Patch notes are up - big changes

Still no changes to the glyphs… but lets test it to see if the summoning changes will give us something significant.

changing all these different multiplicative modifiers to summoning damage will be a nerf once you have over 100%. But that’s not to say we wont be a lot more powerful overall.

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new skill interactions look fun (bonespear/blood OP stuff/etc) nice changes I think…? :wink:

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I thought about this, but since it will change many things, we will need to test on pratice (as always).

They buffed soulrift even further.

Curious about AotD changes too.

The bloodmoon breechs changes, looks awesome and very solid, but losing a aspect slot and +6 mages mastery affix (to my current build using 3 mithics and mendeln).

For sure, non minion builds will have some fun. They gave way more power to non minion builds than minion (on first glance).

firstly its 7 mages or you have not been masterworking hard enough :stuck_out_tongue:

however given that you always end up with like 400% mage mastery, getting +7 to hellbent commander will be as good as mage mastery for mages, but even better for skeletal warriors and golem. The 50%x critical strike damage will be insane.

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Aspect of Distilled Anima… Dang they just keep on giveing to Soulrift… What happened with the mentality of, “we don’t want one skill/aspect to be too good, so every build starts useing it”?

You re absolutely right!!! Rng isnt good to me and im usually happy with “yellow” affix :joy:

I was thinking about some other stuffs, like the death pendant (i forgot the right name, the one that cast nova on minions).

Since minion damage is considered your damage, im wonder if your 5° cast of blood surge (which guarantees overpower), will also overpower novas from minions or whatever it will interact.

Same with bone mages and all buffs to bone spear.

erm i guess it depends if it considers the blood nova’s the same spell as the blood surge. Given they have different names i am expecting it not to work. But in principle something like that if they are the same spell would now work… I think?

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Coalesced Blood

  • Previous: While Healthy your Blood Skills deal 6% increased damage.
  • Now: You deal 6% increased damage while Healthy.

Another source of multiplicative damage to minions, shroud of false death will be even more powerfull.

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Can someone explain how the change from minion damage to summoning damage will likely impact minion builds? I read the notes but don’t quite grasp the overall impact.

In theory, they are just turning things simple, as devs note point is hard to ballance damage and effect around them.

Should, again in theory, be a overall buff since their damage is now considered your damage and effect (include luck hits).

We need to check if the multiplicative summoning damage, as one single tag, will impact the damage minions does.

Looks like a failure. Nothing in there that suggest that we would now have 5-6 viable builds for each class, which in turn would us give a reason to use their flag ship feature The Armory.

They definitely buffed the non minion builds,

They also have reworked minions and minion uniques, passives, what about glyphs? Also thorns minions maybe back?

Perhaps these changes will also buff minions? Will have to test this out.

Sever changes are welcomed.
The new uniques and skill tagging of blood and bone skills makes for lot sof mixing and matching to make new builds. Imo a positive change in d4 overall. This should slowly bring the other classes in line with SB and how smooth their builds and skill trees are.

All of your minion damage will now be treated as the necromancer doing the damage. This is significant in a few ways but the biggest impact by far is that the damage increase of Grasping Veins will now affect your minions. Previously, the 1.5x damage increase only increased your mendeln proc but your minions attacks didn’t get the damage boost. Now, because your minions attacks count as your damage, they have access to the 1.5x multiplier.

Another relevant piece is that your minions should be able to proc abhorrent decrepify again which will significantly lower all of your cooldowns. Army of the dead is definitely back on the table with this change even over the buffed soulrift but it’ll take some testing to see.

This might be the season that I finally get to try thorns minions. Needleflare aspect is finally fixed and now Necro gets access to the Bristleback aspect so dodging/blocking an attack actually deals thorns damage. I’m exited to give it a try.

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Blizzard close the Necro tempering loop hole in S7 patch. Finally the 18 max resolves topic can put to rest :stuck_out_tongue_closed_eyes:

SpiritWave gets hit with double whammy?

The tiny buffs to ONE druid build plus a vague promise that Lucky Hit will magically make wolves viable does not scream “We want every class to have multiple viable builds.”