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kitsu

[Patch] New Changes

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gamewide for all classes - a number of runes were changed to allow some form of most abilities to be used with any given elemental damage type.

 

MONK

they made the only change i wanted for monks. they gave sweeping wind a holy rune, and its the one that goes along with implosion. (flat spirit generation)

 

Wave of Light supposedly does more damage. Some runes have also been altered since they totally sucked before. (looking at you Pillar of the Ancients) Grouping with a Black hole wiz? try swapping cyclone strike for a new and improved wave of light and let us know if it did anything besides waste a ton of spirit.

 

CRUSADER

total overhaul. theyre tougher and 1h may now be viable instead of terrible. Particular legendary flails no longer required for some abilities to be viable. Passives redesigned to be good or at least decent instead of useless.

 

WITCH DOCTOR

angry chicken can walk through enemies! and spirit walk through walls. its a good day to be a weirdo. 

 

they also implemented some deranged crit averaging math to most dot skills. its for the best, but seems like a trick.

 

WIZARD

holy crap archon can be different elemental damage types now.

 

wormhole was altered a bit to be nicer but not as awesome.

 

BARBARIAN

slight changes maybe? i dunno. they dont seem that crazy.

 

ITEMS

and just after i DE my garbage puzzle ring, they make it way nicer. have fun kids, the goblen always gets you an item with max affixes now.

 

zomg legendary crusader shields might have decent block amounts? i'll believe that once i login. (why were regular yellow shields better at blocking than legendary crusader shields?)

 

Nothing about the Monk Inna set being redesigned to not roll resist all. the set remains insulting to monks.

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oh and DH got a monk armor passive. but really didnt need that much work since its just pressing Cluster Arrow a lot.

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here's the undocumented changes from reddit, but i havent seen anyone on there copy the full patch notes

 

HAPPINESS
  • Goblins don't pause and become immune to damage for a second after first attacking.
  • Rift guardians can now drop more than one pile of Blood Shards.
  • Illusory Boots now allow you to pass through wallers' walls.
QUALITY OF LIFE IMPROVEMENTS
  • Stash doesn't close when a rift closes.
  • Significantly reduced hitch when opening inventory.
  • You can now tag your public game as Rift.
LEVELING EXPLOITS NERFED
  • A Miner's Gold requires you to now actually defend the Miner to complete the quest.
  • Rumford At The Gate bonus quest counter resets when you exit and change difficulty. (Solo Powerleveling via Wretched Mothers quest no longer works)
  • Spiderling egg sacks and a pack of spiders are between Wortham Chapel and Caverns of Araneae
  • An Elite pack was added to Hell Rift level 2.
MYSTIC
  • The mystic exploit where you can re-roll without increasing gold cost is gone (at least from act 3 mystic).
  • Horadric Hamburger transmog is working now.
CLASS-SPECIFIC CHANGES
  • Disintegrate - Entropy has had a visual change and now looks more of a fan than a cone
  • WDs are now limited to 15 fetishes. New ones replace older ones.
  • The graphical effect for Scourge has been changed. (The explosion is more subtle, and you no longer see the green beam.)
  • Steed Charge is now grayed out when stunned/frozen. This is to indicate that it is no longer a stun-break.
  • Immortal King swap on barbs no longer keeps the 50% dmg reduction
  • Female Barbarian Leap animation slowed to match male animation.
  • Akarat's Champion prevents Town Portal from being interrupted.
  • Bul-Kathos's Whirldwind can now crit.

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found it on reddit

 

Patch notes are really long. This will take a couple posts:
Patch 2.0.5 Now Live - Diablo III
Diablo III patch 2.0.5 is now live in the Americas. Check out the full patch notes below to learn all about the latest changes.
Important: Please note that you will not be prompted to download patch 2.0.5 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after patch 2.0.5 is live until those regions have also patched.
Diablo III Patch 2.0.5 - v2.0.5.23920
Visit our Bug Report forum for a list of known issues. For a list of up to date hotfixes, please go here.
GENERAL
Increased the radius of "Strength in Numbers" (multiplayer buff) from 100 to 200 yards
Gold Find on items will now stack multiplicatively with the Gold Find bonus provided from game difficulty
This significantly increases the gold reward most players will see when playing on higher difficulty levels or wearing Gold Find gear.
Example: Suppose you are playing on Master (+200% Gold Find) and have 50% Gold Find awarded from items. A pile of gold drops that would normally be 50 gold. Your Difficulty bonus increases the 50 gold to 150 gold. Your 50% Gold Find will now increase the 150 gold to 225 gold.
The 300% Gold Find cap applied to items and Paragon Points has been removed
The Vote Kick system has received several changes to make it less restrictive:
Vote Kicking is now available after you have been in a game for 2 minutes (down from 5 minutes)
Killing a champion or rare pack no longer disables vote kicking for 15 seconds
After a boss kill, vote kicking is disabled for 15 seconds (down from 3 minutes)
Some additional restrictions were also relaxed
Known Issue: The tooltip will not reflect these changes
Tyrael will now chat about his poor eating habits with less frequency
permalink
[–]DirtyRasaDirtyRasa#1236 38 points 22 hours ago*
Crusader
Philosophy
Crusaders should be the toughest class in the game and currently they are not. We've increased the 15% damage reduction to 30% to match that of the Monk and Barbarian. In addition we are removing the movement speed penalty on Heavenly Strength while also changing Fervor to be a very strong passive for Crusaders who want to play with a 1-handed weapon. Together these changes should solidify the Crusader fantasy of a powerful tank wielding a giant shield.
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Akarat's Champion has been redesigned. Many of the runes were lackluster while Rally was both too strong but also promoted a style of play that consisted primarily of mashing buttons mindlessly. We've redesigned Rally and buffed the skill and all the other runes.
Overall builds that used certain skills such as Judgment - Resolved could do solid damage (though somewhat inconsistent), but if you did not take specific skills or have access to specific Legendary items the damage would fall behind. We are nerfing Judgment - Resolved significantly. A change this large is never easy but this was a mistake we should have caught.
To keep Crusader damage competitive we are buffing most of the Crusader's damage abilities across the board. While a few skills have come down slightly in damage, the vast majority are being increased, some by a large margin.
Fist of the Heavens and Blessed Shield both fill a similar role of being ranged multi target skills. In order to provide better differentiation we are adjusting Fist of the Heavens to be better at damaging a single target, with the area damage component being a peripheral bonus. To this end the damage of the primary strike of Fist of the Heavens has been increased, while the damage of the secondary bolts has been decreased.
Finally, we have done significant redesign to the Crusader's passive abilities. We feel there was an overall lack of interesting passive choices on the Crusader. Rather than try to simply change numbers on existing passives we've tried to provide interesting and compelling choices.
General
Crusaders now take 30% less damage from all sources
Active Skills
[Akarat's Champion][15]
Has been redesigned:
This skill now:
Increases your damage by 35%
Increases Wrath regeneration by 5 per second
Makes you immune to crowd control effects
Skill Rune - Embodiment of Power
Has been redesigned:
Skill Rune - Fire Starter
Has been redesigned:
Skill Rune - Hasteful
Has been redesigned:
Skill Rune - Prophet
Now also returns you to full health the first time you take fatal damage
Skill Rune - Rally
Has been redesigned:
[blessed Hammer][16]
Weapon damage increased from 200% to 320%
Skill Rune - Burning Wrath
Scorched ground weapon damage increased from 150% to 330% per second
Skill Rune - Icebound Hammer
Explosion weapon damage increased from 75% to 380%
Skill Rune - Thunderstruck
Arc weapon damage increased from 40% to 60%
[blessed Shield][17]
Weapon damage increased from 340% to 430%
Skill Rune - Combust
Explosion weapon damage increased from 270% to 310%
Explosion radius increased from 8 to 10 yards
Skill Rune - Divine Aegis
Damage type changed from Holy to Physical
Skill Rune - Shattering Throw
Fragment weapon damage decreased from 333% to 170%
[bombardment][18]
Rather than a random variance, there is now a static 0.35 second delay between Bombardment assaults. This should make the damage more consistent and more reliable.
Skill Rune - Annihilate
Damage type changed from Physical to Fire
Skill Rune - Mine Field
Damage type changed from Physical to Fire
Skill Rune - Targeted
Damage type changed from Physical to Holy
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
[Condemn][19]
Skill Rune - Reciprocate
Damage type changed from Holy to Fire
Skill Rune - Shattering Explosion
Damage type changed from Holy to Physical
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
[Consecration][20]
Skill Rune - Shattered Ground
Weapon damage increased from 95% to 155%
Damage from this rune can now trigger procs
[Falling Sword][21]
Weapon damage increased from 1100% to 1700%
Replaced the knockback effect with a small knock up
Skill Rune - Flurry
Sword weapon damage increased from 60% to 230%
Damage type changed from Physical to Holy
Skill Rune - Part the Clouds
Cloud weapon damage increased from 165% to 605%
Skill Rune - Rapid Descent
Damage type changed from Physical to Lightning
Skill Rune - Rise Brothers
Avatar weapon damage increased from 143% to 280%
Skill Rune - Superheated
Superheated ground weapon damage increased from 200% to 310% per second
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Bug Fix: Fixed an issue causing the impact to always deal Physical damage, regardless of the Rune chosen
[Fist of the Heavens][22]
Explosion weapon damage increased from 340% to 545%
Bolt weapon damage reduced from 340% to 255%
Skill Rune - Divine Well
Bolt weapon damage reduced from 80% to 40%
Skill Rune - Fissure
Fissure weapon damage increased from 400% to 410% over 5 seconds
Arc weapon damage reduced from 185% to 135%
Skill Rune - Heaven's Tempest
Weapon damage reduced from 150% to 100% per second
Damage type changed from Lightning to Fire
Skill Rune - Retribution
Pierce weapon damage reduced from 350% to 270%
Explosion weapon damage increased from 150% to 435%
Bolt weapon damage reduced from 350% to 185%
Minimum cast range removed
Damage type changed from Lightning to Holy
[Heaven's Fury][23]
Weapon damage increased from 1260% to 1710%
Skill Rune - Ascendency
Weapon damage increased from 1680% to 2766%
Skill Rune - Blessed Ground
Scorched ground weapon damage increased from 975% to 1550%
Skill Rune - Fires of Heaven
Weapon damage increased from 735% to 960%
Skill Rune - Split Fury
Weapon damage increased from 1440% to 1980%
Skill Rune - Thou Shalt Not Pass
Damage type changed from Holy to Lightning
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
[iron Skin][24]
Skill Rune - Explosive Skin
Weapon damage increased from 1050% to 1400%
[Judgment][25]
Skill Rune - Resolved
Critical Hit Chance bonus reduced from 80% to 20%
[Justice][26]
Weapon damage increased from 240% to 245%
Skill Rune - Burst
Explosion weapon damage increased from 30% to 60%
Skill Rune - Crack
Additional hammer weapon damage increased from 175% to 245%
Proc chance increased from 80% to 100%
Skill Rune - Hammer of Pursuit
Weapon damage increased from 300% to 335%
Damage type changed from Holy to Physical
Skill Rune - Sword of Justice
Damage type changed from Holy to Physical
Changed from 5 stacks of 3% Movement Speed to 3 stacks of 5% Movement Speed. Total bonus is still 15%, but can now be reached with fewer attacks.
[Laws of Hope][27]
Cooldown reduced to 30 seconds
[Laws of Justice][28]
Cooldown reduced to 30 seconds
[Laws of Valor][29]
Cooldown reduced to 30 seconds
Skill Rune - Answered Prayer
Has been redesigned: Now each enemy killed while the law is empowered increases the duration by 1 second, up to a maximum of 10 seconds
[Phalanx][30]
Weapon damage increased from 380% to 490%
Enemies can now be hit by multiple Phalanx avatars
Skill Rune - Bowmen
Weapon damage increased from 160% to 185%
Skill Rune - Bodyguard
Weapon damage increased from 285% to 560%
Skill Rune - Stampede
Reduced the distance enemies are knocked back
Skill Rune - Shield Bearers
Reduced the distance enemies are knocked back
[Provoke][31]
Bug Fix: Fixed an issue that allowed Provoke to proc other powers
Skill Rune - Charged Up
Bug Fix: The chance to deal damage is now, properly, based on the damaging power's proc coefficient
[Punish][32]
Weapon damage increased from 270% to 335%
Skill Rune - Fury
Damage type changed from Physical to Lightning
Skill Rune - Retaliate
Weapon damage dealt when you block increased from 94% to 140%
Damage type changed from Physical to Holy
Skill Rune - Roar
Explosion weapon damage increased from 40% to 75%
Bug Fix: Fixed an issue preventing the base attack from dealing Fire damage
[shield Bash][33]
Shield Bash should now more reliably hit targets close to the Crusader
If Shield Bash causes the player to charge an enemy, the enemy will now be rooted for 1 second on cast
Shield Bash now has smart targeting
If you are targeting an area more than 10 yards away from you and click on nothing, the closest target to your click point, within 10 yards, will be charged
Skill Rune - Crumble
Damage type changed from Holy to Fire
Skill Rune - One on One
Damage type changed from Holy to Lightning
3 Second immobilize effect has been replaced with a 1.5 second stun
Skill Rune - Pound
Weapon damage increased from 740% to 1200%
Damage type changed from Holy to Physical
Should now always hit the chosen target
Skill Rune - Shattered Shield
Fragment weapon damage increased from 380% to 740%
Skill Rune - Shield Cross
Additional shield weapon damage increased from 135% to 155%
Damage type changed from Holy to Physical
[slash][34]
Weapon damage increased from 190% to 230%
Skill Rune - Carve
Should now more reliably hit targets next to the Crusader
Skill Rune - Zeal
Increased maximum number of stacks from 5 to 10
[smite][35]
Weapon damage increased from 165% to 175% to primary target
Weapon damage increased from 125% to 150% to secondary targets
Increased range to 30 yards
Now destroys destructible objects, but prioritizes enemies
Skill Rune - Shared Fate
Damage type changed from Holy to Lightning
Skill Rune - Shatter
Explosion weapon damage increased from 20% to 60%
Skill Rune - Surge
Has been redesigned:
[steed Charge][36]
Duration increased from 1.5 to 2 seconds
Steed Charge should now start its cooldown immediately when used
Steed Charge now goes through and destroys destructible objects and doors
Skill Rune - Draw and Quarter
Damage type changed from Physical to Holy
Skill Rune - Endurance
Increases the duration to 3 seconds up from 2 seconds
[sweep Attack][37]
Weapon damage increased from 440% to 480%
Width of the cone increased from 120 to 180 degrees to match the visual
Skill Rune - Blazing Sweep
Additional weapon damage reduced from 170% to 120%
Damage over time from Blazing Sweep can now stack with itself
Skill Rune - Gathering Sweep
Damage type changed from Physical to Holy
permalinkparent
[–]DirtyRasaDirtyRasa#1236 31 points 22 hours ago*
Crusader Passive Skills
Fanaticism
New Passive Skill: Replaces Nephalem Majesty
Increases the attack speed of Justice, Punish, Slash, and Smite by 15%
[Fervor][38]
Has been redesigned:
While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%
[Finery][39]
Has been redesigned:
Gain 1.5% Strength for every gem socketed into your gear
[Heavenly Strength][40]
Removed the movement speed penalty
[Holy Cause][41]
Damage bonus now applies to all weapons, not just Holy weapons
[indestructible][42]
Has been redesigned:
When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and (82,526 @L70) Life per Kill for 5 seconds
This effect may occur once every 60 seconds
[insurmountable][43]
Has been redesigned:
Blocking an attack generates 6 Wrath
[iron Maiden][44]
Has been redesigned:
Your Thorns has been increased by 50%
Nephalem Majesty
[Towering Shield][45]
Has been redesigned:
Increases the damage of Blessed Shield, Punish, and Shield Bash by 20%
Reduces the cooldown of Shield Glare by 30%
[Vigilant][46]
Increased Non-Physical damage reduction from 5% to 20%
permalinkparent
[–]DirtyRasaDirtyRasa#1236 33 points 22 hours ago*
Barbarian
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Rend is being changed to make the damage more consistent. The difference between getting a Critical Hit or not on Rend made the ability too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
Finally, we are buffing the least used Fury spender - Seismic Slam. While there will always be a least used skill, we feel the aesthetic of Seismic Slam is very strong, and we would love for more people to enjoy using it. To this end we are making the skill mechanically easier to use as well as directly buffing the damage.
Active Skills
[Frenzy][5]
Skill Rune - Sidearm
Damage type changed from Physical to Cold
[Overpower][6]
Skill Rune - Crushing Advance
Damage type changed from Physical to Cold
[Rend][7]
Rather than rolling for a Critical Hit, Rend will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit.
[Revenge][8]
Skill Rune - Best Served Cold
Damage type changed from Physical to Cold
[seismic Slam][9]
Now also hits enemies in a 10 yard wide, 10 yard long area in front of you in addition to the existing cone
Base weapon damage increase from 550% to 620%
Altered the duration of the cast animation to be the same as most other Barbarian abilities.
Removed the short knock up
Will now ignore line of sight blockers (such as the walls created by the Waller monster affix) when dealing damage
Skill Rune - Permafrost
Weapon damage increased from 710% to 755%
Slow duration reduced from 2 seconds to 1 second
Skill Rune - Shattered Ground
Weapon damage increased from 710% to 735%
Changed the 5 yard knockback to a short knock up
Skill Rune - Stagger
Has been redesigned: Now reduces the Fury cost from 30 to 22
[War Cry][10]
Range increased from 50 to 100 yards
[Whirlwind][11]
Skill Rune - Hurricane
Damage type changed from Physical to Cold
[Wrath of the Berserker][12]
Skill Rune - Arreat's Wail
Damage type changed from Physical to Fire
Skill Rune - Striding Giant
Has been redesigned: Now reduces all damage taken by 50%
Passive Skills
[inspiring Presence][13]
Range increased from 50 to 100 yards
[Relentless][14]
Now has a buff icon when it's active
The damage reduction provided will now be reflected in your Toughness
permalinkparent
[–]DirtyRasaDirtyRasa#1236 31 points 22 hours ago*
Demon Hunter
Philosophy
Demon Hunter survivability is lower than we would like. While the Demon Hunter is not as tough as other classes, this can be frustrating when taken to an extreme. The change to the Awareness passive is a first step; we will be keeping an eye on this and making additional changes as needed in the future. The Marauder's Set bonuses are attractive, but often the pets would get in each other's way or Sentries would not use your spenders often enough. To help improve this set's functionality, Companions have received collision box revisions and the rate at which Sentries use your Hatred spenders has been increased.
Active Skills
[Companion][47]
Companions's collision boxes should now more closely match their actual size, and allow them to more effectively surround enemies
[Grenade][48]
Will now more reliably explode when an enemy is near the thrown grenade
Explosion radius increased from 5 to 6 yards
Collision radius of the projectile has been significantly increased
Will now explode closer to your click location if it did not explode before reaching it
Max range increased from 45 to 75 yards
[Hungering Arrow][49]
Skill Rune - Devouring Arrow
Damage type changed from Physical to Cold
Passive Skills
[Awareness][50]
Has been redesigned: Armor is now increased by 30% of your Dexterity
permalinkparent
[–]DirtyRasaDirtyRasa#1236 34 points 22 hours ago*
ADVENTURE MODE
Horadric Caches
Now have an increased chance to drop Legendary items on Torment II - VI
Bounty Rewards
Lowered rewards for Hell Rift Bounties in Act IV
Kadala
Can now drop Torment only Legendary items
Will now always give you weapon types that your character can equip with an emphasis on class specific weapon types
Bug Fix: Fixed an issue causing Kadala to sometimes give common quality Crusader Shields
Nephalem Rifts
Increased the number of Blood Shards that can drop from Horadric Caches
The number of Blood Shards dropped by Rift Guardians on Torment II - VI now increases with each level of difficulty
[Return to Top][4]
CRAFTING
Greatly increased the drop rate of Legendary crafting plans
[Plan: Reaper's Wraps][105]
Malthael will now always drop the plan for Reapers' Wraps when killed at level 60 or higher if the player does not have the recipe, instead of only on the first kill
Blacksmith
Legendary crafted recipes no longer require specific Common armors or weapons and instead now require Common crafting materials
Jeweler
Sovereign Rings and Amulets now require Marquise gems instead of Imperial gems
Unsocket costs for top tier gems have been reduced
Flawless Imperial: 150k to 125k gold
Royal: 250k to 150k gold
Flawless Royal: 500k to 175k gold
Mystic
It is no longer possible for the same affix to be randomly selected as the replacement for both of your new rolls
When Enchanting an item, the original affix will now be forced into the pool of possible replacement affixes
This will allow Legendary items with affixes that are normally unavailable on that slot to roll for that affix when Enchanting
Bug Fix: Fixed an issue preventing items from being properly marked as enchanted when starting the Enchanting process
[Return to Top][4]
FOLLOWERS
Followers are now available at level 1 in Adventure Mode
Templar
[inspire][106]
Reduced Wrath regeneration from 1.8 to 1.1 per second
[Return to Top][4]
MONSTERS
Chiltara will now spawn more often
Reduced the clickable height of the Death Maiden
Champions and Rares can no longer spawn with four of the following monster affixes and the frequency at which they can spawn with three has been reduced
Arcane Enchanted
Desecrator
Fire Chains
Frozen
Frozen Pulse
Molten
Mortar
Orbiter
Plagued
Poison Enchanted
Wormhole
Champions and Rares can no longer spawn with both Plagued and Desecrator at the same time
[Return to Top][4]
USER INTERFACE
Friends who are currently playing Diablo III will now be sorted to the top of the friends list
Legendary items received from Kadala will now broadcast to the clan
Elite kill messages will now also appear in single player games
Bug Fixes
Fixed an issue preventing the icons for Health Wells and Pools of Reflection from properly updating states on the minimap
Fixed an issue that could somtimes cause icons on the minimap to display their unusable state when players were temporarily unable to use them, when using Steed Charge for example
Fixed an issue that could prevent your cursor from being displayed in fullscreen mode if high dpi was detected
[Return to Top][4]
BUG FIXES
Fixed an issue that could cause lag for clan members when a large amount of Legendary items were identified via the Book of Cain
Fixed an issue that allowed players to continue to send requests to start boss encounters after one had already been sent to the group
Fixed an issue preventing Resource Cost Reduction from being considered when determining whether or not you have the minimum resources necessary to cast a spell
Fixed an issue that could sometimes cause Teleport powers to prevent quests from progressing
permalinkparent
[–]DirtyRasaDirtyRasa#1236 32 points 22 hours ago*
Witch Doctor
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We are changing the way Fetish Sycophants works. Previously it triggered while casting. This caused it to create twice as many fetishes with certain skills such as Firebats (which trigger on-cast effects at double the normal rate), and also create fetishes even when there was no target available. We want to preserve the existing Fetish builds while allow Fetish Sycophants to be combined with all skills in the Witchdoctor arsenal. Fetish Sycophants now works with all skills and triggers on hit rather than on cast. While this means you can no longer get fetishes by simply casting at nothing, you will now get more fetishes if casting against large groups of enemies. In the case of spells other than Firebats, you will generally get more Fetishes than before. In the case of Firebats, you will get less Fetishes than before versus 1-3 targets, and more fetishes than before when facing groups of 5 or more.
Haunt and Locust Swarm are being changed to make the damage more consistent. The difference between getting a Critical Hit or not made these abilities too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
The Witchdoctor sometimes had trouble keeping up in a party situation. At the same time, we feel each class should feel unique. To this end we are redesigning Fierce Loyalty to improve the Witchdoctor's mobility in a uniquely Witchdoctor way.
Active Skills
[Corpse Spiders][58]
Skill Rune - Leaping Spiders
Damage type changed from Physical to Poison
Skill Rune - Medusa Spiders
Damage type changed from Physical to Cold
[Firebats][59]
Initial cost reduced from 225 to 150 Mana
Skill Rune - Dire bats
Weapon damage increased from 300% to 495%
Skill Rune - Hungry Bats
Weapon damage increased from 350% to 635%
Skill Rune - Vampire Bats
Now increases the initial cost from 150 to 225 Mana
[Gargantuan][60]
Skill Rune - Humongoid
Damage type changed from Physical to Cold
Skill Rune - Bruiser
Damage type changed from Physical to Fire
Skill Rune - Wrathful Protector
Replaced the knockback effect with a small knock up
Bug Fix: All Gargantuan attacks and abilities now correctly benefit from +% Elemental Damage gear
[Haunt][61]
Jump distance increased to 70 yards
Rather than rolling for a Critical Hit, Haunt will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
[Hex][62]
Skill Rune - Angry Chicken
Replaced the knockback effect with a small knock up
Now allows you to walk through enemies while transformed
Skill Rune - Toad of Hugeness
Weapon damage increased from 24% to 580% per second
Damage type changed from Physical to Poison
Will now calculate your Critical Hit Chance and Critical Hit Damage on application and divide that damage evenly over the duration of the entire DoT
[Horrify][63]
Radius increased from 12 to 18 yards
Cooldown reduced from 16 to 12 seconds
Duration reduced from 4 to 3 seconds
Now Immobilizes enemies
Skill Rune - Phobia
Removes the Immobilize effect
[Locust Swarm][64]
Rather than rolling for a Critical Hit, Locust Swarm will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
[Piranhas][65]
Skill Rune - Bogadile
Weapon damage increased from 840% to 1100%
Damage type changed from Poison to Physical
[spirit Walk][66]
Now allows you to walk through obstacles created by the Waller monster affix
[Wall of Zombies][67]
Skill Rune - Offensive Line
Maximum cast range increased from 24 to 28 yards
Skill Rune - Unrelenting Grip
Damage type changed from Physical to Cold
[summon Zombie Dogs][68]
Weapon damage per bite increased from 12% to 30%
Bug Fix: Bite damage dealt by Zombie Dogs now correctly benefits from +% Elemental Damage gear
Passive Skills
[Fetish Sycophants][69]
Now procs on hit rather than on cast, and will be affected by proc coefficients
The chance to summon has been increased from 5% to 10% to compensate
[Fierce Loyalty][70]
Has been redesigned:
Now while you have a Zombie Dog, Gargantuan, or Fetish following you and are not in combat, your movement speed is increased by 30%
Now also allows you to have 1 additional Zombie Dog summoned at a time
[spirit Vessel][71]
Now allows you to go through obstacles created by the Waller monster affix while you are in the Spirit Realm
[Zombie Handler][72]
Now also increases your health by 20% in addition to your Zombie Dogs and Gargantuan
permalinkparent
[–]DirtyRasaDirtyRasa#1236 29 points 22 hours ago*
Wizard
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Wormhole is by far the most common rune choice on Teleport. While we like the functionality and frequency with which it allows you to cast Teleport, we do not like the frustration it sometimes produces: players are often left clicking wildly, feeling punished for misclicks, or increased frustration if you find yourself up against an obstacle that wastes your second and third Teleport. To improve this experience we are reducing the cooldown on Teleport to 11 seconds and changing Wormhole to only give one additional cast, but increasing the window of time you have to use your second Teleport to 3 seconds. This affords the same number of Teleport casts overall as before while allowing you to be more thoughtful and deliberate about how to use your second Teleport. With the base cooldown on Teleport coming down to 11 seconds, all runes should now be more appealing. While the effect on some runes has been reduced, this should be more than made up for by the reduced cooldown in all cases.
Active Skills
[Archon][73]
Skill Rune - Arcane Destruction
Has been renamed Combustion
Skill Rune - Combustion
Damage type changed from Arcane to Fire
Explosion now deals Fire damage
Converts all of Archon's abilities to Fire damage
Skill Rune - Pure Power
Damage type changed from Arcane to Lightning
Converts all of Archon's abilities to Lightning damage
Skill Rune - Slow Time
Damage type changed from Arcane to Cold
Converts all of Archon's abilities to Cold damage
[Hydra][74]
Skill Rune - Blazing Hydra
Bug Fix: Damage now properly scales with attack speed
[Magic Weapon][75]
Skill Rune - Force Weapon
Knockback effect has been removed
[Meteor][76]
Skill Rune - Molten Impact
Impact area increased from 12 to 20 yards
[slow Time][77]
Bug Fix: Fixed an issue causing Slow Time to persist after its caster died or expired
[Teleport][78]
Cooldown reduced from 16 to 11 seconds
Skill Rune - Safe Passage
Damage reduction reduced from 27% to 25%
Skill Rune - Wormhole
Delay before the cooldown begins increased from 1 to 3 seconds
Maximum number of allowed teleports reduced from 3 to 2
Skill Rune - Reversal
Now also reduces the remaining cooldown to 1 second if you use Teleport to return to your original location
Skill Rune - Fracture
Decoy duration reduced from 8 to 6 seconds
Skill Rune - Calamity
Weapon damage reduced from 252% to 175%
Stun duration reduced from 1.5 to 1 second
permalinkparent
[–]DirtyRasaDirtyRasa#1236 27 points 22 hours ago*
Monk
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We want to give Monks more options for spending their Spirit. The damage on Wave of Light is being increased to encourage its use as an alternative to the existing popular Spirit spenders.
Active Skills
[Crippling Wave][51]
Skill Rune - Rising Tide
Damage type changed from Physical to Holy
[Deadly Reach][52]
Skill Rune - Keen Eye
Damage type changed from Physical to Fire
Skill Rune - Scattered Blows
Bug Fix: Fixed an issue preventing the first and second hits from dealing Lightning damage
Skill Rune - Strike from Beyond
Damage type changed from Physical to Cold
[Fists of Thunder][53]
Skill Rune - Bounding Light
Damage type changed from Lightning to Holy
Skill Rune - Lightning Flash
Skill Rune - Quickening
Damage type changed from Lightning to Physical
Skill Rune - Wind Blast
New Skill Rune: Replaces Lightning Flash
Every third hit Freezes enemies for 1 second
Deals Cold damage
[Mantra of Conviction][54]
Bug Fix: Fixed an issue causing this to provide less bonus damage than intended
[sweeping Wind][55]
Skill Rune - Inner Storm
Damage type changed from Physical to Holy
[Wave of Light][56]
Impact weapon damage increased from 473% to 605%
Skill Rune - Blinding Light
Skill Rune - Explosive Light
Weapon damage increased from 731% to 830%
Damage type changed from Holy to Fire
Skill Rune - Numbing Light
New Skill Rune: Replaces Blinding Light
Critical Hits Freeze enemies for 4.5 seconds
Deals Cold damage
Skill Rune - Pillar of the Ancients
Has been redesigned:
Skill Rune - Wall of Light
Impact weapon damage increased from 709% to 870%
Damage type changed from Holy to Physical
[Way of the Hundred Fists][57]
Skill Rune - Blazing Fists
Damage type changed from Physical to Fire
Skill Rune - Hands of Lightning
Damage type changed from Physical to Lightning
Skill Rune - Spirited Salvo
Damage type changed from Physical to Holy
permalinkparent
[–]DirtyRasaDirtyRasa#1236 27 points 22 hours ago*
ITEMS
Legendary potions may now be traded with other players who were present for the drop for up to 2 hours after the item is acquired
[Cinder Switch][79]
The fireball proc now deals 250% weapon damage, up from a flat amount of approximately 750 damage at level 70
Bug Fix: Fixed an issue causing this item to ignore its internal cooldown
[istvan's Paired Blades][80]
Fixed an issue preventing The Slanderer and Little Rogue from dropping for Barbs and Monks
[Pride's Fall][81]
Bug Fix: Fixed an issue causing the Pride's Fall buff to persist indefinitely while a Unity was also equipped
[Puzzle Ring][82]
The goblins have been scouring Sanctuary for better loot to drop:
Legendary drop chance doubled
Rare items dropped will now always have six affixes
The counter for picking up normal-quality items will now persist through death, act transitions, and un-equipping the item
It still will not persist across game sessions
The goblin will now play a sound when its counter reaches max and it drops an item
[sanguinary Vambraces][83]
The Thorns damage dealt by these bracers will now benefit from your main stat damage increase at a 25% rate, as normal Thorns damage does
Radius reduced from 25 to 15 yards
[spectrum][84]
Bug Fix: Fixed an issue preventing this item from having a chance to drop off a certain unique monster
[Tasker and Theo][85]
Will now reduce the time between Hydra attacks
[Windforce][86]
Bug Fix: Fixed an issue preventing the knockback effect from activating the Strong Arm bracers Legendary Power
Class-Specific Items
[barbarian][87]
[Might of the Earth][88]
Bug Fix: Fixed an issue that allowed Earthquakes caused by this set to generate Fury via the Earthen Might passive
[Crusader][89]
Level 70 Legendary Crusader Shields now roll with higher Block Amount ranges than level 70 Magic and Rare Crusader Shields
This change will affect existing Legendary Crusader Shields
[Fate of the Fell][90]
Fixed an issue preventing the damage from multiple Heaven's Fury beams from stacking
[Hellskull][91]
Has been redesigned: Now grants you 10% increased damage while wielding a two-handed weapon
[Demon Hunter][92]
[Danetta's Spite][93]
Clones now deal 25% weapon damage instead of the attacks being a purely cosmetic effect
[Embodiment of the Marauder][94]
The frequency at which Hatred spenders are cast by your sentries has been increased; the rate varies by Hatred Spender, but overall your sentries should be using them about twice as often as before
Hatred spenders cast by Sentries now receive the benefits of the corresponding +% damage affixes on items
[The Cloak of the Garwulf][95]
The buff applied by this item will now display the correct number of wolves
[Monk][96]
[inna's Mantra][97]
Bug Fix: Fixed an issue preventing the four-piece set bonus from working properly
[Witch Doctor][98]
Level 70 Legendary Mojos now roll with higher damage ranges than level 70 Magic and Rare Mojos
This change will affect existing Legendary Mojos
[The Grin Reaper][99]
Images summoned by the Grin Reaper are now more aggressive and use a larger arsenal of your skills
[The Tall Man's Finger][100]
Damage dealt by the single dog that is summoned is now significantly greater than the damage of your individual dogs combined
[Wizard][101]
Level 70 Legendary Orbs now roll with higher damage ranges than level 70 Magic and Rare Orbs
This change will affect existing Legendary Orbs
[Atrophy][102]
Bug Fix: Fixed an issue causing this item to have lower damage values than intended
[Chantodo's Will][103]
Bug Fix: Fixed an issue causing this item to have the incorrect number of primary and secondary stats
[Vyr's Amazing Arcana][104]
Will now choose which element to use based on the player's highest +% Elemental Damage type
Bug Fix: Fixed an issue preventing the set bonus from properly granting the effects of the Pure Power and Improved Archon runes
Bug Fixes
+% Damage on weapons will now correctly apply to all +% elemental types of damage instead of just Physical
Level 70 Legendary shields now roll with higher Block Amount ranges than level 70 Magic and Rare shields
This change will affect existing Legendary shields
Fixed an issue that could sometimes cause bracers to roll a Critical Chance affix that was far below its level range during enchanting
Fixed an issue that allowed several auto-casted Legendary item powers to trigger proc effects
Fixed an issue that allowed Legendary items to roll from higher stat ranges than were appropriate for their level

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