IggiNotes ⛺ Campfire Chat May 22, 2025

As per the norm:

Timestamp is 14:05 just in case: https://www.youtube.com/live/xZvEKK9UE_E?si=PnjtZGxqzuzm2Omw&t=845

Also: The 2.3.0 PTR: What You Need to Know — Diablo IV — Blizzard News

Patch Notes: The 2.3.0 PTR: What You Need to Know — Diablo IV — Blizzard News


State of the Game

State of the Game

  • Leveling Pacing has been slowed down in S8, we’re happy where the pacing is.
  • May not be enough activity variety while you’re leveling up
  • We know about lair boss fatigue
     
  • Trying to push people to different content types
  • Should always be a reason to go do something else
  • Permanent Improvements coming
     
  • Broadly speaking, class balance is in a pretty good spot
  • Lightning Spear Sorc is maybe a little higher than we’d like
  • Spiritborn is lagging a little behind
     
  • Pillars for class balance is that all builds are able to complete all content
    • build is coherently put together, and you should be able to get into T4 and complete the seasonal journey, be able to kill the lair bosses, may not be the fastest, but it’s possible
    • OverPower builds are dominating right now
    • Previous S7 builds are still dominating S8
    • We didn’t shake up the meta going into S8

PTR Features

PTR Features

Horadric Strongrooms

  • Potent Micro-dungeon, hidden entrance found in a nightmare dungeon
  • While inside the strongroom collect Horadric Attunement from slaying enemies
  • Feels like the gauntlet
  • Attunement improves chest earned by defeating the mini-boss
  • Maximize attunement through interacting with the strongrooms different gizmos
     

Escalating Nightmares

  • Fight through a series of Nightmare dungeons (3 specifically)
  • Each time you enter a new nightmare dungeon New Affixes are added with each dungeon, increasing both difficulty and reward efficiency
  • Culminates with a boss fight
  • Requires an Escalating Nightmare Sigil, which currently starts dropping in Torment 1 from Strongrooms
  • At the end of the dungeon look for a gizmo that opens a portal that goes into the next dungeon, you don’t have to back out if you don’t want to, don’t have to go into your inventory and open up another portal, you just click this gizmo and go into the portal spawned
     

Astratoth Reignited (dude mounted on top of the multiheaded amalgam of rage)

  • Making a comeback

Season 9 Content

Seasonal Content:

Horadric Spells

  • Several spell components, 30 different components to combine together
  • Build your own spells
  • Unique Utility

Catalyst - Foundation of your spell - can rank up to 20

  • 6 slots on the UI
    • When you put in a Catalyst in one of these 6 slots, it’s linked to your one of your 6 hotkeys.
  • When you use an ability, the catalyst will go off.
    • Some catalysts have a cooldown, which may be able to be reduced upon ranking up
  • Example used was a Rogue throwing out a smoke bomb, the Catalyst was some kind of barrage of stars raining down that dealt damage in an area

Example: Cosmic Anomaly

  • Summon Tag - Scales off of Summon Damage Bonuses
  • Passive: Manifests up to 5 Anomalies that emit particles which deal damage
  • Active: Command your Anomalies to all converge and implode, dealing damage per detonation.
  • At Rank 10: While at 5 Anomalies, you are Unstoppable, and the next series of implosions will deal double damage
     

Infusions

  • Socketable into your Horadric interface
  • Changes the elemental damage type that your Catalysts deal

Example: Smoldering Ember

  • Your Catalyst now deals Fire and or Burning Damage. It destroyes enemy structures and has a 10% chance to ignite the ground beneath enemies, dealing burning damage over 5 seconds.
  • While Equipped, your fire Damage Bonus is equal to that of your highest Damage Type Bonus (so if you have a lot of cold damage stacked, it will count toward this fire damage)
  • Deactivates monster Chilling Wind effects for 5 seconds
  • Shows a rank of up to 10
  • Can only have 1 infusion
  • Rank 5 allows you to deactivate monster affixes depending on the damage type you’re using
    • Fire infusion deactivates chilling winds, those walls of ice that freeze you, waller walls, lightning totems, and tether points
       

Arcana

  • Modifiers to add to your catalyst
  • 3 total can be chosen
  • Examples:
    • Gleaming Conduit - Effect size of your Catalyst is increased by #%
    • Tranquil Stone - Invoking your Catalyst grants Unstoppable for # seconds
    • Potent Alloy - Your Catalyst destroys enemy Barriers and Knocks them Down for # seconds after the removal
       

Legendary Arcana

  • Properties change depending on the Catalyst they are attached to
  • 5 different variations per Legendary Arcana
  • 5 total Legendary Arcana

Examples:

  • Nightmare Orb #1 - Catalyst gains a specialized Fear effect that lasts # seconds: Anomalies Fear and apply and an 80% Slow to unaffected enemies they come into contact with.

  • Nightmare Orb #2 - Catalyst gains a specialized Fear effect that lasts # seconds: Celestial Surge stars Fear unaffected enemies. After the Fear ends, there is a 25% chance for another star to fall.
     

Horadric Jewels

Similar to Occult Gems from Season 7
Earn Tomes from Strongrooms starting in Torment 1
Craft with Horadric Phials and Gem Fragments (not as many gem fragments as making occult gems)
Socket into Jewelry

Example:

  • Liminal Echo

    • +120 Armor and 6% all resistance
    • If you would take fatal damage, instead prevent that damage, invoke Propulsion, and become Invulnerable for 3 seconds.
    • This can only occur once every 75 seconds.
       
  • Tyrant Bane

    • +120 Armor and 6% all resistance
    • After you deal Damage Over Time to an enemy, they take 0.33% more Damage Over Time from you forever.
       
  • The Starflux

    • Your Catalysts deal 100% more damage.
    • However, you lose control over Horadric Spellcraft, causing your Catalyst to inherit Infusions randomly.
       
  • Idol From Below

    • +120 Armor and 6% all resistance
    • You gain 6% Primary Core Stat, 8% Maximum Life, and Unhindered.
    • However, you will be hunted in Sanctuary’s darkest places by Jewel Guardians who were entombed to protect this relic.

Character Class Changes Overview

Character Class Changes Overview

Overpower will be getting nerfed as it has been dominating over the seasons. Was meant to help convert defensive stats into damage. Reducing some of the calculations by 80% (roughly), will still be better than not doing it, but won’t be so infinitely far ahead like we’ve seen it.

Additive Damage Rebalanced - Whenever you got Overpower on your items it would be a a much bigger amount than any other amount such as Critical Strike Damage. Plans to rebalance this so you have more options and don’t feel bad because Overpower was obviously much larger.

Basic Skill Buffs - Comprehensive pass on every single basic skill and retuned them, double or tripled their damage output for the most part. Helps to compete right out of the box. We want basic skill builds to exist into the late game and be competitive. Will be looking at other categories of types of skills in following seasons (Basic Skills are the first to be hit)

Max Resistance - Max Resist increased from 70% to 75% (max cap is still 85%). Some items that had all resist (Yen’s Blessings Boots) have been toned down.

Key Passives - Balance pass toward Key Passives, they’ve seen certain keys passives that basically skill infinitely, set a bar of about 75% multiplicative damage bonus. Some will have more conditions, it’ll vary, but if it had a previous uncapped scaler, it will be changed to 75%, or for passives that were too weak are getting buffed up to meet this mark.


Class Changes

Class Changes

Legendaries - Previous seasons we’ve always had a new unique item and legendaries per class. We’re doing reworks to a lot of existing legendaries, so a handful of legendaries on each class have been substantially reworked. No new legendaries this season.

Uniques - 1 new unique per class this season


Barbarian

Barbarian

  • Earthquakes - Being Nerfed
  • Legendary Paragon Nodes Simplified - Do a thing, get a bonus
  • Basic Skill Cleave Unique
    • Hooves of the Mountain God (Boots)
      • +Movement Speed
      • +Basic Attack Speed
      • +Fury per Second
      • +ranks to Beliigerence
      • When attacking with a Basic Skill while at Max Fury, your Fury will increasingly Drain until you run out while all your Basic skills now cleave dealing 70-100% increased damage.

Druid

Druid

  • Cataclysm - Suffered from being too powerful from snapshotting, which we intended but not to this degree where it’s the best way or mandatory way to play the class, expect nerfs
  • Grizzly Rage - Updates to legendaries that affected Grizzly Rage
  • Splashing Poison Puddles (new unique)
    • Rotting Lightbringer (two-handed mace)
      • Inherent Affix - 170% Damage to Poisoned Enemies
      • +Willpower
      • +Poison Damage
      • +Chance for Pulverize to Hit Twice
      • Resource Cost Reduction
      • Every 10 seconds, Pulverize forms a puddle that deals 200-400%(x) of its damage as poisoning damage over 6 seconds
      • Pulverizing the puddle splashes an additional 20-40%(x) of the puddle’s total damage within the area around it.

Necromancer

Necromancer

  • Soul Rift - Reduce it’s functionality by taking away the barrier
  • Blood Wave - Reducing damage output of uniques that involve Blood Wave
  • Skeletal Arch-Mages (new unique)
    • The Hand of Naz (gloves)
      • +Max Life
      • +Attack Speed
      • +Skeleton Mage Damage
      • +Skeleton Mage Mastery
      • Sacrificing both Skeletal Warriors and Golems grants an additional Skeletal Mage for each Minion sacrificed.
      • When a Skeletal Mage attacks, enemies 25 times without dying it upgrades to a Skeletal Arch-Mage.
      • Skeletal Arch-Mages teleport to safety when attacked and their attacks occassionally shatter on impact dealing 50-100%(x) increased damage to the target and up to 3 additional targets.

Rogue

Rogue

  • Death Trap - Does a lot of everything and a ton of damage. Unique Pants are being tuned (nerfed)
  • Infiltrators and Bursting Venoms - Buffs coming to poison traps
  • Eaglehorn Buff - Penetrating Shot Unique bow buffs
  • New Flurry Unique
    • Deathmask of Nirmitruq (helm)
      • +Max Life
      • +Armor
      • +Movement Speed
      • +Ranks to Flurry
      • You can now overexert yourself while Casting Flurry, spending 10% life when you don’t have enough Energy. Spending life to Cast Flurry increaseses its damage by 30-50%(x) and your attack speed by 50% for 5 seconds.

Sorcerer

Sorcerer

  • Lightning Spear - Only or best way to play Sorc, Splintering Energy too powerful of an aspect, buffed base line damage of lightning spear itself, but nerfed Splintering Energy
  • Burning Rebalance - Combustion Key Passive had uncapped scaling, now has a cap, buffing base line skills damage to compensate
  • Enlightenment - Rebalanced
  • Huge Hydras New Unique
    • Ophidian Iris (Amulet)
      • Inherit Aspect - Casted Hydras have +2 Heads
      • +% Int
      • +Critical Strike Chance
      • +Pyromancy Damage
      • +Ranks to Devouring Blaze
      • Hydra is now a Core Skill and always summons a 3-headed hydra whose attacks explode on impact.
      • For each head above 3 that it would have had, the hydra instead grows larger and deals 50-100%(x) increased damage.

Spiritborn

Spiritborn

  • Deflection + Razor Wings - More multiplicative damage support for the skill
  • The Hunter Resets - 90%+ of all Spiritborns are using this, other options aren’t being explored, reworking the reset aspect to it
  • Poison Thorns New Unique
    • Balazan’s Maxtlatl (Pants)
      • +Dex
      • +Max Life
      • +Thorns
      • +Ranks to Bastion
      • Each attack damages Close enemies for 200-300% of your Thorns and also deals 100% of this damage as Poisoning over 3 seconds.
      • Each time you’ve retaliated with Thorns, for 5 seconds the Poisoning damage is increased by 100%, up to 300%

PTR Feedback

Do these unique items, legendary reworks, and other balance changes, are these builds good? Is it reasonable to play at Torment 4?

Looking for feedback on the changes to basic skills. Some may be too strong or too weak.

They want S9 to have new options instead of the same thing over and over again.


System Updates: Seasonal Activity Variety

Elites and Bosses granting Seasonal Reputation

  • Season 8 added Seasonal Currency/Reputation to the Lair Bosses, which we liked
  • Want to keep that going forward, on top of other ways to earn seasonal reputation or currency
  • Whenever you kill any Elites or Bosses in S9 it will earn Seasonal Reputation

System Updates: Nightmare Sigils

Side Note: You can now teleport to a NMD from inside a NMD

Permanent Upgrade to the game.

New Nightmare Sigils Affixes:

  • New Positive Affixes in varying rarities
    • Examples: Blast Wave Shrines, Horadric Materials Reserve, Forgotten Wisdom
  • Negative Affixes avoid penalizing specific elements or builds

System Updates: Legendary Item Drop Updates

 
Increased quality of items per difficulty Tier

  • When you go into T2 through 4 you’ll have a better chance to find Ancestrals
  • Also applies to Lair Boss Unique drops
  • Not so intense that it feels required to go into higher Torment Levels

System Updates: Resource Economy
  • Overall increase of Legendary Rune drops
  • Tribute of Harmony increased Rune drops
  • All Undercity Tributes now drop a Rune
  • Whisper cache resource increase
    • Gold, Materials, and Gem Fragment Caches weren’t giving you enough, these have been buffed
    • Chance to find whole gems in a Gem Fragment Cache (low chance to find the best whole gem)
  • Jewelry cache costs reduced and give more jewelry
  • Increased Gems from Infernal Hordes

PTR Goes Live: 2025-05-27T17:00:00Z Through 2025-06-03T17:00:00Z

  • The above should be adjusted to your own date/time zone

PTR Boost has more options now


Q&A

:question:: Are there any updates on Reliquaries?

:a:: Looking to make changes, no current details yet, another event coming soon


:question:: Will you be able to find Horadric Strongholds inside Escalating Nightmare Dungeons?

:a:: Yes, absolutely. Escalating Nightmares are Nightmare Dungeons


:question:: These new dungeon changes will be available in the Eternal Realm right?

:a:: Yes the Nightmare Dungeon Affix changes will be permanent additions to the game.


:question:: Where is M+KB support on Consoles?

:a:: Still coming


:question:: With Soulrift not generating Barrier, how will Necromancers gain defense?

:a:: Lots of different options. New options in the Seasonal Horadric Spellcraft, Fortify through blood magic, other ways of generating barrier from legendaries that may have been underutilized. Maybe look to Bonestorm as well as an alternative.


:question:: Any updates on Tempering and Masterworking?

:a:: We’ve been talking about it internally, nothing to share at this time. However we are updating material costs (not gold or obducite) in an upcoming patch for Masterworking from rank 1-4 and on the reset.


:question:: With a system like horadric spells being this awesome, are you looking to maybe make it a permanent part of the game?

:a:: Nothing is ever truly gone, but can’t say any definitive, who knows for the future.


:question:: Will there be a possibility that Nightmare Sigils can have active whispers shown on them?

:a:: It’s something we’re interested in exploring that space, but it won’t be in S9, we’re still looking to make changes going forward.


:question:: Will there be anymore balance changes for the current season?

:a:: No plans for anymore balance changes on Season 8. We’re committed to making fast rapid changes within the first couple of weeks then just let it ride out for the rest of the season.


:question:: Would you consider the possibility to allow us to tone down the visuals of other players?

:a:: Something we’re considering, with the horadric spells we’re making changes for some spell affects so they’re dimmed out for other players.


:question:: What changes will be made to Reliquaries in Season 9 to add more value to paying players?

:a:: We do have more changes coming to add more content, probably not in S9, but definitely in the future.


:question:: Are you bringing out anymore new items, ancestral, or mythics into the new season?

:a:: 1 new Unique item per class that we highlighted. No additional new items. However since we did rework some of the legendary aspects those are kind of new, but not brand new in terms of a brand new legendaries to collect. Testable in the PTR, also available in the patch notes.


44 Likes

Long live the Cult of the GOAT. :goat:

8 Likes

Not sure—it feels a bit too similar to previous seasons, but I’ll give it a try. I hope I’m wrong.

At least they’ve buffed basic skills, which could open up some new build possibilities.
Nightmare dungeons, Astaroth, and loot quality per tier all look great, though.

Poison Bear is meh… They’ve really messed up Grizzly. Even its ultimate at power level 5 just enables summon skill. What does a Grizzly have to do with wolves and crows, and now with poison ?

1 Like

This part gets me the most.

5 Likes

These unique items are again not very creative when it comes to changing gameplay. Mostly passive damage multipliers. Barbarian skills getting cleave will be interesting to test on the PTR though, and giving Necromancer mages their own build is a good decision.
Initial feedback here on poison puddles: The splash effect needs to be more visible and drop faster. It sounded cool, but looked off in the clip.

Diminishing returns would be a better solution here. I am not a fan of these caps. Not because of missing damage, but because caps remove the incentive to explore how far you can push a value, which is fun in itself.

Well, this was a big letdown. If I have understood it right it is basically 3 dungeons in a row with some extra loot.

4 Likes

They really dont read this forum.

And I dont see bugfix to many related bugs… I hope Im wrong. Probably my off-meta build still death for the 3rd season in a row

2 Likes

For terms of class balance, no they don’t. They rely on numbers and internal testing for the “coherently” put together builds involving specific skills. In other words a home brew build that is obviously not optimized probably doesn’t fit into this category. That’s basically what I took from it.

Which also coincides with what they said a couple years back when someone asked about class balance, and Adam Jackson at the time said people were building wrong in just the skill tree, let alone the paragon board. So given that, people who are just winging it, won’t fall into the above category of class balance, if anything they are the exception to the rule and not what they base class balance off of.

Keep in mind I’m not saying they’re right or wrong with this approach.

1 Like

and they killed it. instead of using a scapel, they smashed it with a bulldozer.

2 Likes

Wow, they did a very interesting shift in terms of removing stat dumps like noxious resonance key passive and ossified essence, and capping them at rediculiously low amounts. Hopefully the base damage increases make up the difference but sheesh.

1 Like

Are they going to do anything about there being only 3 or 4 viable builds in the game?

If difficulty doesn’t matter (pre season 8) then every build is viable.
If difficulty matters (season 8+) then they need better balance.

3 Likes

Allow me to paraphrase:

Borrowed power.

Nerf
Nerf
Nerf
Nerf
Nerf

ad infinitum

8 Likes

I’m glad about the fact that their Horadric spells seem to be foreshadowing more of this potential change to skill modularity that I’m expecting to see integrated with the next expansion, but I’m really bummed about the NMD changes.

It looks like they know what many people want, but that they’re refusing to provide it. They’re halfway to a system that makes them really interesting, with a potential for challenge and great reward, but they don’t want to hurt anybody’s feelings by having some sigils be no good for a particular build due to negative effects. Just make them tradeable and you give something to the in-game economy while providing the ability to add a couple more negative and positive effects and make the system really look like something interesting. :weary:

3 Likes

Depends on your definition of viable. They stated they want every “coherent” build to be able to do all content within the game, doesn’t have to be the fastest or push the highest tier in the pits mind you. They just want it to be able to clear T4 content, T4 lair bosses, and seasonal objectives.

2 Likes

Yeah, I know. And U right. But it’s still sad… D4 has the most potential of all ARPGs… but my feeling after read every patch notes is “they can do more… but dont care”. Im not saying Im right… its just how I feel.

4 Likes

“Play your way” has come along pretty well…

Class balance maybe, but if you take items into account… :rofl:

I wish they would just use community language because they hide behind double speak and lies… Clearing T4, lair bosses and seasonal content at maximum power is achievable on most builds now, it just takes a long long grind.

Viable to me means if I have under 100 paragon, have no glyphs, have not started masterworking, do not have every slot ancient but have badly rolled uniques and all affixes for my build (and resists/armour caps), I can do T4 and kill bosses.

This league its lightning spear, blood wave and death trap that are viable. The other builds take a lot of grinding before they get to do tier 4 (and suffer as compared to equally ground out builds).

Reading that they intended shapshotting to be in the game just makes me think… ok the games not for me.

1 Like

Mathematically diminishing returns tends to be worse than a cap since it is just an unclear effective cap.

2 Likes

They just nerf anything meta but refuse to buff struggling builds. This developers looked at d2 and said now that’s a bad game let’s get away from that type of skill building.

1 Like

Historical Fact: Game launched much closer to D2. Playerbase hated it.

Please stop saying this bullsh*t.

5 Likes

Remember when they said they would quickly buff under performing builds early in the season for S8?

3 Likes