Diablo IV Patch Notes — Diablo IV — Blizzard News
The Diablo IV team has been diligently monitoring your feedback. As we introduce patches to keep your experience in Sanctuary smooth, we will update the below list and denote whether the fixes are intended for PC, Xbox, PlayStation, or all platforms.
Hello wanderer, welcome to Patch 1.1.1!
We’ve made quite a few balance adjustments to Classes. Our goals with this patch are as follows:
Skills
Passives
Legendaries
Uniques
Skills
Passives
Legendaries
Uniques
Skills
Paragon
Legendaries
Class Mechanic
Skills
Passives
Paragon
Legendaries
Uniques
Skills
Paragon
Legendaries
Uniques
Minions
We are increasing monster density in Nightmare Dungeons and in Helltide.
Developer’s Note: We are making adjustments to the health values of high-level boss monsters.
Developer’s Note: Leave Dungeon ability was being used as another method of easy escape from danger in dungeons, particularly for Hardcore players. However, we recognize that this is outweighed by the downside of the game feeling less responsive. We’ve heard your feedback, and are reversing this change.
Barbarian
Druid
Necromancer
Rogue
Sorcerer
Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix.
For information about Season of the Malignant’s theme and offerings, which begins on July 20, visit this article.
Items
World Tiers
New Unique items and Legendary Aspects have been discovered in Sanctuary. Use them to enhance your characters in the Eternal or Seasonal Realm. These Unique items can be obtained from World Tier IV and the Legendary Aspects can be obtained from any World Tier.
General
Developer’s Note: Ahavarion Spear of Lycander is an extremely rare drop. We wish you luck in recovering it from the armies of the Burning Hells.
Barbarian
Druid
Necromancer
Rogue
Sorcerer
Developer’s Note: The Azurewrath and Fleshrender Unique Items have flat damage effects, which scale with power. For example, at 820 Item Power, Azurewrath deals between 3359-6718 damage.
General
Barbarian
Druid
Necromancer
Rogue
Sorcerer
Barbarian
Developer’s Note: We recognize this adjustment is a significant decrease to the Hammer of the Ancients Barbarian build, but we do not want its strength to be reliant on an underlying bug.
Druid
Necromancer
Rogue
Sorcerer
General
Helltide and the Fields of Hatred
Items and Aspects
Monsters
Quests and Events
User interface and User Experience
Miscellaneous
We've added more dynamic loading screens with the release of Season of the Malignant. This includes adding more assets to the loading screen, such as your player character.
Developer’s Note: This change is retroactive and the additional renown gain will be applied to characters who have already completed side quests and dungeons.
Developer’s Note: We like where World Tier II has landed overall but are increasing its reward pace to better align with its difficulty.
Developer’s Note: We want to give players a better sense of their power progression and mastery over the world while still challenging themselves with structured End Game activities.
World Tier III Example:
World Tier IV Example:
Developer’s Note: We have observed that the experience bonus rewarded for killing higher level monsters escalates too fast when compared to the relative challenge involved. We still want to reward players for taking on this challenge by encouraging them to participate in powerleveling together instead of one player killing enemies while another member of their Party waits at the dungeon’s entrance.
Developer’s Note: We're looking to increase the danger in Helltide's risk-reward gameplay by making the monsters a bit more challenging and the Tortured Gift of Mysteries harder to open.
Developer’s Note: As our community continues to battle the Burning Hells, the builds emerging from new players have shocked and delighted us. We've chosen to focus Season of the Malignant’s balance updates on clear itemization disparities over redesigns of Class features. The Class changes are largely focused on numeric increases to Skill Upgrades and Legendary Aspects that players haven't yet found compelling. Additionally, we're changing Critical Strike Damage Paragon Glyphs to empower all damage—instead of only Core Skills—to enable more build strategies.There are also a few Class stat decreases on sources which grant extreme amounts of damage, healing, or Unstoppable. In general, we prefer build-specific changes to be bonuses instead of decreases, but we feel these changes are necessary for the overall health of the game. Diablo IV is a game that is continually evolving through its Seasons, thus the adjustments we make will evolve with them.
The following balance updates apply to both the Seasonal and Eternal Realm.
Skills
Passives
Paragon
Aspects
Items
Skills
Passives
Spirit Boon
Paragon
Aspects
Items
Skills
Passives
Book of the Dead
Paragon
Aspects
Items
Skills
Passives
Paragon
Specialization
Legendary Aspects
Items
Skills
Passives
Paragon
Enchantments
Legendary Aspects
Items
Aspects
Items
Monsters
Miscellaneous
Item Affixes
Developer’s Note: Many Affixes are too efficient and are outshining alternatives. We’re looking to refine the outliers, improve the number of meaningful choices on competitive slots, and increase the overall flexibility of items. We know these changes will reduce the total amount of possible power a character can possess, so we'll be monitoring how these changes affect players’ ability to conquer expected milestones throughout the Season.
We’re increasing the availability of the Affixes below to make them easier to include in different builds.
Developer’s Note: The Core Stat bonus on Weapons has been overperforming, so we're pulling back on this bonus.
Developer’s Note: Cooldown Reduction affixes often felt mandatory due to their raw power. We imagine Cooldown Reduction will remain a highly desirable stat, but the penalty for not prioritizing it won’t be as harsh.
Developer’s Note: We're seeing Critical Strike Damage and Vulnerable Damage often viewed as a hard requirement for a build's success in Diablo IV. We believe this is a step towards allowing more builds to flourish and will continue to make changes in support of this goal.
Developer’s Note: Disparities in inherent affixes can rule some Weapons out before the rest of their stats are even rolled. These are receiving harsher reductions than their normal affix counterparts to increase Weapon flexibility.
Developer’s Note: Damage Bonus to Crowd Controlled Enemies was overperforming relative to the ease of activating it versus stricter, Crowd Control type-specific affixes.
Developer’s Note: We have seen that skillful players are frequently slaughtering monsters many levels above their own. We want to support this, but the current situation is beyond what we believe is correct for the long-term health of the game. To chase this goal, we're shifting power to many offensive Affixes from defensive Affixes. We know this will make our end game content more deadly, particularly for those chasing our pinnacle boss, an encounter not meant for the faint of heart. Overcoming the pinnacle boss will take every ounce of grit you can muster and all tools at your disposal. We will continue to evaluate feedback from the community and make changes to our combat mechanics.
Developer's Note: We are currently working on increasing the monster and elite density of end-game content and plan to introduce this change early in Season 1.
Developer's Note: We’re continuing our efforts to make all Class builds feel fun and powerful with another round of balance updates. In particular, we have seen community feedback stating that Basic Skills aren’t impactful enough in combat. These changes will not change the fundamental relationship between Basic Skills and Core Skills, but we hope that they help smooth out the leveling experience while we explore additional ways to strengthen them. We are also increasing the power of some Skills that players feel are lagging behind their peers. As we look forward to future updates, we’re monitoring other heavily discussed topics, such as Minion survivability and build parity. Please keep sending us your feedback, and we'll see you in Sanctuary!
Skills
Lunging Strike
Bash
Frenzy
Flay
Double Swing
Kick
Charge
Leap
Iron Skin
Call of the Ancients
Iron Maelstrom
Bounding Slam
Legendary Aspects
Developer's Note: The below includes changes to flat damage Legendary Aspects. These effects scale with Item Power. For example, at 820 Item Power Bul-Kathos' Earthquake increases from 1747-3404 to 2687-3717 damage.
Bul-Kathos
Earthquake
Dust Devil's
Windlasher
Devilish
Iron Warrior
Items
Overkill
Hellhammer
Skills
Earthspike
Wind Shear
Claw
Maul
Lightning Storm
Shred
Wolves
Hurricane
Rabies
Cataclysm
Lacerate
Petrify
Pummel
Passives
Bestial Rampage
Nature’s Fury
Lupine Ferocity
Legendary Aspects
Runeworker's Conduit
Mangled
Seismic-Shift
Blurred Beast
Skills
Reap
Decompose
Hemorrhage
Bone Splinters
Sever
Blood Lance
Bone Prison
Iron Maiden
Corpse Tendrils
Bone Spikes
Raise Skeleton and Golem
Passives
Kalan’s Edict
Rathma’s Vigor
Spiked Armor
Legendary Aspects
Bursting Bone
Flesh-Rending
Fastblood
Skills
Invigorating Strike
Blade Shift
Heartseeker
Forceful Arrow
Barrage
Caltrops
Smoke Grenade
Rain of Arrows
Volley
Passives
Close Quarters Combat
Legendary Aspects
Escape Artist
Umbrous
Items
Eyes in the Dark
Skills
Spark
Frostbolt
Firebolt
Charged Bolt
Incinerate
Fireball
Frozen Orb
Blizzard
Ice Blades
Lightning Spear
Crackling Energy
Freezing Wake
Legendary Aspects
Abundant Energy
Singed Extremities
Incendiary
Snowguard's
Concentration
Items
Flamescar
Staff of Lam Esen
Hello wanderer!
We’ve made some balance adjustments to Classes and want to provide our reasoning behind them. Overall, we're quite happy with the performance of our Classes, but we know there is always room for improvement. Our goal behind these changes is to create a better balanced and enjoyable experience across the board. Our updates fall into 3 categories:
An ideal we have carried throughout development and will uphold is that Class balance is a journey, not a destination. We want more Class builds to be fun, powerful, and competitive within reason.
Thank you all for supporting us, and we'll see you in Sanctuary!
Challenging Shout
Bold Chieftain's Aspect
Aspect of the Dire Whirlwind
Gohr's Devastating Grips
Pulverize
Lightning Storm
Grizzly Rage
Obsidian Slam
Calm Before the Storm
Electric Shock
Shockwave Aspect
Crashstone Aspect
Lightning Dancer's Aspect
Blood Lance
Army of the Dead
Blood Wave
Shadowblight
Grim Harvest
Serration
Death's Defense
Raise Skeleton
Golem
Blood Golem
Iron Golem
Hulking Monstrosity
Cult Leader
Twisting Blades
Rapid Fire
Dark Shroud
Dash
Caltrops
Concussive
Repeating
Arc Lash
Teleport
Aspect of Control
Druid Companions and Necromancer Minions
Rare Nodes
Glyphs
All Glyph Bonus scaling has been reduced by ~34%, except for the following:
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