Realbookwurm

Diablo 3 Patch 2.4 Hotfix Update for 2/11

4 posts in this topic

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Blizzard have pushed a very small hotfix to the live servers for Patch 2.4.

 

With most of the bugs that arose from Patch 2.4 being squashed, the hotfix list continue to address smaller issues. This time around the hotfix list simply saw a whopping two minor issues being repaired. 

 

Blizzard Icon Kauza

Two more hotfixes have been deployed today, February 11th.

 

Adventure Mode

 

  • Bounties
    • Fixed an issue that could cause the Wortham Survivors bounty to become unable to be completed. (2/11)

Items

 

  • Hellfire Amulet
    • Fixed an issue that could cause the Custom Engineering Hellfire Amulet to stop functioning after a period of time. (2/11)

(Source)

 

With such a small number of fixes, it  would seem the majority of major issues have been addressed. 

 

Have you found any bugs this season? Let us know in the comments below! 

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I'm curious why you always say "Blizzard have" rather than "Blizzard has".  Although there's some flexibility (and debate) when it comes to collective nouns, corporation names are overwhelmingly considered to be singular.  Well, that's in American English.  I understand collective nouns are used a little differently across the pond, and I don't know where you're from.

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I don't know if it was a bug. But when splitfarming bounties with some friends, we completed Act 3 (but didn't turn in since it wasn't the bonus), then we completed Act 4. When i completed the last bounty in Act 4 i press T to go back to town, checked the map (and i was in Act 4), then i turned it in, but it was the Act 3 bounty that got turned in, so we didn't get the bonus cache.

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I don't know if it was a bug. But when splitfarming bounties with some friends, we completed Act 3 (but didn't turn in since it wasn't the bonus), then we completed Act 4. When i completed the last bounty in Act 4 i press T to go back to town, checked the map (and i was in Act 4), then i turned it in, but it was the Act 3 bounty that got turned in, so we didn't get the bonus cache.

Hello Trolls. The bonus cache situation is a bit tricky and I think just about all of us at one time or another have experienced the issue you speak of. The problem arises due to the fact that both act 3 and 4 both share the same town where their respective quests must be turned in to Tyrael. Let's say the bonus for act 3 is active, that quest series must be turned in and it's bonus cache collected BEFORE your party completes all of the quests in act 4 or else when you go to turn in for your act 3 reward, due to the turn in location being shared between both acts, the game will default to turning in the non bonus act first, basically screwing you out of the bonus for both acts. Good rule of thumb- when act 3 or 4 is active, leave the other act alone until the active bonus has been completed and cashed in. This should eliminate the problem you had. Sorry to be so long winded, just trying to be a clear as possible so as to avoid any confusion. Good luck man.

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    • By Starym

       
      We have a brand new PTR up for D3 and there's quite a few skill changes for Barbarians, Crusaders and especially Necromancers, not just to their stats but to how the actually work. There's also a LOT of legendary item and set number tweaks, the general gist of which is higher numbers! And finally we also get some bug fixes and some GR map tuning as well.
      PTR (source)
      Table of Contents:
      Classes Items Adventure Mode  

      CLASSES
      Barbarian Skills Battle Rage Bloodshed Has been redesigned: Deal damage equal to 20% of your recent Critical Hits to enemies within 20 yards every 1 second. Note: Bloodshed caused performance issues when encountering high enemy density, particularly when combined with Whirlwind, Pain Enhancer, and Gem of Efficacious Toxin. Crusader Skills Blessed Hammer Limitless Has been redesigned: Increase the damage of Blessed Hammer to 640% weapon damage as Holy and increase its area of effect by 20 yards. Note: The extra projectiles created by this rune were causing performance issues in cases with high enemy density. Necromancer Skills Command Skeletons Commanding your Skeletal Warriors will break crowd control effects on them Skeletal Warriors will no longer die after taking too many hits Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game. Devour Voracious Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts. Simulacrum Added a glow to the skill icon to indicate when Simulacrum is active. Skeletal Mage This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max. Bone Armor Essence cost removed. Can now be cast while moving. Army of the Dead Frozen Army The pulsing damage from this rune has been spread out Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount. Necromancer Passives Fueled By Death The movement speed bonus from this passive can now exceed the 25% cap Bug Fixes Fixed an issue which prevented Army of the Dead from sometimes triggering when the player is immediately afflicted by a monster’s crowd control after casting it Fixed an issue where enemy monsters could heal themselves when striking another monster afflicted by Leech Fixed a bug which caused Skeletal Mages to sometimes spawn up in the air Fixed an issue where the firewall left behind by Arcane Orb – Scorch was not dealing damage Fixed an issue which caused Skeletal Mages to lose their target when players used Command Skeletons to attack the same target Fixed an issue which caused connection issues when players used a channeling skill while attempting to force move at the same time Return to Top
      ITEMS
      General Many Legendary and Set items have had their drop chance increased Legendary Items Barbarian Bracers of Destruction Seismic Slam deals 300–400% 400-500% increased damage to the first 5 enemies it hits. Bracers of the First Men Hammer of the Ancients attacks 50% faster and deals 150–200% 300-400% increased damage. Fury of the Vanished Peak No longer rolls Legendary-strength bonus to Seismic Slam damage as an inherent affix. Can still roll 10-15% as a random affix. Reduces the Fury cost of Seismic Slam by 40-50% and increases its damage by 400-500%. Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Gavel of Judgement No longer rolls Legendary-strength bonus to Hammer of the Ancients damage as an inherent affix. Can still roll 10-15% as a random affix. Hammer of the Ancients returns 20–25 Fury if it hits 3 or fewer enemies. 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Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible. Bracer of Fury Heaven's Fury deals 150–200% 300-400% increased damage to enemies that are Blinded, Immobilized, or Stunned. Denial Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 30–40% 100-125%, stacking up to 5 times. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% 60-80% for 10 seconds. Max 10 stacks. Fate of the Fell Gain two additional rays of Heaven’s Fury. Heaven's Fury gains two additional rays and has its damage increased by 150-200%. Frydehr’s Wrath No longer rolls Legendary-strength bonus to Condemn damage as an inherent affix. Can still roll 10-15% as a random affix. Condemn has no cooldown and has its damage increased by 450-600%, but instead costs 40 Wrath. 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Fixed an issue where after dying, the pet damage bonus granted from Jesseth Arms could sometimes be lost if skeletons are re-commanded onto the same target. Fixed an issue preventing the free Blood Nova granted by the Iron Rose from correctly granting the damage bonus from the Trag’Oul’s six-piece bonus. Fixed an issue causing certain items to drop for the Necromancer which are not able to be equipped by the class. Fixed an issue preventing Necromancer primary skills from taunting enemies when Boyarsky’s Chip is equipped. Fixed an issue which prevented the +% Thorns damage bonus granted by Aberrant Animator from applying correctly to items such as the Spear of Jairo. Return to Top
      ADVENTURE MODE
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