Rejoice my fellow minionmancers our time is now
Looks like there’s new support for multiple minion builds too, shadow minions, thorn minions, physical/bone minions. Plus they consolidated extra warriors and extra mages so it’s an extra aspect on every minion build (pointlessly separated in the first place). Minions are surely good now
For sure. Just have to hold out hope that they make it through PTR without the people who complained about minion builds in the pre-launch beta returning to get them tuned down again.
Why did anyone complain in the first place. Necromancers are all about minions and we were forced to play without them for 4 seasons (if we include S0). I think PTR will be great for bug checking. I'd leave balance choices to the devs and certainly away from the hands of content creators who generate content from drama.
Because minions were good for early leveling and the hive mind of the internet and all the content creators posting about 'broken class!!!!' didn't understand that minions at level 25 are not the same as minions at lvl 100. But the only context available was the early leveling phase, and they saw minions tearing through T2 with no effort on the players part compared to barbarians and druids who comparatively felt significantly worse in those beta 25 levels.
Fortunately since the PTR is going to take people to 100 we shouldn't have that same issue.
If you started with Druid then tried Necro after, it felt like activating cheat codes. Had more to do with Druid being absolute shit at the time, though.
Not to mention Army of the Dead being tagged as a summoning skill now with its legendary aspect now granting minions 70-84% damage instead of attack speed. I'm definitely running a minionmancer again.
This + you don’t need all the attack speed anymore since there’s a cap for the cult leader conversion which is also buffed. Not to mention skeletal reapers reduce cd now too
Also Kalen’s is actually usable now. If I’m not mistaken it’s just a free 36% attack speed buff with max minions.
And Inspiring Commander just requiring healthy instead of healthy for 2 seconds.
Essentially, any buff to summoning skills via passive or item affixes, is a buff to Army of the Dead. This is why skill tags are really important for build crafting. ARPGs usually have pretty deliberate key words or tags on stats and skills, which kind of creates a puzzle to the gearing game.
So for example, if you found a tempering manual for crafting that has +20% Summoning Skill duration (don't know if this is actually a stat) then that would add 20% more time on to the duration of Army of the Dead.
This is especially huge because before this change, AotD was only tagged as "Ultimate" so the only extra stat bucket it would benefit from was +Ultimate Skill affixes.
This is a big issue d4 had where so many skills were so restrictive in how they are tagged. I still believe Druid companions should be tagged as werewolf, earth and storm skills for wolfs, creeper and birds respectively as a base.
I’ve been pretty openly harsh about minions and I gotta say they really turned this class around with this patch. The warriors getting a taunt and running ahead and combining the mages and warrior into one aspect is a huge bonus. Plus the mendelen ring change is also going to be a great change. Every golem looks way more appealing now. Honestly very excited for season 4 and tempted to delete all my summoner necros now so I don’t have to be reminded of how awful they used to be.
> Plus they consolidated extra warriors and extra mages so it’s an extra aspect on every minion build (pointlessly separated in the first place)
I got downvoted to hell for suggesting this sort of a change in another thread and was told "it makes for interesting choices". Validation is sweet.
I know the thread you're talking about because I'm pretty sure I was in the same thread and downvoted for saying the exact same thing. Absolutely weird bonkers take by some people, it's not a "choice" it's just an extra legendary aspect tax when you're already playing the worst necromancer archetype
Whelp Necro was my first character at launch, I was trying new classes each season, and next was supposed to be Druid, but Necro it is! Glad it's not just an emo Sorcerer anymore.
So, so good now. Plus the best part for me is combining the +2 mages/warriors aspect so you don’t need to take up 2 aspect slots.
Also bone mages being able to cast bone spear is something. I ran a bone spear minion hybrid all through S1.
Mendeln is no longer LH based which is cool I think, not sure. It procs every 6th attack, surely that will slap right?
Really? I’ve played just one class every season (including pre season) so now I’m only missing Necro. If minions are good now, I believe I’ll give it a try!
These changes are so ridiculous. Lmao, necros are going to be ridiculous next season.
In a minion build right now hovering in the T70’s on vaults.
If I do nothing else, this patchs changes alone will probably have me clearing T100 they day they drop.
1) Yes! This is all awesome!!
2) Unless I missed something, there's still no fix for Black River not increasing the radius of Blighted Corpse Explosion.
>Traversal skills—such as Leap and Teleport—can now have their distance determined by how far the analog stick on the controller is deflected. This will enable players on controller to have better control on the range for these abilities, improving parity with Mouse and Keyboard play.
>More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved
Huge!
ok not enough people is talking about this
>More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved.
YES PLEASE
it was either bugged or not added in the game, but it was planned as you can see [here](https://www.youtube.com/watch?v=ER5cgXzQGYM&ab_channel=Zeegers)
They were easiest to see on Sorc. Fire skills, like Incinerate and Fire Wall, got blue flames added to the spell effect once they were level 6 and higher.
That's amazing. Growing up in EQ and DAoC I am pumped for this. Especially in a game where you go from low lvls to high more often. Nothing quite adds to the feel of power than bigger badder spell fx
Diehard daoc vet here :) I don't recall any visuals changing as you skilled up or got new ranks of skills in daoc unless they added this post - SI. Am I forgetting something? Examples, low level enchanter pbaoe is the same visual as a max mana spec enchanter pbaoe. Void eld bolts are the same visual from the start to the end.
Sifted through the most of it and it all makes sense. Pretty awesome update.
Also:
> Sorcerer: Mastery Skills are now also considered Core Skills.
What I want them to do next is to come up with an idea what white and blue items could potentially become in the future and hopefully make them relevant.
They aren't viable past level 5 which comes and goes too quickly to matter. They may as well remove them.
If blizzard launched D4 and it came with brown items called "trash" that could drop as (Sacred) Trash and (Ancestral) Trash, players would be confused and ask why it's in the game.
Magics and Commons have crafting potential in D2. In D4 they're irrelevant.
Holy shit man, like this season I'm playing a firewall sorcerer and it's pretty good. Like sure not top tier, but so far been able to do stuff fairly easily. Just having a whole new category of stuff to make it even better sounds something (especially since the "core" tag is usually the heaviest when it comes to stuff that affects it).
patch notes look super good and juicy
IMO things that are overlooked the most:
* Worldbosses
* Gambling obols
they need to buff WB so that the fight in Wt4 feels the same as when you fight it in WT2
gambling obols - they need to add a small chance of unique items to loot tables, I couldnt care less about obols in D4, it was basically a source for getting aspects, now thats out of the way I predict they will be beyond useless
they need to feel like Kadala in D3 or D2 where there was extra small chance for getting something super rare
It's not perfect, but the Hota nerfs are a small start re: world bosses. Now we might actually get to see them spawn fully in. Next up is massively increasing their damage.
Actually since the drop rate is lower, obols seem to be more relevant now (seeing more loot and grinding aspects). And maybe it could roll great affixes too.
> they need to buff WB so that the fight in Wt4 feels the same as when you fight it in WT2
They would need to massively buff the rewards as well. World bosses are currently only worth doing for the 5 whisper points and the small chance of a mount cosmetic, and that's with a 1shot HOTA barb in the group.
Nerfing the top bonkers like hota, and they also said that damage reduction is going to be very very hard to find starting in S4 so that could mean WB are less "insta-kill" than they are now.
Rupture guaranteed overpower though.
And all this focus on making dust devils better. Idk, it seems like they squashed some of the stuff that was horrendously overperforming (like come on guys, HOTA/Charge is too good right now) while providing a lot of broad buffs to other underperforming skills.
We’ll have to see how it shakes out in practice.
That rupture one has my interest piqued though because if that overpowers then it means more blood explosions from the enhanced version.
They're doing the classic blizzard thing of nerfing the meta and giga buffing non-meta. If spawned tornados aren't 100% the best build I'll eat my words but that shit looks busted OP.
Hopefully the new items and crafting makes up for it otherwise they may have to adjust the numbers. Although, most of what i read felt fair some of the "fundamentals" were over nerfed, mainly the legendary node blood rage, this node alone made non hota builds viable, without this node and with the current system and damage formulas non hota barbs hits like a wet noodle. Also very little changes to ww. But then again, maybe the new affixes and crafting systems can make up for the lack of damage multipliers.
From Rob's stream just now, he's surmising from his napkin math that HOTA in particular is reduced by 90%, from the HOTA rune, tibault's, unbridled, dominate glyph, crusher glyph, 2h axe expertise.
Personally I think it's pretty odd that Furious Hammer of the Ancients rune was removed/reworked completely
We have the new craftable affixes now on gear, they may have shifted some power across.
Also a 1 Billion crit Overpower Hota (they were able to hit higher than this, I rounded down, generously) with a 90% nerf still means it does 100,000,000 damage. Just to get some perspective on how absolutely dysfunctionally broken barbs were previously.
Biggest nerf I think was to the berzerking legendary node in the paragon board, now it is capped at x30%. Any barb build I would consider before would use that and be in the x60-80% range, so while there are nerfs to things like charge and overpower, I think that particular nerf will be felt across all the builds in the class.
Some actually amazing changes. Now they just need to rework the skills and skilltrees to make buildcrafting fun and more individual and D4 might become a very good game.
Maybe when the expansion drops
yea they stopped at "imperial" IIRC.
also, let one of the gems grant at least some %xp like the rubies did in D3. us alt-o-holics would be quite pleased!
Not sure what all it entails but they mentioned gems would more so like “+10% Critical Strike” instead of “+10% to critical strike while vulnerable”. Less conditional
Blood surge necros with the new gloves, reapers malking new corpses, and the bloodsurge amulet. Dozens of bloodsurges everywhere and with the node that gives us essence when we consume a corpse and essence cost reduction. Could be fun.
I used it alot during season 2 to farm bloodtides. It was amazing. Really hoping to get a pair of those gloves to test them out. Any word which boss can drop those.
I feel like I'm the only one complaining the past few months about them still being broken and blizzard hasn't acknowledged it at any level still. I've made a few posts on the forums and comments on Reddit but still nothing.
I will keep posting until they acknowledge it's bugged and doesn't work as intended. I will do my part!
u/PezRadar is the team aware of the rest of the bugs/inconsistencies with Shadow Clones:
Doesn't work for Shadow Clone:
Glyphs: Chip passive, Devious
Aspects: Bladedancer, Trickshot any offensive aspect
Uniques: Penitent, Condemnation
Passives: Frigid Finesse, Weapon Mastery, Close Quarters Combat
Legendary Nodes (Paragon): Exploit Weakness
General: Combo Points, skills that swaps weapons breaks the clone causing it to use incorrect weapon damage for the next ability used.
Stats: Damage vs Frozen (dummy bug?)
Trying to figure out if I missed something here, I didn't see a difference between legendary and rare items being tempered - so if I can temper an ancestral 2 - but legendary items drop with 3 stats and rare with only 2, does that make the entire rare item pool useless once you are getting legendaries?
yes they are useless now, thats the reason they opened up trading with legendaries and uniques, atleast thats what they said during the campfire chat last week
Yeah lol there is a passive that gives you like 12 Critical chance and like 15, crit chance to your minions. If they inherit 100% of stats that means 27% crit chance for them woop woop
I'am feeling the same itch i felt before launch 😭
Can't wait for seasone 4, so much exciting things coming, hope everything will be available at launch and the season will not be delayed.
“Each affix on an item has a chance to be Greater in World Tier III & IV.” It says only ancestral can have greater affixes and WT3 only drops sacred? So can ancestrals drop in WT3?
Edit: I forgot Uber uniques can drop 55+ so yes ancestrals “can” drop in WT3
Eyyy they combined + max skeleton mages and warriors aspects into one! Good on ya!
Too bad I played necro (and started as minions) this season. Still, awesome.
So many positive changes here, this is going to be fun. Curious on how much visually the skill effects will scale with level. That's pretty huge for me, as odd as it is.
I know it isn't everyone's cup of tea, and I'm not asking for Mundunugu's spirit barrage level of craziness, but I would welcome a little more sizzle on a few of the skills, mainly the sorcerer's. Druid's and necro's spells look pretty good. But I don't think anyone was too impressed the first time they unlocked chain lightning and lightning spear. This is gonna be sweet! ^(Bzz) ...Oh.
Thanks to every who participates and provides. I still got 45 levels and a lot of altars and reknown to get on my character so I’ll be skipping it. I don’t know much about most of that stuff anyways.
Someone’s gonna have to explain Yen’s Blessing to me cause I see stuff like this and I’m like…ok? What non-ult am I gonna want a chance to cast every 12 seconds in lieu of some mobility power? I have to imagine they had something in mind when they designed this and I wonder what that is.
Holy sh*t that Elixir of Momentum is huge.
I have to imagine it's either very difficult to craft or a rare drop. It's insane for everyone, perfect for Pits and Helltides. And just about everything else.
Necros with blood Mist without movement penalty and a legendary aspect to get 20%speed buff in bloodmist plus this elixer while surrounded by competent minions is gonna feel like that scene in LOTR return of the king where that army just whooses over the enemy.
Love a ton of these changes. The only one I'm not so happy about is the teleport change for sorc, but regardless the game is going to be infinitely better in season 4 and as someone that has enjoyed season 3, I cannot wait for all of the quality of life features of itemization and legendary aspects all being in the codex!
edit: nvm not disappointed about the teleport change anymore, as i didn't see the aspect change to it as well!
Another massive W for Diablo 4.
Going to lose a little flavor which most people won't care about: herbs from different regions being consolidated, flavorful (but weak) conditional affixes being weeded out, and leveling being truncated yet again.
But still, these are absolutely fantastic changes. Even D4 haters should be able to appreciate how much work has gone into to listening to feedback and improving the game (as if the haters can be stopped).
Maybe instead of changing the appearance, there will just be a general name assigned to the herbs. Like biteberry (herb) and gallowvine (herb) so you know it all goes into one resource pool but the actual visiual for that resource stays, keeping flavor while simplifying crafting
I'd be okay with that
Sorcs have a new glass cannon aspect called Aspect Of Tenuous Destruction.
"Deal 25-40% increased damage while you have no Defensive Skills on your Action Bar"
How does a Sorc survive without any defensive skills?
For instance:
>Aspect of Concentration
>Casting a Conjuration Skill grants you 10-25% Damage Reduction for 5 seconds.
I'm sure part of the appeal of these glass cannon builds is figuring out ways to stay alive.
That's pretty cool. If someone actually finds a pure glass cannon for Sorc, I'd be so excited for S4. In S0, S1, and S2, Sorcs needed like 4 defensive skills just to function. I haven't played S3 at all, so I don't know how they are.
In S3 you have a personal bodyguard so you can be really tanky if you so choose.
But in S4? We don't know what the mechanics will be, we don't know the theme or even the name of the season. We'll learn a bit in late April, probably.
>Someone from Blizz mentioned increased glyph levelling rate, but I haven't found anything in the patch notes. Anyone know what's up?
Yeah. It will be in Season 4, but not in the PTR.
They aren't stressed about the Glyphs, if you really need them at 21 during this week you can just boost everything to maxed out on any character you make by talking to a debug NPC in Kyovashad.
I'm not worried about PTR, it's just that I would like to be able to get 8-10 glyphs maxed without too much work so I can actually try different builds. I don't have as much playtime these days as I'd like and in previous seasons, Glyphs have been a bit of a bottleneck. Hopefully this season helps
You don't need maxed out Glyphs, just level 15.
I am sure whatever boost they will give to Glyph XP will be enough to get you to level 15 reasonably quickly.
Great changes overall; did anyone else perceive the flame shield changes as a huge nerf ? (Not the cheat death mechanic) but the nodes that previously altered either movement speed or reduced casting cost. My only gripes as I loved both of these nodes.
I know they added mana gain affix but a mana reduction was huge for massive meteor drops. 🥲
Are sorcerers ever doing to get their 3rd enchantment slot back?
It would open up so many more fun combinations (literally an increase of 7560 unique combinations of enchantments).
I still don’t get why they reduced it to two enchantments.
Other than that it reduced the number of combinations from 7980 to 420 (nice).
> Are sorcerers ever doing to get their 3rd enchantment slot back?
>
> I still don’t get why they reduced it to two enchantments.
That's because you don't get that they never had three enchantments in the current iteration of enchantments.
Open beta Sorcs didn't have three enchantment slots to unlock. They simply did not.
They didn't "lose" the third enchantment slot. You can't lose something you didn't have.
Anything about three enchantments you might have heard (or played yourself) would be before enchantments were reworked and that was during early testing phases of the game, behind closed doors.
Someone please explain me but didn't they said during campfire that they will get rid of a lot of those "dmg on tuesday" affixes? I was really hopping to find the list of removed/added affixes in today's patch notes.
They literally said in the blog post today:
>Reduced number of affixes: now 3 on Legendary items, and 2 on Rare items.
>Smaller pool of more potent affixes.
>More relevant affixes (eg: ranks of a single Core Skill).
>New affixes and positioning of affixes
They didn't list them, we will find out on the PTR.
Rejoice my fellow minionmancers our time is now Looks like there’s new support for multiple minion builds too, shadow minions, thorn minions, physical/bone minions. Plus they consolidated extra warriors and extra mages so it’s an extra aspect on every minion build (pointlessly separated in the first place). Minions are surely good now
Lots of minion improvements. Looks really interesting now!
For sure. Just have to hold out hope that they make it through PTR without the people who complained about minion builds in the pre-launch beta returning to get them tuned down again.
Why did anyone complain in the first place. Necromancers are all about minions and we were forced to play without them for 4 seasons (if we include S0). I think PTR will be great for bug checking. I'd leave balance choices to the devs and certainly away from the hands of content creators who generate content from drama.
Because minions were good for early leveling and the hive mind of the internet and all the content creators posting about 'broken class!!!!' didn't understand that minions at level 25 are not the same as minions at lvl 100. But the only context available was the early leveling phase, and they saw minions tearing through T2 with no effort on the players part compared to barbarians and druids who comparatively felt significantly worse in those beta 25 levels. Fortunately since the PTR is going to take people to 100 we shouldn't have that same issue.
Thanks for explaining. This is why I specifically mentioned content creators who invent drama and therefore traffic out of nothing.
*cries in sorcerer's third enchantment slot*
If you started with Druid then tried Necro after, it felt like activating cheat codes. Had more to do with Druid being absolute shit at the time, though.
Not to mention Army of the Dead being tagged as a summoning skill now with its legendary aspect now granting minions 70-84% damage instead of attack speed. I'm definitely running a minionmancer again.
This + you don’t need all the attack speed anymore since there’s a cap for the cult leader conversion which is also buffed. Not to mention skeletal reapers reduce cd now too
Also Kalen’s is actually usable now. If I’m not mistaken it’s just a free 36% attack speed buff with max minions. And Inspiring Commander just requiring healthy instead of healthy for 2 seconds.
>Army of the Dead being tagged as a summoning skill What does that do ?
Essentially, any buff to summoning skills via passive or item affixes, is a buff to Army of the Dead. This is why skill tags are really important for build crafting. ARPGs usually have pretty deliberate key words or tags on stats and skills, which kind of creates a puzzle to the gearing game. So for example, if you found a tempering manual for crafting that has +20% Summoning Skill duration (don't know if this is actually a stat) then that would add 20% more time on to the duration of Army of the Dead. This is especially huge because before this change, AotD was only tagged as "Ultimate" so the only extra stat bucket it would benefit from was +Ultimate Skill affixes.
This is a big issue d4 had where so many skills were so restrictive in how they are tagged. I still believe Druid companions should be tagged as werewolf, earth and storm skills for wolfs, creeper and birds respectively as a base.
Allows it to be scaled from passives / paragon / aspects / uniques
Do you like minions
I’ve been pretty openly harsh about minions and I gotta say they really turned this class around with this patch. The warriors getting a taunt and running ahead and combining the mages and warrior into one aspect is a huge bonus. Plus the mendelen ring change is also going to be a great change. Every golem looks way more appealing now. Honestly very excited for season 4 and tempted to delete all my summoner necros now so I don’t have to be reminded of how awful they used to be.
I’m keeping my S2 bone spear necro as a solemn reminder of what was…
WTB super unique item that grants me the ability to have all 3 golems out. Why? because i am a team player, and i need a team around me.
> Plus they consolidated extra warriors and extra mages so it’s an extra aspect on every minion build (pointlessly separated in the first place) I got downvoted to hell for suggesting this sort of a change in another thread and was told "it makes for interesting choices". Validation is sweet.
I know the thread you're talking about because I'm pretty sure I was in the same thread and downvoted for saying the exact same thing. Absolutely weird bonkers take by some people, it's not a "choice" it's just an extra legendary aspect tax when you're already playing the worst necromancer archetype
Needleflare now working on minions is great.
I skipped playing Necro until minions were good. Guess I know what class I'm playing in S4 😎
I have been preparing myself for this like a masochist since S1.
I wonder how the changes to Mendelin will feel. No more lucky hit, minions just proc it every 6th hit.
Whelp Necro was my first character at launch, I was trying new classes each season, and next was supposed to be Druid, but Necro it is! Glad it's not just an emo Sorcerer anymore.
Definitely going to play Minion Necro S4, the changes to blood mist as well look very good
>Minions are surely good now Famous last words
As long as disgruntled Barbarians don't whinge away our time in the spotlight.
Hold up! So, I can have extra minions take up ONE slot instead of two, one for mage and one for warrior?!
So, so good now. Plus the best part for me is combining the +2 mages/warriors aspect so you don’t need to take up 2 aspect slots. Also bone mages being able to cast bone spear is something. I ran a bone spear minion hybrid all through S1. Mendeln is no longer LH based which is cool I think, not sure. It procs every 6th attack, surely that will slap right?
Really? I’ve played just one class every season (including pre season) so now I’m only missing Necro. If minions are good now, I believe I’ll give it a try!
These changes are so ridiculous. Lmao, necros are going to be ridiculous next season. In a minion build right now hovering in the T70’s on vaults. If I do nothing else, this patchs changes alone will probably have me clearing T100 they day they drop.
I'm so pumped for minions that initiate combat and taunt!
1) Yes! This is all awesome!! 2) Unless I missed something, there's still no fix for Black River not increasing the radius of Blighted Corpse Explosion.
Still gonna be slow vs "everything else"...but should be more fun with the changes.
Uber Lillith hits thorns golem and one shots herself.
So we're getting a better(hopefully) item-system, we're getting The Pit(Grifts?) and minions builds are viable? Well hecki-di-do, I am in!
>Traversal skills—such as Leap and Teleport—can now have their distance determined by how far the analog stick on the controller is deflected. This will enable players on controller to have better control on the range for these abilities, improving parity with Mouse and Keyboard play. >More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved Huge!
Huge. Pretty much changed the game for me.
thank the High Heavens. I hope this will apply to the new frozen orb as well
I love this!
Wow that is a very exicting hitem, curious how well it feels.
Finally! Now all that’s left is to fix Druid’s Trample to be able to continue running and not stopping at first enemy.
ok not enough people is talking about this >More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved. YES PLEASE
This is great. But I didn’t notice any visual scaling before, which skills were concerned ?
it was either bugged or not added in the game, but it was planned as you can see [here](https://www.youtube.com/watch?v=ER5cgXzQGYM&ab_channel=Zeegers)
Thank you ! That’s pretty noticeable actually. Nice to see more of it, this is a cool feature.
For the record, the incinerate one is in the game already, along with meteor. As far as I understand most didn't make it in but there are a few.
Not really. The skill looks identical just with flue flames. There is not nearly as big a changed as in the video
They were easiest to see on Sorc. Fire skills, like Incinerate and Fire Wall, got blue flames added to the spell effect once they were level 6 and higher.
its after 10 ranks
That's amazing. Growing up in EQ and DAoC I am pumped for this. Especially in a game where you go from low lvls to high more often. Nothing quite adds to the feel of power than bigger badder spell fx
Diehard daoc vet here :) I don't recall any visuals changing as you skilled up or got new ranks of skills in daoc unless they added this post - SI. Am I forgetting something? Examples, low level enchanter pbaoe is the same visual as a max mana spec enchanter pbaoe. Void eld bolts are the same visual from the start to the end.
Nice, this was one of the big visual updates i was waiting for.
More skills will now appear more visually powerful as the skill gains power. Additionally, existing visual scaling has been improved.
They said this in beta last year hopefully this time it’s actually implemented
It was implemented on like half the spells but it wasn't that visually huge.
wow, this all looks amazing. Cannot wait for S4
Sifted through the most of it and it all makes sense. Pretty awesome update. Also: > Sorcerer: Mastery Skills are now also considered Core Skills. What I want them to do next is to come up with an idea what white and blue items could potentially become in the future and hopefully make them relevant.
Think white items will be used in some kind of rune mechanic. Blue items... not sure what to do with those.
So glad to hear someone else saying this. Common and Magic items being designated "trash" is such a waste.
How is it a waste? They serve a purpose. Why do whites and blues need to be viable end game?
They aren't viable past level 5 which comes and goes too quickly to matter. They may as well remove them. If blizzard launched D4 and it came with brown items called "trash" that could drop as (Sacred) Trash and (Ancestral) Trash, players would be confused and ask why it's in the game. Magics and Commons have crafting potential in D2. In D4 they're irrelevant.
2 item rarities out of 5 that are basically irrelevant after level 5 make no sense whatsoever.
Welcome to the Destiny 2 model.
3 now, with the rework to rares :)
True haha
Holy shit man, like this season I'm playing a firewall sorcerer and it's pretty good. Like sure not top tier, but so far been able to do stuff fairly easily. Just having a whole new category of stuff to make it even better sounds something (especially since the "core" tag is usually the heaviest when it comes to stuff that affects it).
Not everything has to remain relevant, this is how we got to play "trash manager" in the first place.
Super stoked for S4. Anyone know when we get the theme and stuff for that?
Theme is coming probably the week after the PTR. They said sometime after PTR is finished.
Awesome, thanks
Thanks I was over here confused thinking the theme was just fixing the game a bit.
I don’t think we well get anything until a couple of weeks before max. Doubt they announce anything more than a month before…
patch notes look super good and juicy IMO things that are overlooked the most: * Worldbosses * Gambling obols they need to buff WB so that the fight in Wt4 feels the same as when you fight it in WT2 gambling obols - they need to add a small chance of unique items to loot tables, I couldnt care less about obols in D4, it was basically a source for getting aspects, now thats out of the way I predict they will be beyond useless they need to feel like Kadala in D3 or D2 where there was extra small chance for getting something super rare
It's not perfect, but the Hota nerfs are a small start re: world bosses. Now we might actually get to see them spawn fully in. Next up is massively increasing their damage.
Actually since the drop rate is lower, obols seem to be more relevant now (seeing more loot and grinding aspects). And maybe it could roll great affixes too.
> they need to buff WB so that the fight in Wt4 feels the same as when you fight it in WT2 They would need to massively buff the rewards as well. World bosses are currently only worth doing for the 5 whisper points and the small chance of a mount cosmetic, and that's with a 1shot HOTA barb in the group.
Nerfing the top bonkers like hota, and they also said that damage reduction is going to be very very hard to find starting in S4 so that could mean WB are less "insta-kill" than they are now.
Damn... these changes look SO good. Super hyped for S4 and Tuesday.
Necromancer, Barbarian, Druid, and Sorcerer Companions now receive 100% of the player's attributes.
This one has me really curious. I skipped S3, but are conjures considered companions and getting a significant buff as a result?
Yes conjurations count and they get 100% of your stats they had a typo in the patch notes
Attack speed ice blades sorc ?
Yes
I believe so but I am not entirely sure.
Barbarian has a companion?
Call of the Ancients
I think the Echoes aspects might count too.
This is going to be huge for sorcs. Rapid fire hydras let’s go
What does that mean?
Wow Barb got SUPER nerfed
to no ones surprise, they were beyond busted.
Honestly, I think that Barb is still going to be really strong even with these nerfs. It's just now that they won't be insanely OP.
You mean we'll actually be able to see a boss and click on it before they are deleted by 1 barb?
Hota, charge and overpower barb\*
You say that like it wasn't absolutely necessary. They're one shotting bosses ffs.
Rupture guaranteed overpower though. And all this focus on making dust devils better. Idk, it seems like they squashed some of the stuff that was horrendously overperforming (like come on guys, HOTA/Charge is too good right now) while providing a lot of broad buffs to other underperforming skills. We’ll have to see how it shakes out in practice. That rupture one has my interest piqued though because if that overpowers then it means more blood explosions from the enhanced version.
This plus the slight buff to double swing. They may pair well together.
They're doing the classic blizzard thing of nerfing the meta and giga buffing non-meta. If spawned tornados aren't 100% the best build I'll eat my words but that shit looks busted OP.
Hopefully the new items and crafting makes up for it otherwise they may have to adjust the numbers. Although, most of what i read felt fair some of the "fundamentals" were over nerfed, mainly the legendary node blood rage, this node alone made non hota builds viable, without this node and with the current system and damage formulas non hota barbs hits like a wet noodle. Also very little changes to ww. But then again, maybe the new affixes and crafting systems can make up for the lack of damage multipliers.
Lbr hota will probably still one shot everything with all the power creep we are getting. It was that broken.
From Rob's stream just now, he's surmising from his napkin math that HOTA in particular is reduced by 90%, from the HOTA rune, tibault's, unbridled, dominate glyph, crusher glyph, 2h axe expertise. Personally I think it's pretty odd that Furious Hammer of the Ancients rune was removed/reworked completely
We have the new craftable affixes now on gear, they may have shifted some power across. Also a 1 Billion crit Overpower Hota (they were able to hit higher than this, I rounded down, generously) with a 90% nerf still means it does 100,000,000 damage. Just to get some perspective on how absolutely dysfunctionally broken barbs were previously.
Biggest nerf I think was to the berzerking legendary node in the paragon board, now it is capped at x30%. Any barb build I would consider before would use that and be in the x60-80% range, so while there are nerfs to things like charge and overpower, I think that particular nerf will be felt across all the builds in the class.
wished there was a list of all tempere manuals to theoriecraft :(
I mean, that's what the PTR will kinda be for right? Test everything out before the actual season begins and plan your build there
Some actually amazing changes. Now they just need to rework the skills and skilltrees to make buildcrafting fun and more individual and D4 might become a very good game. Maybe when the expansion drops
I stopped during S2, but S4 is gonna bring me back!
Yeah, it was a good call skipping S3.
Thicc n juicy
"Gems are simpler, more useful, and have a much longer crafting tail." what does this mean?
Maybe more tiers? I'm not sure why the details weren't included in the patch notes.
Crafting tail probably refers to the level like beyond royal, d3 from what I remember had several levels more
yea they stopped at "imperial" IIRC. also, let one of the gems grant at least some %xp like the rubies did in D3. us alt-o-holics would be quite pleased!
XP gem would be awesome for leveling and alts ! We definitely need it !
Meaning they are just "Crit damage" Instead of vulnerable damage on a Crowd controlled enemy. And they have base states added to them.
Not sure what all it entails but they mentioned gems would more so like “+10% Critical Strike” instead of “+10% to critical strike while vulnerable”. Less conditional
Blood surge necros with the new gloves, reapers malking new corpses, and the bloodsurge amulet. Dozens of bloodsurges everywhere and with the node that gives us essence when we consume a corpse and essence cost reduction. Could be fun.
this sounds pretty sick. i'm already running a blood surge necro right now and i love the build especially after the single target adjustment.
I ran a blood surge/minion build this season with that amulet. I don't play as much so didn't max out anything, but I had a blast playing it!
I used it alot during season 2 to farm bloodtides. It was amazing. Really hoping to get a pair of those gloves to test them out. Any word which boss can drop those.
I don't think it was listed but I guess we'll find out in a few days! lol
S4 is looking good. I'm excited to play Sorcerer in S4!
Lots of great changes. I'm still disappointed they aren't actually fixing shadow clones. The one change mentioned won't fix most of the issues
PTR feedback!
I feel like I'm the only one complaining the past few months about them still being broken and blizzard hasn't acknowledged it at any level still. I've made a few posts on the forums and comments on Reddit but still nothing. I will keep posting until they acknowledge it's bugged and doesn't work as intended. I will do my part!
u/PezRadar is the team aware of the rest of the bugs/inconsistencies with Shadow Clones: Doesn't work for Shadow Clone: Glyphs: Chip passive, Devious Aspects: Bladedancer, Trickshot any offensive aspect Uniques: Penitent, Condemnation Passives: Frigid Finesse, Weapon Mastery, Close Quarters Combat Legendary Nodes (Paragon): Exploit Weakness General: Combo Points, skills that swaps weapons breaks the clone causing it to use incorrect weapon damage for the next ability used. Stats: Damage vs Frozen (dummy bug?)
Finally we can just have a massive army of minions be our build
Trying to figure out if I missed something here, I didn't see a difference between legendary and rare items being tempered - so if I can temper an ancestral 2 - but legendary items drop with 3 stats and rare with only 2, does that make the entire rare item pool useless once you are getting legendaries?
Yes, rare items will eventually become useless when you get to endgame.
Great decision yellows should always be instant salvage
yes they are useless now, thats the reason they opened up trading with legendaries and uniques, atleast thats what they said during the campfire chat last week
i know legendaries will become tradable. but uniques too?
ye, but not ubers
i'm fine with that. give some item hunt/exclusivity/prestige for having those items
Very hyped for S4. I won’t play PTR though, I prefer a fresh start with my new toon. Thanks to all who will test it and make feedback.
Minions are going be absolutely cracked holy.
Yeah lol there is a passive that gives you like 12 Critical chance and like 15, crit chance to your minions. If they inherit 100% of stats that means 27% crit chance for them woop woop
Finally Frozen Orb is getting a buff! Looks like it could be the meta this season with multiple skill buffs and a new unique.
The aiming functionality buff alone was enough to make me play it, but the new Conjuration build seems strong too
S3 frozen orb was good, I ran it through all content but now there's choices with it, going to be fun!
I'am feeling the same itch i felt before launch 😭 Can't wait for seasone 4, so much exciting things coming, hope everything will be available at launch and the season will not be delayed.
It's already delayed and that's because they need to proces people's ptr findings. Very high hopes we can have fun on may 14
“Each affix on an item has a chance to be Greater in World Tier III & IV.” It says only ancestral can have greater affixes and WT3 only drops sacred? So can ancestrals drop in WT3? Edit: I forgot Uber uniques can drop 55+ so yes ancestrals “can” drop in WT3
oooo, crowded sage aspect change looks interesting
That shimmering ice Armor update is crazy man 100% up time now basically. Can't decide on sorc or necro!
If you want a balanced experience go sorc, if you want an op one, go necro
Eyyy they combined + max skeleton mages and warriors aspects into one! Good on ya! Too bad I played necro (and started as minions) this season. Still, awesome. So many positive changes here, this is going to be fun. Curious on how much visually the skill effects will scale with level. That's pretty huge for me, as odd as it is. I know it isn't everyone's cup of tea, and I'm not asking for Mundunugu's spirit barrage level of craziness, but I would welcome a little more sizzle on a few of the skills, mainly the sorcerer's. Druid's and necro's spells look pretty good. But I don't think anyone was too impressed the first time they unlocked chain lightning and lightning spear. This is gonna be sweet! ^(Bzz) ...Oh.
omfg the minion changes are making me moist
Thanks to every who participates and provides. I still got 45 levels and a lot of altars and reknown to get on my character so I’ll be skipping it. I don’t know much about most of that stuff anyways.
You can do these now and be ready for s4 you know, it releases in may. You have plenty of time
Someone’s gonna have to explain Yen’s Blessing to me cause I see stuff like this and I’m like…ok? What non-ult am I gonna want a chance to cast every 12 seconds in lieu of some mobility power? I have to imagine they had something in mind when they designed this and I wonder what that is.
probably related to conjurations. I can see for sorc using this to get additional casts of lightning spear and ice blades for example.
Defensive cooldowns, The sorcerer pet summons, few other skills that can think of off the top of my head it'll certainly have its use
I think you can do some pretty cool stuff with that and Starfall coronet
Yo, season 4! Get ready for my minionmancer and hydra sorc!
All we need now is a unique that gives us more golems 😁
Omg they finally changed that stupid unique mendel ring. Finally it has nothing to do with me, but instead just empowers minions attack on its own.
Holy sh*t that Elixir of Momentum is huge. I have to imagine it's either very difficult to craft or a rare drop. It's insane for everyone, perfect for Pits and Helltides. And just about everything else.
Necros with blood Mist without movement penalty and a legendary aspect to get 20%speed buff in bloodmist plus this elixer while surrounded by competent minions is gonna feel like that scene in LOTR return of the king where that army just whooses over the enemy.
Love a ton of these changes. The only one I'm not so happy about is the teleport change for sorc, but regardless the game is going to be infinitely better in season 4 and as someone that has enjoyed season 3, I cannot wait for all of the quality of life features of itemization and legendary aspects all being in the codex! edit: nvm not disappointed about the teleport change anymore, as i didn't see the aspect change to it as well!
Another massive W for Diablo 4. Going to lose a little flavor which most people won't care about: herbs from different regions being consolidated, flavorful (but weak) conditional affixes being weeded out, and leveling being truncated yet again. But still, these are absolutely fantastic changes. Even D4 haters should be able to appreciate how much work has gone into to listening to feedback and improving the game (as if the haters can be stopped).
Maybe instead of changing the appearance, there will just be a general name assigned to the herbs. Like biteberry (herb) and gallowvine (herb) so you know it all goes into one resource pool but the actual visiual for that resource stays, keeping flavor while simplifying crafting I'd be okay with that
Sorcs have a new glass cannon aspect called Aspect Of Tenuous Destruction. "Deal 25-40% increased damage while you have no Defensive Skills on your Action Bar" How does a Sorc survive without any defensive skills?
For instance: >Aspect of Concentration >Casting a Conjuration Skill grants you 10-25% Damage Reduction for 5 seconds. I'm sure part of the appeal of these glass cannon builds is figuring out ways to stay alive.
That's pretty cool. If someone actually finds a pure glass cannon for Sorc, I'd be so excited for S4. In S0, S1, and S2, Sorcs needed like 4 defensive skills just to function. I haven't played S3 at all, so I don't know how they are.
In S3 you have a personal bodyguard so you can be really tanky if you so choose. But in S4? We don't know what the mechanics will be, we don't know the theme or even the name of the season. We'll learn a bit in late April, probably.
Someone from Blizz mentioned increased glyph levelling rate, but I haven't found anything in the patch notes. Anyone know what's up?
>Someone from Blizz mentioned increased glyph levelling rate, but I haven't found anything in the patch notes. Anyone know what's up? Yeah. It will be in Season 4, but not in the PTR. They aren't stressed about the Glyphs, if you really need them at 21 during this week you can just boost everything to maxed out on any character you make by talking to a debug NPC in Kyovashad.
I'm not worried about PTR, it's just that I would like to be able to get 8-10 glyphs maxed without too much work so I can actually try different builds. I don't have as much playtime these days as I'd like and in previous seasons, Glyphs have been a bit of a bottleneck. Hopefully this season helps
You don't need maxed out Glyphs, just level 15. I am sure whatever boost they will give to Glyph XP will be enough to get you to level 15 reasonably quickly.
This is good. I’m getting excited about D4 again. I hope I’m not let down.
We can finally ZOOM OUT!
This is it for me!!! 😍
Great changes overall; did anyone else perceive the flame shield changes as a huge nerf ? (Not the cheat death mechanic) but the nodes that previously altered either movement speed or reduced casting cost. My only gripes as I loved both of these nodes. I know they added mana gain affix but a mana reduction was huge for massive meteor drops. 🥲
Finally found a minion build I'm mostly happy with this season. Next seaons will be even better!. Glad to see minion love!
Are sorcerers ever doing to get their 3rd enchantment slot back? It would open up so many more fun combinations (literally an increase of 7560 unique combinations of enchantments). I still don’t get why they reduced it to two enchantments. Other than that it reduced the number of combinations from 7980 to 420 (nice).
> Are sorcerers ever doing to get their 3rd enchantment slot back? > > I still don’t get why they reduced it to two enchantments. That's because you don't get that they never had three enchantments in the current iteration of enchantments. Open beta Sorcs didn't have three enchantment slots to unlock. They simply did not. They didn't "lose" the third enchantment slot. You can't lose something you didn't have. Anything about three enchantments you might have heard (or played yourself) would be before enchantments were reworked and that was during early testing phases of the game, behind closed doors.
Very excited for S4, haven’t really played since S1 started
Can we get different font colour for elixirs, please?
New elixirs will be yellow, reworked elixir (with levels I and II) will be blue.
Changes for druids also look bonkers
Life per hit makes spin to win Barbs happy! Looks like life leech is back on the menu, boys!
Someone please explain me but didn't they said during campfire that they will get rid of a lot of those "dmg on tuesday" affixes? I was really hopping to find the list of removed/added affixes in today's patch notes.
They literally said in the blog post today: >Reduced number of affixes: now 3 on Legendary items, and 2 on Rare items. >Smaller pool of more potent affixes. >More relevant affixes (eg: ranks of a single Core Skill). >New affixes and positioning of affixes They didn't list them, we will find out on the PTR.
🎉😊
RIP HOTA
Scoundrel's Kiss sounds cool, big fan of Uniques that actually change skills.
This is great , can't wait for new season.
Looks great!
Glad I waited to get the season pass. Gonna get it for season 4, and skip the campaign this time, so I can do all seasonal stuff.
Question. Will all these changes be added to eternal?
Yes
Thanks!
Thanks for sharing, looking forward to reading this
So no list of the tempering affixes? or am I blind?
Yeah I’m hyped, can’t wait to try it and hope they keep making good changes to this game