Fixed a problem the place Aspect of Frosty Strides could not be imprinted onto Pants.
User Interface and User Experience
- Fixed a problem the place there was no indication on how you can unlock Tempering if the participant failed to select up their first recipe. The quest now correctly guides the participant to select up the free recipe.
- Fixed a problem the place, in sure circumstances, Legendary supplies may seem within the Lost Items Stash however couldn’t be withdrawn.
- Fixed a problem the place sure tooltips, corresponding to for Berserking, didn’t correctly point out whether or not or not their harm was additive or multiplicative.
- Fixed a number of cases the place Aspect tooltips had inconsistent data of their descriptions.
- Fixed a problem the place many Unique Items didn’t show Class restrictions.
- Fixed a problem the place incompatible Mount armors could possibly be chosen within the Stablemaster menu.
Miscellaneous
- Fixed a problem the place supplies from Season of the Malignant may drop within the Malignant Burrow.
- Various efficiency, visible, and stability enhancements.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can attain Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.