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Class and item changes, armory, primal ancients and more.
The new primal patch is here! 2.5.0 brings all the already announced and detailed features, but also tweaks a few items and abilities.
The new primal patch is here (in the Americas anyway, coming to EU tomorrow)! 2.5.0 brings all the already announced and detailed features, but also tweaks a few items and abilities, with Crusaders' Shield Glare and Barbarians' Seismic Slam, Roland, Raekor, Zunimasa and Delsere sets, as well as Rimeheart, Strongarm Bracers, Holy Point Shot, The Barber, Manald Heal and Illusory Boots.
Diablo III patch 2.5.0 is now live in the Americas for PC, PlayStation 4, and Xbox One! Check out the full PC patch notes below to learn all about the latest changes.
Important: Please note that you will not be prompted to download patch 2.5.0 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 2.5.0 is live until those regions have also patched.
Diablo III Patch 2.5.0 - v184.108.40.206247
New Feature: Armory Players may now save up to five different builds per character using the Armory This new feature can be found in the town hub within each Act Saving a build in the Armory will snapshot your character’s current gear, socketed gems, active and passive skills, and Kanai’s Cube powers Equipping a saved armory build will automatically swap items and gear between the character and stash
New Feature: Crafting Mat Storage Starting with Patch 2.5.0, crafting materials picked up or obtained through salvaging will now appear in a separate storage tab, freeing up space in the shared stash This tab can be accessed through the Inventory window CLASSES
Crusader Shield Glare The Divine Verdict rune has been updated to apply its secondary effect even if the target is immune to crowd control effects Barbarian Seismic Slam The Rumble rune will now consume all remaining fury to increase the rune’s damage over time component by 15% weapon damage per point of fury spent Bug Fixes Demon Hunter Impale Ricochet Fixed a bug where the second bounce granted by this rune would sometimes fail if enemies were packed tightly together. ITEMS
Primal Ancient Items Developer Philosophy Primal Ancients are for players who have largely completed gearing for their build and finished their Season Journey, but want to continue playing. They’re also for non-seasonal players who have great gear and spend most of their time gaining Paragon Levels and upgrading Legendary Gems. We want to extend the excitement of seeing gear drop or spending Blood Shards at Kadala past the point of getting Ancients in every slot. Primals provide an avenue for dedicated players to complete a build, without feeling like required upgrades. Legendary and Set items will now have a chance to roll as Primal Ancient These items are much more rare than Ancient items and have perfect Ancient-level stats on all affixes, including the item’s Legendary Power Note: Primal Ancients will only begin dropping after a character on the player’s account has reached Greater Rift 70 Solo There are separate unlocks for normal and Hardcore characters, as well as Seasonal and non-Seasonal characters The stats on these items will be tailored to the character class you are playing when the item first drops Primal Ancient items salvage into 15 Forgotten Souls
Ancient Items Now salvage into 3 Forgotten Souls
Legendary Items The following items have been adjusted Rimeheart Increased the chance to proc its Legendary item power on frozen targets from 10% to 20% Strongarm Bracers The damage bonus from this item is now applied when the knockback occurs rather than when the enemy lands The damage bonus duration has been increased to 6 seconds
Class Specific Items The following class sets received changes Crusader Roland's Legacy (Example: Roland's Bearing) (4) Set Bonus Damage bonus has been increased to 2500% (from 1250%) damage bonus on Sweep Attack and Shield Bash Monk Inna's Favor (Example: Inna's Temperance) (6) Set Bonus Damage bonus for each Mystic Ally has been increased to 125% (from 100%) Witch Doctor Zunimassa’s Haunt (Example: Zunimassa's Marrow) (6) Set Bonus Damage bonus has been increased to 2500% (from 1500%) when enemies are hit by your mana spenders for 8 seconds Wizard Delsere’s Magnum Opus (2) Set Bonus Cooldown of Slow Time is reduced by 3 seconds (from 2) when casting Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade and Wave of Force (4) Set Bonus Damage reduction increased to 60% (from 50%) (6) Set Bonus Enemies take 3500% increased damage (from 2500%) while inside Slow Time The slow and damage bonuses persist on enemies for 5 seconds after they exit Slow Time
Some existing class-specific Legendary items have been updated to include a unique Legendary power Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power Demon Hunter Holy Point Shot Impale throws two additional knives
The functionality of some items has changed The Barber This weapon is now a Ceremonial Knife instead of a Dagger, allowing it to roll the same damage as other Witch Doctor items The damage bonus to the final explosion of this item’s Legendary power has also been reintroduced With this change, the item’s Legendary power will also be updated in Kanai’s Cube for those who already extracted it Players will need to re-equip the power in the cube for the updated version to appear Manald Heal Wizard pets such as Hydras will now also proc the damage component of Manald Heal when attacking a target The number of procs generated by channeled skills while using this item has been reduced by 25% Illusory Boots Now allow the player to pass through enemies and the Waller affix when using Furious Charge, Whirlwind, Strafe and Tempest Rush
Bug Fixes The Legacy of Raekor (Example: Raekor's Heart) Fixed a bug where the 6 piece bonus of this set would not buff Earthquake damage MONSTERS
Bug Fixes Fixed an issue causing Elite enemies with the Juggernaut affix to incorrectly take normal damage from Slow Time when combined with Delsere’s Magnum Opus ADVENTURE MODE
Greater Rifts The requirement for participating in certain difficulty levels in public games has been changed from current Paragon Level to highest solo Greater Rift clear, as follows Torment I – VI: No Requirement Torment VII: Solo Greater Rift 30 Torment VIII: Solo Greater Rift 35 Torment IX: Solo Greater Rift 40 Torment X: Solo Greater Rift 45 Torment XI: Solo Greater Rift 50 Torment XII: Solo Greater Rift 55 Torment XIII: Solo Greater Rift 60 Note: This change only applies to players on PC / Mac Additionally, several quality of life changes have been made The frequency of several tilesets in Greater Rifts has been adjusted Caves, Keep Depths and Zoltun Kulle’s Archives will appear less often Stinging Winds, Festering Woods, Pandemonium, Tristram Cathedreal, Arreat Crater and Realm of the Banished will appear more often The Flooded Causeway and Westmarch locations will no longer appear on the first floor of Greater Rifts The number of Spear Throwing Goatmen and Skeleton Archers that appear in Greater Rifts has been reduced in certain enemy populations
Set Dungeons Unhallowed Essence The upper right tile for this dungeon has been replaced with one that affords more space for monster spawning as a quality of life improvement Armor of Akkhan The number of times Condemn must hit 10 or more enemies to complete the objective has been reduced from 12 to 10 Delsere’s Magnum Opus The required number of enemies players must hit at once with Slow Time has been reduced from 30 to 20, and the number of times they must be hit has increased from 3 to 4 Uliana’s Stratagem The minimum number of enemies players need to hit with a single Exploding Palm for the first Bonus Objective has been lowered from 21 to 15 and the number of times it must be performed has been changed from 3 to 4
Bounties Bonus Acts have been removed With this change, completing five bounties in any act will now grant you a Large Horadric Chest containing the same contents as the Horadric and Bonus Caches
Bug Fixes Fixed an issue that caused a specific enemy population of Triune Cultists in Greater Rifts to spawn the wrong ratio of minions QUALITY OF LIFE
Paragon System You can now spend 100 Paragon points by holding the Control key and left clicking
Joe Shely talks more about how to keep the experience fresh and discusses Rift fishing
Challenge Rifts are a different beast to master as opposed to Greater Rifts. Joe Shely talks more about how to keep the experience fresh and discusses Rift fishing.
The main goal of changes to Greater Rifts was to reduce variation while keeping the play experience different at the same time.
Blizzard Entertainment (Source)
Hi all, Joe Shely here.
I’d like to talk about our philosophy for the design changes we make that affect Greater Rifts and how we think about Rift “fishing.”
When you are pushing Greater Rifts (either to improve your highest Greater Rift rank or to increase your maximum Legendary Gem rank), you start to encounter situations where you’re selecting a Rift that you may not be able to complete.
Whether you can complete that Rift or not depends on three factors:
Your character’s overall power, including how much main stat you have, your Critical Strike chance, etc. This is the largest factor and comes primarily from your gear. How well you execute your character’s build. For example, maximizing Focus and Restraint uptime, getting the most value out of each Convention of the Elements cycle, and so on. How well you adapt to the various challenges the dungeon throws at you. These include things like dungeon layout, number of branching paths, room size, enemy population type, and which Rift boss you encounter. In other words, Greater Rifts require some combination of three things: Power, Execution, and Adaptability.
If we wanted to, we could make every Rift roll the same tile-set, layout, population, and boss. That would put all of the focus on execution. This can be fun in short bursts, and in fact Challenge Rifts do exactly this at a fixed power level. Each time a new Challenge Rift is introduced you’ll be presented with a new character and build to try. We plan to introduce new Challenge Rifts frequently to keep the experience fresh.
Greater Rifts are a different beast.
You spend a lot of time with the same character. That character’s power level doesn’t change very fast, especially in the late game when you’re running with a complete set of well-rolled items. And your execution—the buttons you’re pressing—doesn’t change very often. You improve over time and might try a new build, but overall this value is fairly static…so we need to look elsewhere to keep Greater Rifts fun to play again and again.
This is where adaptability comes in. We design monsters, Rift Guardians, affixes, and dungeon layouts that throw a wide variety of challenges at you—within reason.
Your experience should vary from one Rift to the next, but if it varies too much, it feels like whether you can complete a Rift is entirely out of your control. Our target with Rift changes has been to reduce that variation while keeping the play experience different from Rift to Rift.
If you step into a Rift and see that the first floor is a cave, or the first population has a lot of Writhing Deceivers and you instantly know that Rift will be impossible to complete, then the cave tile-set or the monster probably needs tweaking.
Along these lines, we reduced the average size of a Rift floor in Patch 2.4.3 to increase the number of floors you see in a given Rift, placing less emphasis on the tile-set or population of a given floor. We also made improvements where a specific monster or tile-set was out of line, like fixing big empty areas in the Heaven tile-set or making Writhing Deceivers emerge more quickly from hiding.
Now, when you’re pushing the absolute limit of your character’s power and execution, there will inevitably come a point where you can only succeed if you get that perfect Rift. That’s a reality we aren’t trying to circumvent. But by setting the right balance between character power, execution, and adaptability in Greater Rifts, we can broadly improve the experience and raise the threshold at which everything has to go perfectly.
Season 9 ends today and Season 10 is coming on March 31st, so Blizzard gave us a look at what to expect with Diablo 3's 10th round of resets. The biggest news here is that the Season system is finally coming to consoles! We find out which sets will be in Haedrig's gift this time around, as well as what cosmetic items and achievements we can get. No word on if patch 2.5.0 is being released before the new season, so it's safe to assume it isn't, which might mean we're going to have to wait another season before seeing everything new the patch has to offer.
Our next Season begins soon! For those among you who enjoy the fresh start a Season brings, we wanted to give you a glimpse into what to expect before you race out the gate in Season 10. Read on for details on rewards, Conquests, and more.
Seasons Arrive on Console
If you’ve been waiting to experience a fresh start for your console characters, you’re in luck! For the first time, those who own the PS4 and Xbox One versions of the game will be able to discover the fun of Seasons, including unique rewards and the Season Journey. We’ll have more details on the specific ins and outs of how Seasons work on console soon, so be sure to stay tuned!
New Cosmetic Rewards
As with past Seasons, Season 10 continues to introduce new cosmetic rewards, obtainable by progress through the Season Journey.
In addition to the Head and Shoulders slots of the exclusive Conqueror Set, a brand new series of portraits themed around the Black Soulstone will be available. Pennant collectors will also be pleased to see a new arrival—Loremaster, inspired by the Book of Cain!
Season Journey Rewards
If you’ve been playing the past few Seasons diligently and reached Conqueror in the Season Journey each time, you’ve accrued a few extra stash tabs. Players who have not yet earned a total of four stash tabs via the Season Journey can still unlock an additional stash tab by completing the following tasks at the Conqueror tier:
Complete a Torment XIII Rift in under 5 minutes Complete Greater Rift 60 solo Kill Greed on Torment XIII Kill Maghda on Torment XIII in under 15 seconds Reforge a Legendary or Set item Augment an Ancient item with a Level 50 or greater Legendary Gem Level three Legendary Gems to 55 Complete two Conquests
Speaking of Conquests, we’re rotating those too! Love going as fast as you can? Sprinter and Speed Racer will be making a return. Want to go fast while killing things? Boss Mode and Worlds Apart are right up your alley. On A Good Day and I Can’t Stop are making a return, if leveling your Legendary Gems is more your thing. Finally, if you’re keen to prove your mastery of various Class Sets, Years of War and Dynasty will be returning along with Masters of the Universe and Masters of Sets.
Finally, just as before, you’ll get a shiny new Class Set courtesy of Haedrig’s Gift for completing certain chapters in the Season Journey. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
In addition, the set you receive will depend on the Class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
Here are the sets granted by Haedrig’s Gift in Season 10:
Barbarian – The Legacy of Raekor Crusader – Armor of Akkhan Demon Hunter – Embodiment of the Marauder Monk – Inna’s Mantra Witch Doctor – Zunimassa’s Haunt Wizard – Delsere’s Magnum Opus
Frequently Asked Questions
Q: When does Season 10 start?
A: Season 10 begins Friday, March 31 at 5:00 p.m. PDT in North America, 5:00 p.m. CEST in Europe, and 5:00 p.m. KST in Asia. For help with time zones, click here.
Q: When are the non-Seasonal Leaderboards being wiped?
A: Non-Seasonal Leaderboards are tied to what we call “Eras,” each of which lasts about 6–12 months. The most recent Era began on August 5. For more information on Eras, please see this post.
Q: What will happen to older Seasonal records?
A: Starting with Season 10, we will remove old personal bests from Season 1. When Season 11 arrives, we will remove old personal bests from Season 2, and so on. In addition, there may be cases where multiple past Seasons of personal bests are removed at the same time. We will also be doing the same for Eras at some point, and we’ll have more details to share once that happens.
Seasonal Leaderboard records are not being cleared and will remain archived both in game and on our website.
A New Season Begins
Season 10 is almost here! What are your goals for this Season? Is there a build you want to give your full attention, or do you have another goal lined up?
Let us know in the comments below, and we’ll see you for the start of Season 10!