With this week’s patch notes comes the addition of the long-awaited Eternal Matchmaking Queue. The patch will take effect following the weekly server maintenance on December 3rd at 7:00 am CET.
Patch Summary
- Implements Eternal Matchmaking System.
- Eternal Matchmaking will be based on Dungeon Rating and will ignore Gear Score.
- The matchmaking buckets within Eternal are called Tiers, with each Tier comprising five difficulty levels.
- There will not be a voting phase when a group is matched.
- Nerf to Wraithtide Vault’s set bonus, Torment of Bael’Aurum.
- Nerf to Rogue’s Resurgence, the Topaz gem power effect on tiers 3 and 8.
- Nerf to the defensive weapon trait, Latent Resurgence.
- Change/nerf to the Ruby gem power effect, Unyielding Vitality, at tier 3 and 8.
- Bug fix to Elarion’s Lunarlight Mark when there are multiple Elarions in the party.
Below are the detailed patch notes for the December 3rd patch.
PATCH NOTES – FOR THE DECEMBER 4, 2025 PATCH
This week sees the initial release of our Eternal Matchmaking system. As Hamish spoke about in his most recent update, this is only a first pass on the feature. We will be keeping an eye out for feedback from you and will be making improvements on this feature over time.
PROGRESSION
Eternal Matchmaking
Players who have unlocked Eternal should find the matchmaking tool already and be able to use it to find a group to play with. In Eternal Matchmaking, players are grouped by ‘Tier’ based on how high they have climbed in Eternal. Each ‘Tier’ encompasses up to 5 difficulties, which determines the initial ‘search bucket’ for our matchmaking system. In order for players to graduate to the next ‘tier’, they need to time a dungeon in the next tier. As an example, players who enter Eternal for the first time will only be able to matchmake into +1 Eternal. Once that player has timed a +5 Eternal dungeon, they will be eligible for matchmaking with players in the ‘+5 Eternal Tier’. After timing a +10 Eternal they are eligible for the ‘+10 Eternal Tier’, and so forth. In the situations where the queue times are long, the matchmaker will expand the search criteria downward until a full group is found.
Once a match has been made, the players are grouped together as if they were a premade with a randomly assigned leader. It is up to the players to coordinate through chat and select a difficulty and dungeon freely, with an upper difficulty limit set by the player with the lowest difficulty completed (as it has been doing in Eternal for premade groups as well).
Auto-heal effects
There was an issue with any effects that healed players when dropping below a specified health amount, causing them to save players from death even in situations where the damage taken was far greater than the healing provided by the effect. This has now been addressed. The fix going in for this build will cause players to reach 0 health to always die, regardless of any healing effects that may have triggered.
For next Thursday’s patch we will be revamping the health system to allow negative values – which will once again allow Auto-heal effects to save players from death, but only if the healing is large enough to cover the damage completely and result in a positive health value once all the damage and healing has resolved.
This change applies to:
- Torment of Bael’Aurum Set Bonus.
- Rogue’s Resurgence Topaz Gem Power.
- Latent Resurgence Defensive Weapon Trait.
Gems
- The Unyielding Vitality Gem Power no longer triggers secondary effects such as procs or effects that have a chance to trigger on healing. [Unyielding Vitality] is intended to be a passive health regen – not a “heal”, and now functions as intended.
UI
- To make it clearer about a player’s progress in Leagues, an icon showing which dungeon difficulty a player has access to has been added to the player’s profile tooltip.
HEROES
Elarion
- There was an issue with Lunarlight Mark, causing multiple Elarion’s to be able to trigger the damage from each other’s debuff, while not consuming any stacks from it. Lunarlight Mark can now only be triggered by the player who applied it.



