Update 1.2.1 Build #46666 Update notes released - MASSIVE SORCERER BALL LIGHTNING NERF INCOMING?

Finally the patch Notes for Diablo 4 had been released.
Oct 31.

Gameplay Updates
Paragon Board

Added a Refund All button to Paragon Boards.

Developer’s Note: Players communicated that reworking all or most of their Paragon Points was a common occurrence. We've added this button to make it easier to do big respecs, along with the increases to Gold income from Whispers in Season of Blood.

Training Dummy

Players can test their mettle against a new inanimate and un-killable foe—the Training Dummy! The dummy is located in an underground room, the entrance can be found in Kyovashad. The training room contains a stash and the Training Dummy. Players can choose between attacking one Training Dummy or a small group of them, and dictate whether each Training Dummy is of Normal, Elite, or Boss monster difficulty.
Season of Blood

Blood Wells now drop more piles of potent blood, slightly increasing the total average amount dropped.
    Previous: 1 pile of 45-60 Potent blood
    New: 8 piles of 5-9 each
Added additional information to Vampiric Power tooltips to clarify what their next Rank will increase.
Added additional information to the Vampiric Powers upgrade screen that communicates the amount of Pacts required and the power’s activation cost.

Miscellaneous

The search area has been reduced for all Whispers that require the player to find and kill a specific monster.

Bug Fixes
Accessibility

Fixed an issue where the Screen Writer wouldn't fully read the Hunter's Acclaim title.

Dungeons and Events

Fixed an issue where progress in the Halls of the Damned dungeon could be reset from leaving the area during the Travel to the Sepulchrum objective.
Fixed an issue with the Whispering Pines dungeon where doors could randomly appear in areas they shouldn't. (What lies behind door number 3? HELL!)
Fixed an issue where the Waves of Darkness event sometimes didn’t reward grim favors.

Gameplay

Fixed an issue where Shrine Buffs would not apply when activated while mounted.
Fixed an issue where Varshan could stop attacking if his path to the center of the arena was obstructed.
Fixed an issue where Temerity would only apply its Overheal barrier at full health instead of including excess healing when a source of healing would take the player beyond full Life.
Fixed an issue where monsters spawned by Hell Portals in a Nightmare Dungeon didn't properly scale their Life to the number of party members.
Fixed an issue where Aridah could become indefinitely idle if staggered within a particular window.
Fixed an issue where the Sorcerer's Ice Shards skill could miss short targets when cast from an area of higher elevation.
Fixed an issue where the player could avoid area of effect (AOE) damage while fighting The Beast in the Ice by standing in a particular area of the arena.
Fixed an issue where Aspect of Artful Initiative would not proc the damage reduction from the Explosive paragon glyph.
Fixed an issue where Aspect of Artful Initiative was not properly scaling with Item Power.
Fixed an issue where players were unable to revive their party members while under the effects of Chill.

Quests

Fixed an issue where progression could be blocked during The Blind Eye quest if destructible terrain was broken from a distance during the Find a Way Out step.
Fixed an issue where scorpions would not spawn during the Final Straw quest if the Quest was abandoned and restarted.
Fixed an issue where some NPCs in Jirandai would disappear if Helltide was active in the area, blocking the ability to turn in certain Quests that had associated NPCs in the town.
Fixed an issue where Theya could keep respawning without dropping the item for the Sight to Madness quest, which could block progression.
Fixed an issue where Druid players could have progression blocked on their Class Quest if they attempted the Investigate Fainne step while other players were killing monsters in the same area.

Season of Blood

Fixed an issue where Blood Lure Receptacles could be activated without getting rewards in Local Co-Op play.
Fixed an issue where the Sanguine Pillar in the Sanguine Battery event didn't have its life scale properly in Nightmare Dungeons, making it very easy for enemies to destroy.
Fixed an issue where Vampiric Curse could be applied to non-hostile objects.
Fixed an issue where Seeker Caches could drop more than once when a player swapped between different parties.
Fixed an issue where the Blood Seal menu couldn't be navigated properly with the D-Pad on controllers while inspecting equipped blood seals.
Fixed an issue where Evade and non-damaging Skills could trigger Hemomancy.
Fixed an issue where swapping between keyboard and controller while upgrading Vampiric Powers would consume Potent Blood without applying the upgrade.
Fixed an issue where removing a Pact while in the Vampiric Powers tab would cause equipment tooltips to malfunction.
Fixed an issue where the tooltip implied that Durability would be restored to a damaged item after removing a Pact from it.
Fixed an issue where the player could get stuck behind a Seeker's Cache in Hawezar during the Blood Harvest event.
Fixed an issue where the Glacial Fissure attack from the Beast in the ice could deal damage through walls and outside of the boss area.
Fixed an issue where the Summons of the Deathless quest could have its progression blocked if not all players in the party were alive when starting the Speak to Erys step.
Fixed an issue where the Magistrate's Notice could be inaccessible during the Blood Money quest if another player in the party didn't have the Quest active.
Fixed an issue where Flickerstep's affix would occasionally not activate when using Metamorphosis.
Fixed an issue where the description of the Domination vampiric power described the effects of Chill when it should have described the effects of Frozen.
Fixed an issue where the Blood Bishop's Flesh Sacks were not properly damaging players.
Fixed an issue where Stored Souls could get spent by the Sorcerer’s defensive auto-cast Skills such as Ice Armor and Frost Nova.
Fixed an issue where using the Metamorphosis Blood Seal while having Oculus equipped would result in Teleport evade charges not renewing properly.
Fixed an issue where exiting the Blood Seal upgrade screen too quickly could result in being unable to upgrade the Blood Seal again until you restarted the game.
Fixed an issue where Scroll of Amnesia would not go to the Lost Stash if left on the ground and the player left the area.
Fixed an issue where the Sack of Vampiric Torques would drop rings instead of amulets.

User Interface and User Experience

Fixed an issue where Several towns were missing a Stash icon in their waypoint tooltip on the Map.
Fixed an issue where Achievement progression percentage was not consistent in all places it is displayed.
Fixed an issue where Inventory sorting didn't function properly while interacting with vendors or crafters.
Fixed an issue where killing a monster with Metamorphosis didn't reward a soul stack.
Fixed an issue where the new item indicator would persist on the Quest tab after the item was used or turned in.
Fixed an issue where the tooltip for Damage Reduction on armor could be inaccurate at higher armor levels.
Fixed an issue where Social Wheel actions (emotes, trade, etc.) would not work properly while in the Immunity bubble at the end of a Nightmare Dungeon.
Fixed an issue where the Social Wheel customization tab wouldn't function properly when multiple players in Local Co-Op attempted to use it simultaneously.
Fixed an issue where the tooltips for Aspect of Untimely Death and Berserking displayed their bonuses as additive instead of multiplicative.
Fixed an issue where the completion pop-up for the Missing Pieces quest displayed an incorrect image.
Fixed an issue in the Codex of Power menu where the Seasonal Realm filter could be active in Eternal Realm games.
Fixed an issue where the tooltip for Aspect of Raw Might didn't display its multiplicative damage indicator.
Fixed an issue where the tooltip for Aspect of Elements had no damage type indicator on its tooltip and was incorrectly granting an additive bonus instead of multiplicative.
Fixed an issue where Enhanced Fireball's tooltip stated that its benefit was dependent on distance traveled.
Fixed an issue where the Campfire Buff description was displaying the incorrect experience percentage bonus (Note: Bonus experience players have been receiving was already functioning correctly).

Miscellaneous

Fixed an issue where using a Chaos Scroll while exiting the Fields of Hatred could disconnect the camera from the player.
Fixed an issue where Reins of the Bloody Liquid Steed Mount Cosmetic was not rewarded for defeating Echo of Lilith.

Developer’s Note: This will be rewarded retroactively for any players that have already defeated Echo of Lilith. These players will receive the Mount upon logging in after installing Patch 1.2.1.

Fixed an issue where Cinders would not be reset once a Helltide ended.
Fixed an issue where the Cinder cost of the Tortured Gift of Living Steel was 280 instead of the displayed 300. It now costs 300 Cinders.
Fixed an issue where riding a Mount that had no armor would cause the player character to appear as carrying invisible reins.
Fixed an issue where the dagger option was not available at the Purveyor of Curiosities for Sorcerers.
Fixed an issue where Uber Unique items were not always dropping at their maximum roll values.
Various performance, stability, and visual improvements.

It doesn’t mention Ball Lightning so there shouldn’t be a nerf to it.

Fixed an issue where the Sorcerer’s Ice Shards skill could miss short targets when cast from an area of higher elevation.

In spite of it being long overdo this is still a good thing but the main issue with the skill (aside from some performance / utility related suff) still persist: the skill doesn’t hit enemies which are right in front of you.

1 Like

Wtb “addressed an issue where sorc toolkit was underperforming outside of blizzard/BL/unstable currents”

Also, garbage clickbait title bro. Do better.

3 Likes

I think training dummy is code for all sorcs will not be able to cast spells and will be automatically blood marked and the the games test dummy… :rofl: :rofl: :rofl: OP just ahead of the curve trying to warn everyone.

2 Likes

Lol. I am looking forward to having improved testing for sure.

Nope. Looks like the crybabies will have to keep sobbing

1 Like

Damn. I almost got a heart attack here when I read the title. WTF after leveling a new Sorc with huge Balls, now you are nerfing it.

Gladly it was just a click bait title.

I was hoping though there was some changes in the DoT/Burn. Oh well, back to my Balls

3 Likes

Did you make your ball havin sorc a girl

Haha. This is actually my first time rolling a female Sorc. My other 7 Sorcs are all male.

Yep my female Sorc is enjoying these huge Balls.

1 Like

Outstanding move lol

1 Like

I can’t wait to get home and play with my blue balls of lightning

1 Like

You all are gonna get balls nerfed just because of this now. Lol.

2 Likes

Holy moly.

If they just fixed Warmthe sorc passive overheals with temerity im a die.

I suggested this in a fix literally yesturday on a post. I tske full credit if this works

1 Like

I was actually thinking of you when I saw that. I was wondering if this was what you were referring to. If yes, I will go back to my Burn Sorc and test it.

I wonder why they are fixing this. Ok, it’s broken but they must be testing some interaction???

Edit: doh the patch isn’t out yet lol

You can sort of force warmth to work with temerity with a bit of life on kill (i use 1 skull in either weapon) and the shield passive on cooldown use, just 1 point works well.

That is not the same. Putting Life on Kill doesnt make Warmthe work with Temerity over 100% hp.

All Life on Kill does here is let Warthe get you to 100%, then any Life on Kill start the creation of Overshields.

The problem is with no other healing sources, Warmthe does not generate shields with temerity at all.

Warmthe level 3 if it worked with temerity would be a HUGE buff for Fire Sorcs. You could probably face tank and watch enemies die to just firewall. Without needed cc.

Thanks for the explanation; I interpreted the patch notes as, (easier with example)
If missing 10 health → heal for 12 → no +2 overshield, must trigger heal at full health to apply shield.

This also matches my experience; you can do the same thing with aspect of crowded mage. The heal on kill just offers a few more instances of healing per second that help the next warmth tick to fully apply to the shield. This fix might help with recovering from dots like poison, or lots of small damge hits per second; might be nice qol.

If you’re referring to openworld/heltides, you can do that. Helps to hit them with a ranged burn like hydra before they hit you at the start of a pull. In nm 90-100 last patch, i still needed frost nova. Damage reduction also helped, specifically reinforced/warding glyphs, vyrs + magelord, snowguard, and in my case 45% reduc from burning.

Yeah i typically run all the defensive things that you have mentioned. T100 isnt fun unless you can take 3 hits without dying. I can tank a corpse bow as long as i got a decent sized ice shield stacked.

I dont spec any of the passives to even get to warmthe since the passive doesnt work with temerity.

I actually just went and checked, because i know you’ve played since release and i know the games ui is a mess.
I threw lightning spear w/ stun, firebolt enchant, went and stood amonst mobs. Mouse curser over your health. You will see temerity shield going up. The same can be said if you pull a group with hydra. As the burning enemies cone into “close” range, temerity shield goes up. The appropriate amount of health for warmth with willpower and temerity heal boost % multiplied.

If this is not warmth (certainly not the 5% lucky hit to heal for 1400, that is a big jump), then what is it? I have no aspect of surrounded mage on, and my regen while not damaged recently is 5. This is also on eternal server.

We’ll see when this patch comes out. I have a decent max life and 76% Temerity. I used to have Warmth but then I realized it’s not making any difference anyway since I am spec on Undying.

But with this change this should complement Undying. If we could really outlast mobs with this, I think I can put more dmg sources/modifiers on my Firewall build. I think I really need Xfal either way but Duriel keeps dropping that annoying Banished amulet.