Diablo IV Patch Notes (2.4)

Seems like charged bolts is the flavor of the season, along with crackling energy. Never liked that spell either. Its kinda obvious at this point they’re going to focus on one skill for Sorc that they upgrade big time, then when its too powerful, it gets the nerf hammer the next season.

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I actually like CB in D4. It’s a really good melee skill :slight_smile:

Just find “damage reduced from close” on a one single Unique and combine it with Snowguard aspect and you’ll have like 50+% DR vs everything right in front of your face :blush:

It’s what I did back at S4, come to think of it might try something similar again :thinking:

Seems like they are pushing charged bolt in this patch of nerfs for sorc. That or hydra again as hydra can use the huge mana pool with their aspect but other fixes got put in place so other sorcs cant use it like locran tali being nerfed. Hydra was last season so cant do that again. Hordes got nerfed hellborn and buffed soul spires. There are 7 instances of the word capped in the notes.

Here are some of the worst changes. You should balance is better ways than this:

The Number of Chaos Waves per Infernal Horde run has been reduced from 3/4/5 to 1/1-2/2. These values are respectively for 6/8/10 wave Infernal Horde runs.
IS this season of kill the fun? What are you thinking here? There has to be a better way that gutting this.

Soulspires increased from 1 to 5 base Aether. (everyone hates soulspires. Just rework the whole concept. Dont do this. Try to force it with base buff then nerf other parts of it.

Precious, Treasured, and Coveted Spires multipliers changed to 2.5x, 2.25x, 2x from 3x, 4x, 5x. This is the 2nd part of soulspires. A nerf to the base multiplier. So its 1 step forward 2 steps back???

Summoned Hellborne is now a Legendary Infernal Offering from Common and Ambushing Hellborne is now a Common Infernal Offering from Legendary.
So getting hellborne going is now even harder? This is not going to go over well. There are other hellborne nerfs as well.

Locran’s Talisman
Bonus capped at 500 Resource.
Nerfing this for mana shield means you have a problem with mana shield.

Adaptability Aspect
Bonus capped at 500 Resource.

Starlight Aspect
Capped at 300 Resource gained per second.

Capping things means you have problems in other areas and is a bad sign.

Theres alot more but that is enough to show. This patch is showing me some troubling ways they are approaching balance and its not good.

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It’s painfully obvious these devs have no idea what they are doing and have zero vision. They are taking their spaghetti code and throwing it against the wall and whatever sticks they decide to nerf or buff.

Then they wait to see what’s popular in the other ARPGs and then try to make their own half-assed version of it.

10 Season and they still can figure out what works and what doesn’t.

2 Likes

A 4 month season would be a 3 months and 1 week afk season. Unless they’ve added things that will increase playtime. Do they really think they need to extend the season a full month longer than is typical because we will be so stoked on playing that long? What reason do they have for this confidence?

Is it just so they can have Christmas off?

The long season would be due to the holiday break, just as we saw in S3 / S6.

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They should just add a break in between. I don’t think they actually believe anyone is going to be playing past 2 months in let alone 4.

Nope hydra cant use mana shield now either as it drains all your mana but only counts 500 for aspect or something. There is new kind of shadow patch notes that Slaydra was talking about. Bonestorm rekt. Tornado necro rekt. Hydra sorc nerfed. ect

:skull:Diablo 4 Season 10 EMERGENCY PATCH NOTES *NEW NERFS / BUFFS​:skull:RIP NECROMACNER​:skull: :bow_and_arrow: HELLO ROGUE​:bow_and_arrow: S10 D4

Great patch notes. Fun looking season and all but have you guys fixed the Duplication Glitch that has RUINED the economy from day 1 every single season for more than 1 year?

As long as they don’t incarcerate for baseless speculation on Internet forums.

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I am actually surprised they just didn’t Cap max damage at this point. Seems like their answer to everything

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haha, Why must i verify my age just to read patch notes? Fine I’m the man from sympathy for the devil, (Great Song) I have been around for a long long year and your age varification does not go back that far.

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So season of the hordes and they nerf hellborne into the ground and sorta/maybe buff soul spires that pretty much everyone hates. Brilliant…

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How exactly is Ramaladni’s as Chaos Armor supposed to work since it states that Skills that use the Weapon (meaning bound to Dual Wield). With the introduction of Single-Minded Fury also (super weird Chaos Perk that I still have no idea what Build can and would use it), would this mean you would HAVE to equip only Dual Wield? Does it have to be a 1H Sword?

The problem is that D4’s damage calculations are extremely shallow and they have basically removed Conditionals so that they are always active with little investment.

For example:

  • Red Ring of Furor gives you a guaranteed Crit with a Core Skill and Multiplicative Damage after you spend 100 Fury. Just by taking Unbridled with Third Blade, Rupture will cost exactly 100 Fury. Similarly, most Core Skills can achieve this so they can be spammed where EVERY attack gets this modifier.

Diablo 4’s damage formula breaks down loosely to Weapon Damage, Skill Damage, Skill Damage Modified by Primary Stat, Additive Damage and Multiplicative Damage.

When enemies are ALWAYS Vulnerable, you are ALWAYS Berserking, you ALWAYS Crit, you ALWAYS Overpower, you ALWAYS have Fortified status, you ALWAYS are Unstoppable, enemies are ALWAYS Bleeding and Crowd Controlled, etc., it makes damage VERY linear and easily scales out of control.

Now, I am not a huge proponent of Conditionals and having to press 4 keys before your Primary Attack deals decent damage in an endless sequence, however I also do not believe that Blizzard should just throw everything at players with minimal investment.

If you want to have 100% Crit Chance, that needs to take a lot of investment. If you want to Overpower 100% of the time, that should take a lot of investment. You should not be able to just fill every item slot with 35%x - 250%x Multiplicative Damage that is always active. Players should need to be a little more thoughtful in their approach and builds so they cannot have everything. This would provide more diversity in builds and not have such MASSIVE disparity where some Builds are dealing THOUSANDS of times more damage than the next simply because the build has access to higher multipliers with higher uptimes for their conditionals.