Diablo Immortal Nov 8 Patch Note

Finally, the pity system came to Diablo Immortal :point_down: :rofl:

Set Items

  • You can now craft specific Set items at Charsi’s forge in Westmarch using a new resource, Fabled Wisp—these can be acquired by salvaging Set items.

Developer’s Note: We have been listening to a deluge of feedback regarding players having a hard time finding specific Set items. It is our belief that adding the ability to craft specific Set items will provide a path for players to reliably complete their sets.

As usual, there are a lot of missing features in the US patch note compares to China Patch Note.

China Patch Note: :point_down:

The castle defense gameplay has been optimized:

  1. Bosses in Castle Defense Endless Mode will now instantly drop an equipment reward.
  2. Castle Defense Endless Mode will now issue an additional bonus chest based on the player’s score. Every time the total score increases by 5000 points, the quality of the treasure chest and the corresponding rewards will increase accordingly
  3. The fog dispelling ball in Castle Defense will now add a corresponding minimap icon to the minimap when it falls on the ground and is not picked up for easy identification. Developer’s words: Suits are one of the core pursuits of the game. I hope that the suit creation function can help you get your favorite suits and experience your favorite fighting style. In order to give you a better gaming experience, we have been working hard!

The performance of some legendary entries has been optimized:

  1. Optimized the feel and skill performance of the legendary entry “Blast Nova” and the legendary entry “Drawing the Dungeon”.
  2. Optimized the performance of the Crusader’s legendary entry ‘Dash Shield’ to make it easier to hit moving targets.

Experience optimization for team recruitment:

  1. Optimized the display of team recruitment channel messages.
  2. When the number of teams is greater than or equal to 2, click the “Search Team” button, and a corresponding team recruitment message will be automatically released.
  3. The full team will not be displayed on the team recruitment interface.

The chat function has been optimized:

  1. Now you can quickly open the corresponding chat channel or view the hyperlink by clicking the chat message in the chat panel at the bottom of the game interface.
  2. Reduced the chat cooldown of private chat/team/room/guild/chapter/immortal.
    The participation management method of Immortal Realm has been optimized:
    Immortal management (leaders, lieutenants, administrators) can open the registration of the “Immortal Realm” gameplay and set the participation threshold. After the registration of “Immortal Realm” opens, the management can still flexibly modify the participation threshold.
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My takeaway is that D:$ player numbers are dwindling that is necessitating server mergers. This in consistent with the dramatic falloff in D:$ revenue over the past couple of months.

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That’s a normal progression for any new release, regardless if it’s loved or hated.

I attended the Starcraft Summit at Blizzcon 2018. One of the presentations showed a slide of SC2’s concurrency since release day.

The graph showed the initial spike at release that lasted several months. After which, there was a severe drop off to about 15-20% of launch. The same happened for the Hots and LotV expansions, and when SC2 became free to play.

It can be argued that SC2 is one of the most sucessful video games of all time, and it had several hemorrhage-like fall offs, including after launch.

Thus, fall offs after a launch are a natural thing.

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Well said. When the FF14 Endwalker expansion was launched last year, the server queue easily reached 10k+ players for a month and now you don’t even have to wait for a minute to join the server.

It is a common cycle for every game out there.

Even PoE has up and down in every new league.

I agrre that you expect a falloff. However, some have claimed that with the current support and its ongoing monetization strategy of D:$, the falloff would be less steep.

I think server merge is a bad idea. If people left in droves from a server because whales started to control its economy now it gonna be spread. Not bad changes otherwise.

If the only reason people left was because whales started to control it’s economy, then sure.

That isn’t why people are leaving. They are leaving because they are expecting a simple hack & slash. Most people that are playing D:($) have never played D1, D2, or D3.

They get really, really angry when you explain to them that bad drop rates aren’t a bug - they are a defining characteristic of the Diablo franchise.

They want to keep up with the whales but are aggressively uninterested in actually doing the grinding to get the gear. Same thing with the battlegrounds. The victory conditions are clearly defined, but too many of the freeloaders are aggressively uninterested in any type of strategy other than kamikaze. They die repeatedly and then proceed to blame the game, rather than their own unwillingness to understand victory conditions and what they need to do to win.

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The problem with Starcraft 2, besides them having lost their eSports crown for more accessible games, is that it is too much of a high maintenance game to be enjoyed by the average crowd. I’m not just talking about how much practice it takes to become mediocre at it (let alone good), but also the fact that it’s one of those games that you can’t really take a break from, because if you decide to play something else for 2 weeks and then go back to SC2, you’ll find yourself being complete garbage at it again. Skill in that game deteriorates way too quickly. It’s also not a game that easy to enjoy if you don’t have skill, because nobody wants to lose 80% of their games. You can play the campaign but that’s pretty much a one-time thing, and maybe play some custom maps that vary in quality and lose their novelty quickly.

A free2play Diablo game shouldn’t suffer the same degree of player decline so quickly because it’s a much more casual type of game that can be satisfying to play regardless of skill level, unless they either don’t have the content to keep player retention (which is true for D:I), or do something to really anger the players (which is also true for D:I).

Of course, some loss of player retention is definitely expected. But if you compare the player retention of successful mobile games like Genshin, LoL Wild Rift and Apex Legends Mobile with D:I, there’s a bit of an alarming difference

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PVP game always have a better player retention than PVE game. It is common sense.

And please don’t pretend that D2, D3 and PoE have (or will have) better player retention than Genshin either. Even D4 will lose to Genshin when it comes to revenue, retention and popularity. :rofl:

Also, FF14, one of the best MMO now having difficulty to retain the playerbase too and YoshiP doesn’t care and perfectly fine with players taking break from his game.

The right mindset. I sure wish Blizzard and others would learn from that.
Heck, I bet they might see better long-term retention if they did, instead if making bad design decisions because they are scared of players looking the other way for just a second.

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They’re not persistent world games like D:I, retention doesn’t matter at all in instance based games or games that don’t require grouping. Hell, it doesn’t even matter in Genshin either.

Yeah their retention is so abysmal they just released a brand new NA data center. Even weeks after the patch release, in a patch that wasn’t even that popular (people hated Criterion Dungeons), there’s enough people in every single server there. That’s very good retention. Also there’s a difference between people unsubbing until the next patch and people quitting the game altogether

I’m not talking about being always peak population, I’m talking about keeping enough players to maintain the servers busy and going. Blizzard MMOs have a chronic problem of dead/low pop servers and uneven player distribution, that is true for WoW which is much bigger than ff14 too.

It doesn’t change the fact that player retention is low for PVE games.

Even WoW and MMO in general having this problem but hey, let make it a big deal for DI because “mai agenda”.

Yeah right. /s

There are a lot of people migrate to the server i am playing in FF14.

There are also of dying server where the players can’t find many things in their marketboard.

Even some RP players have to travel to our server Limsa to RP regularly.

True that the whole game has good retention players but uneven distribution among servers happened even in FF14.

DI also has a good retention players. It is just they weren’t able to meet each other due to lack of server transfer and cross server matchmaking.

DI battleground usually have no problem finding a match for everyone because it was using cross server matchmaking. Dungeon finder and Raid bosses were not though.

How do you tell people quitting altogether or take a break for DI? :yawning_face:

Current DI is doing exactly what FF14 did to their server; grouping server for easier party finder and ability to transfer server to server. What is the problem again? Why do you view it as a negative here? :rofl:

It bounds to have a low pop server if you put too many servers out. It applies to all online games with multiple servers out there.

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Diablo.Immortal team.devs waste his work with Transfer, merge servers, instead shut down .alot servers and left.only few. For that happen, they must make.out offcial warning and gave us a time to transfer to these few.names.servers. Also if they can do this job instead us.

In this patch , his work is great , his decions.

If they start work.on followers.merchants, which be like substitute of peoples for.Shadow War, dungeons, Hellquary bosses.

I.already did suggested that in offcial discord DI channel.

There.would be 2 types.merchants
One.is gear up , legendarys, set.items.like.in D3, other be.like.D 2.
For Shadow War cooldwon resurected.timer be different than us.peoples. Because they will die often . His stats should be tested, would be avarage like peoples stats.
Then we can a.way easy doing dungeons and Shadow.War.competion, and for Hellquary Bosses.

A bout why peoples.leave.the game…

There is few.reasons which you know too, not.need to.say it.

If they start.work.on D4 mobile vers, exact.same.like.PC vers.30 gb size, 60 euro full vers.free vers really.limited(just for test, rate is it so awesome game.or not).
Im sure they will.start.work.on mobile vers.
Because …you know, then iteresing and daily play, population will be high %.
And.plus that , for.now.in mobile market , there is NO.mobile game ,for .payment (50, 60 euro).
And.we can play everywhere.
You know nowdays phones are with high size storage, hardwere stats.

The Server merge was a big success. If before one had to suffer in finding players for doing Dungeons and Lairs now that problem does not exist anymore.
The problem that i would like Blizzard to tackle is the big difficulties new players or normal players that create a new character encounter while Server Paragon is 320 and they are Paragon 10.
Blizzard should think about some incentive for H5/H4 players doing H1/H2 Dungeons. As of now a typical H5 player should stay away from H1/H2/H3/H4 like plague because the amount of Legs/Greens is soft-capped, and if a Leg/Green is dropped for them in H1…H4 his only option is to …salvage.
Even after Server merge H1/H2 players suffer to find enough players to fill the parties.

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The server merge has been a flippin’ nightmare EvilGoba.

We are all tripping over each other in overworld farming. We have more people in zones than the respawn counter can handle - nothing sucks more than traversing an entire zone and not crossing the path of a single monster, because someone is 50 yards ahead of you in all directions.

The Shadow Wars/Rite of Exile is now the exclusive domain of the whales. (There are currently 200 Dark Clans on the Hadriel server.) There is now no incentive to Work for the victory of the Shadows, because every Dark Clan buff after rank 9 is geared to the Rite of Exile.

And the World/Zone/Shadows chat channels are an absolute cesspool.

AFA carrying folks - As a Dark Clan leader, I already have incentives. On my server, a lot of us are carrying our newer folk. As someone that is about to reach H5, I have lost count of how many Lassal runs I have done carrying the other seven people. Nobody minds, because we are all building up our clans. Same thing with Challenge Rifts - you need a carry - ask politely and you will get one.

The H5 folks are always willing to help the H4 folks, because even if all I do is hold the floor down, I am there when they need to activate and open those chests. The H3, 2, & 1 folks do the same for me.

That game is brutal to play against other people. I finished the 3 campaigns on hard easily, and got all the achievements which is a bit of a grind because some are damn hard and not just silly “achievements” but require different strategies or just playing way better. I was on point with stuff like not having to think about the small stuff and doing things automatically and macro and not bad at micro at all, I knew that game well.

But I got stomped in pvp. It takes so much effort to learn how to play properly even if you know how to manage resources and get everything going quickly because you need to know how to counter stuff and I felt like I was pretty much practicing the first 8 minutes over and over again because o no I forgot to build another probe for like 20 seconds guess I am screwed now. It was so damn fun though.

Well, if that is true for FF14, then it sucks too. To be fair, it’s not my main game, so I’m not completely up to speed with how it’s going. Also, I never stepped foot outside the NA data centers, I can assure you all the servers are pretty much thriving there though (enough for them to release a new one at least). Dunno about other data centers. I’m a western person so I’m obviously going to care only about how things go here.

Actually, do you want me to list all the absolutely awful decisions FF14 took in the last year and a half too? Rethorical question, it’d take hours, but they mess up all the time. I’m not sure why you assume it’s the standard by which everything is to be judged. Game does some great things, and does some stupid things too. Like changing the gameplay of jobs until they become barely recognizable because the babies cried about the job being too hard. If the game didn’t have some goodwill coins with me, I’d have quit it as soon as I saw the rework on SMN for the current expansion.

Anyway my original point was more about Starcraft 2 than it was about D:I, so I’m not sure why you’re quoting me talking about D:I. The stuff about quitting forever and why the game had poor retention compared to launch, I was talking about SC2.

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Because just because your server or your region is doing well doesn’t mean it applied the same to all servers. So it is not wise to use your own perspective to judge a thing as a whole if you don’t have a whole picture.

Why are you telling me this? :thinking:

You are not. :point_down:

You are clearly talking about DI here, and I am simply telling you that it is normal for PVP games to have better player retention than PVE games.

Do you even remember what you wrote? :smiley:

Games doing better in one market than in the other is a normal business day. Look at all those games that have massive success in China and the rest of the world hasn’t even heard about. Can’t really look at things in a global perspective here.

D:I, from my understanding, is heavily focused on PvP with the whole immortal thing the game is named after, and a pretty moba-like PvP system. Which actually, are the coolest parts of the game, I really enjoy their implementation, if not for the fact that it’s ruined by the monetization. Hell, I bet D:I would be doing just as well as the other mobile games I mentioned if the PvP was fair, because the game system itself is solid.

So you don’t accuse me of picking favorites? FF14 sucks in many ways too, just not nearly as much as D:I.

Not really, 90% of my paragraph was about Starcraft 2, a game I love, and then one last paragraph I talked about D:I, a game I don’t care enough about to remember every single thing I said about it. I’ll give you that one.