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1.5.0 Patch Notes

Final Season 5 Patch Notes

1.5.0 Patch Notes

Season 5 will launch August 6th and we already received the 1.5.0 Patch Notes.

Infernal Hordes

  • Distinct audio queues have been added to signal the beginning and end of a wave.
  • The number of waves has been tuned.
    • Tiers 1-3: 6 Waves
    • Tiers 4-5: 7 Waves
    • All other tiers remain unchanged.
  • The wave timer has been reduced to 60 seconds.
  • The number of Monsters encountered has been generally increased across the board.
  • The Health Pools of the Council and other Bosses have been reduced.
  • Infernal Compasses can now be acquired more frequently and through more means.
    • Tier 4-5 Compasses can drop in High Tier Nightmare Dungeons.
    • Tiers 4-8 Compasses now naturally drop in high tier Pit runs.
    • Tiers 4-8 Compasses will now rarely drop in Helltide and from Whisper caches after completing these tiers of Nightmare Dungeons or Pits. (Ex: Tiers 4 and 5 Compasses can drop in Helltide and Whispers after completing Nightmare Dungeons of Tier 75 and 100 respectively).
    • Infernal Compasses can now be crafted at the Occultist. They cost Forgotten Souls and Sigil Powder. Additionally, Compasses can now be salvaged for Sigil Powder.
  • The drop rate of Compasses within the activity itself has been increased.
  • Rewards from chests have been significantly increased, and the price of all chests have been decreased.
  • The drop rate for Abyssal Scrolls has been increased.
  • Common Herbs and Angelbreath have been added as potential drops. The drop rate for Shattered Prisms has been reduced.
  • Defeating the council has an additional, guaranteed drop of Aether that scales with tier.
  • Shocktroopers, Aether Masses, Hellseekers, and Soul Spires now drop more Aether.
  • Pets now can pick up Aether on the ground.

General

  • ExploitExploit
    Weakness no longer Executes all enemies at any health.

    • Previous: Lucky Hit: Direct damage to a Vulnerable enemy has up to a 45% chance to increase your damage by 1% for 25 seconds, up to 50%. At 50 stacks, this bonus resets and you Execute all Nearby Non-Boss enemies.
    • Now: Lucky Hit: Hitting a vulnerable enemy has up to a 60% chance to increase your damage by 1%[x] for 25 seconds, up to 25%[x]. At 25 stacks the bonus remains for 6 seconds then expires.
  • Björnfang's Tusks

    has been reworked and given a new name. A part of its power was introduced to be inherent for

    CataclysmCataclysm
    . See below in each relevant section for more info.

  • Drop rate for Legendary items in Helltide has been improved for monsters higher than Level 100.
  • We have made numerous other updates to Helltide. See below for more details.
  • Previously, only the player who opened the Pit would receive the full amount of Masterworking materials. This penalty for other party members has been removed.

New Items and Tempering Recipes

The Alchemist Control Rogue Temper Manual will not be available in Patch 1.5.0. It will return with Patch 1.5.1.

All Classes

Tempering Recipes

Worldly Finesse - Offensive

  • +X% Critical Strike Damage
  • +X% Vulnerable Damage
  • +X% Overpower Damage
  • +X% Ultimate Damage

Barbarian

Legendary Aspects

- Mobility

  • Knocking back an enemy grants 25-40% Movement Speed for 3 seconds.

Tempering Recipes

Slayer's Finesse - Offensive

  • +X% Vulnerable Damage
  • +X% Bonus Damage against Injured
  • +X% Bleeding Damage

Druid

Unique Items

– Unique Ring

  • While

    CataclysmCataclysm
    is active, you gain unlimited Spirit and deal 40-100%[X] increased damage.

Legendary Aspects

- Mobility

  • Casting a Companion Skill grants 5-15% Movement Speed for 5 seconds, up to 15-45%.

Tempering Recipes

Ultimate Efficiency - Resource

  • +X%

    CataclysmCataclysm
    Cooldown Reduction

  • +X%

    LacerateLacerate
    Cooldown Reduction

  • +X%

    PetrifyPetrify
    Cooldown Reduction

  • +X%

    Grizzly RageGrizzly Rage
    Cooldown Reduction

Necromancer

Unique Items

- Unique Boots

  • Bone Prison traps a larger area and fires 20-35

    Bone SplintersBone Splinters
    at enemies trapped within. Increase your Maximum Essence by 2 for 8 seconds each time these Bone Splinters hit an enemy.

Legendary Aspects

- Mobility

  • Casting

    GolemGolem
    's active Skill creates a bond between you for 6 seconds. While the bond is active, both of you are Unhindered and gain 25-40% Movement Speed.

Inexorable Reaper's - Mobility

  • SeverSever
    now dashes you forward to attack instead. It becomes a Mobility Skill and costs no Essence, but has a 22-7 second cooldown.

- Mobility

  • Gain 20-35% Evade Cooldown Reduction.
  • You can now Evade during

    Blood MistBlood Mist
    , traveling twice as far. Entering or exiting Blood Mist resets your Evade Cooldown.

Imprisoned Spirit's - Offensive

  • When Bone Spirit explodes inside a

    Bone PrisonBone Prison
    , it explodes an additional time, dealing 40-70% of normal damage.

  • Bone Spirit now prioritizes enemies inside a

    Bone PrisonBone Prison
    .

Tempering Recipes

Necromancer Wall - Defensive

  • Skill Ranks of

    Necrotic CarapaceNecrotic Carapace

  • Skill Ranks of

    Drain VitalityDrain Vitality

  • Minion Damage Reduction
  • Chance for your Minion Attacks to Fortify you for 3% Maximum Life

Rogue

Unique Items

– Unique Chest Armor

  • Dark ShroudDark Shroud
    grants Immune for 3 seconds, but your Evade Cooldown is increased by 9-3 seconds. Evading while Dark Shroud is active leaves behind an explosion that deals Shadow damage and pulls in enemies.

Legendary Aspects

– Mobility

  • Using a Healing Potion grants 35-50% Movement Speed for 3 seconds. After moving 30 20 meters, you spawn a Healing Potion.

Galvanized Slasher's – Resource

  • Lucky Hit: Damaging an enemy with a Mobility Skill has a 15-30% chance to fully restore your Energy. Your Maximum Energy is increased by 10-25 15-30.

Of Iron Rain – Offensive

  • Smoke GrenadeSmoke Grenade
    has a 35-50% chance to create an Arrow Storm where it explodes, dealing Physical damage over 3 seconds. Your Arrow Storms continuously apply Vulnerable.

Breakneck Bandit's – Offensive

  • FlurryFlurry
    deals

    15-30% 25-40% increased damage and has a 20% chance to Stun enemies for 3 seconds with each hit.

Mired Sharpshooter's – Utility

  • CaltropsCaltrops
    is now a Marksman Skill that periodically throws 5-20 piercing daggers over its Duration, each dealing Shadow damage and applying Vulnerable for 3 seconds.

Tempering Recipes

Subterfuge Expertise

  • Increased

    Smoke GrenadeSmoke Grenade
    damage.

  • Increased

    Smoke GrenadeSmoke Grenade
    Size.

  • Increased damage for each

    Dark ShroudDark Shroud
    Shadow.

  • Increased damage on Next Attack after entering Stealth.

Rogue Persistence

  • Increased Maximum Life Percentage gained while

    Dark ShroudDark Shroud
    is active.

  • Increased Maximum and All Resistance Percentage for 5 Seconds from Health. Potions.
  • Increased Skill Ranks of

    Second WindSecond Wind
    .

  • Increased Skill Ranks of

    AftermathAftermath
    .

Sorcerer

Unique Items

- Unique Pants

  • Chain LightningChain Lightning
    alternates between orbiting you and seeking up to 3 enemies. When it returns, it drains 6 Mana from you for each active Chain Lightning. After draining 66 total Mana, the bolt explodes for

    (270%-570%) (150%-600%) Lightning damage.
  • Chain LightningChain Lightning
    expires if you don't have enough Mana for it to drain.

Legendary Aspects

  • Gain 5-15% increased Movement Speed. This bonus is doubled if you haven't used a Defensive Skill in 8 seconds.

  • Gain the

    Flame ShieldFlame Shield
    Enchantment for free.

  • When

    Flame ShieldFlame Shield
    activates, Meteorites fall around you dealing (50%-70%) Fire damage.

  • Chain LightningChain Lightning
    has a 5-20% chance to chain an additional time when hitting Crowd Controlled enemies and Bosses, and will seek them as targets.

  • Chain LightningChain Lightning
    has a 25% chance to deal 50-80%[x] increased damage. This chance is doubled against Bosses or Crowd Controlled enemies and prefers them as targets.

  • Casting a Pyromancy, Shock, or Frost Skill increases your Mana Regeneration by 10-20% for 5 seconds, once per Element.
  • At maximum stacks, the total bonus is increased to 60-120% for 10 seconds, but all stacks expire after the duration.

  • Lucky Hit: Up to a 5-10% Chance when you damage an enemy with a Skill to reduce the Cooldown of your Ultimate Skill by 2 seconds. Can only happen once per Skill cast.

Tempering Recipes

Dis

ChargeCharge
- Weapon

  • +X% chance to cast an additional Charged Bolt (moved from Shock Augments)
  • +X%

    TeleportTeleport
    size (moved from Shock Augments)

  • +X% chance for

    Arc LashArc Lash
    to swipe twice

Conjuration - Weapon

  • +1-2

    HydraHydra
    Heads on Cast.

  • X% chance for another Ice Blade on Cast.
  • X% chance for another

    Lightning SpearLightning Spear
    on Cast.

Conjuration Fortune - Utility

  • +X%

    HydraHydra
    Lucky Hit Chance.

  • +X% Ice Blade Lucky Hit Chance.
  • +X%

    Lightning SpearLightning Spear
    Lucky Hit Chance.

Elemental Control - Utility

  • +X Skill ranks to

    ConvulsionsConvulsions
    .

  • +X Skill ranks to

    Snap FreezeSnap Freeze
    .

  • +X Skill ranks to

    Crippling FlamesCrippling Flames
    .

Existing Tempering Recipe Additions

  • +X Skill ranks to

    ConductionConduction
    - Added to Sorcerer Motion.

  • +X

    Ice ArmorIce Armor
    Duration - Added to Frost Cage.

Balance Updates

Barbarian

Skills

BashBash

  • Adjusted functionality: After bashing enemies 4 times, your next Bash will Clobber, Stunning enemies for 1.5 seconds. Clobber twice as often while using a Two-Handed weapon.

Enhanced

BashBash

  • Adjusted functionality: Clobbering an enemy grants you 20% Maximum Life as Fortify.

Battle

BashBash

  • Adjusted functionality: Clobbering an enemy generates an additional 10 Fury.

Enhanced

FlayFlay

  • Vulnerable duration increased from 3 to 5 seconds.

Combat

FlayFlay

  • Damage Reduction increased from 3% to 4%.
  • Maximum stacks increased from 4 to 5.
  • Buff duration increased from 3 to 6 seconds.

Combat

Lunging StrikeLunging Strike

  • Berserking duration increased from 1.5 to 3 seconds.

RendRend

  • Damage increased by 10%.

Violent

RendRend

  • Damage bonus to Vulnerable increased from 25% to 30%.

Furious

RendRend

  • Fury gain increased from 4 to 5, and maximum Fury gain increased from 20 to 25.

Hammer of the AncientsHammer of the Ancients

  • Damage Increased by 10%.

Furious

Hammer of the AncientsHammer of the Ancients

  • Previous –

    Hammer of the AncientsHammer of the Ancients
    gains 2% Critical Strike Chance for every 10 Fury you had when using it.

  • Now –

    Hammer of the AncientsHammer of the Ancients
    gains 2% Critical Strike Chance for every 10 Fury you had when cast. Its Critical Strikes Knock Down enemies for 1.5 seconds.

Violent

Hammer of the AncientsHammer of the Ancients

  • Damage bonus increased from 30%[x] to 40%[x].

UpheavalUpheaval

  • Damage increased by 15%.

Enhanced

UpheavalUpheaval

  • Stun chance increased from 20% to 35%.
  • Stun duration increased from 2.5 to 3 seconds.

Violent

UpheavalUpheaval

  • Base Berserking duration increased from 2 to 3 seconds, and bonus duration increased from 3 to 5 seconds.

Tactical

Ground StompGround Stomp

  • Fury gain increased from 40 to 60.

Enhanced

Iron SkinIron Skin

  • Barrier amount increased from 20% to 25% of maximum Life.

Tactical

Challenging ShoutChallenging Shout

  • Fury gain when taking damage increased from 3 to 6.

KickKick

  • ChargeCharge
    Cooldown reduced from 13 to 9 seconds.

Passives

Endless FuryEndless Fury

  • No longer requires Two-Handed weapons.
  • Fury gain from Basic Skills increased from 10/20/30% to 12/24/36%.

Imposing PresenceImposing Presence

  • Maximum Health reduced from 6/12/18% to 5/10/15%.

Thick SkinThick Skin

  • Fortify gain increased from .4/.8/1.2% to .6/1.2/1.8% of Maximum Life.

ConcussionConcussion

  • Stun duration reduced from 3 to 2 seconds.

UnconstrainedUnconstrained

  • Bonus damage reduced from 75%[x] to 35%[x].

Unbridled RageUnbridled Rage

  • Bonus damage reduced from 100%[x] to 45%[x].

Walking ArsenalWalking Arsenal

  • Bonus damage per weapon type used reduced from 12%[x] to 8%[x].
  • Bonus damage while all three bonuses are active reduced from 20%[x] to 10%[x].
  • Bonus Attack Speed while all three bonuses are active reduced from 20% to 10%.

Gushing WoundsGushing Wounds

  • Previous - When causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by 140%[x] of your Critical Strike Damage bonus. Overpowering a Bleeding enemy creates an explosion that inflicts 85% Bleeding damage over 5 seconds.
  • Now - When causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by 70%[x], then by 100%[+] of your Critical Strike Damage. Overpowering a Bleeding enemy creates an explosion that inflicts 120% Bleeding damage over 5 seconds.

Legendary Aspects

  • Frequency increased from every 40-25 seconds to every 30-15 seconds.

  • Now pulls in new targets three times as frequently.

  • No longer requires a Lucky Hit, and now always triggers.

Of Sundered Ground

  • Previous - Every 25 seconds, your next

    UpheavalUpheaval
    cast is guaranteed to Overpower and deals 10-25% increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.

  • Now – Every 20 seconds, your next

    UpheavalUpheaval
    cast is guaranteed to Overpower and deals 15-30% increased damage. Critical Strikes with Upheaval against Elites reduce this timer by 1 second.

Of Ancestral Force

  • Previous -

    Hammer of the AncientsHammer of the Ancients
    quakes outward and its damage is increased by 2-17%.

  • Now –

    Hammer of the AncientsHammer of the Ancients
    quakes outward for 5-20% increased damage. This bonus is doubled against Bosses.

Unique Items

Gohr’s Devasting Grips

  • Explosion size is now affected by increases to

    WhirlwindWhirlwind
    ’s size.

Paragon

HemorrhageHemorrhage
Legendary Node

  • Now bonus Bleeding damage now caps at 45%.

Weapons Master Legendary Node

  • Fury gain increased from 4% to 8% of Maximum Fury.

Bloodfeeder Glyph

  • Critical Strike Chance bonus against Bleeding enemies increased from 5% to 10%.

Dominate Glyph

  • Time between guaranteed Overpowers reduced from 30 to 20 seconds.

Executioner Glyph

  • Damage bonus while wielding a

    PolearmPolearm
    increased from 10%[x] to 15%[x].

Tempering

  • BashBash
    Cleave (Furious Augments) reduced from 85/95/105% to 15/17.5/20%.

  • The Barbarian

    ProtectionProtection
    Manual and its augments have been removed.

  • FlayFlay
    Duration moved from Barbarian Innovation (Utility) to Bleed Augments (Weapon).

Druid

  • Passive Rank bonus for

    ClarityClarity
    affix added to Amulets.

  • Now gain 25% more increased Skill Damage from their primary Core Stat.
    • Gain 1% increased Skill Damage for every 8 primary Core Stat, reduced from 10 primary Core Stat.

Skills

LandslideLandslide

  • Damage per hit of

    LandslideLandslide
    increased from 37.5% to 70%.

  • Damage area increased from 1.5 to 2.
  • Doubled the number of pillars.
  • Total damage increased from 70% to 280%.

ShredShred

  • 1st Attack Damage buffed from 28% to 52%.
  • 2nd Attack Damage buffed from 39% to 72%.
  • 3rd Attack Damage buffed from 77% to 143%.

PulverizePulverize

  • Damage buffed from 50% to 92.5%.

TornadoTornado

  • Damage buffed from 35% to 65%.

BoulderBoulder

  • Damage increased from 46% to 70% of weapon damage.

Lightning StormLightning Storm

  • Damage buffed from 40% to 74%.

HurricaneHurricane

  • Damage buffed from 187% to 346%.

RavensRavens

  • Can now be cast while moving.

Poison CreeperPoison Creeper

  • Can now be cast while moving.

RabiesRabies

  • The increased spread rate granted by the Natural

    RabiesRabies
    upgrade has been applied to the base skill.

Natural

RabiesRabies

  • Previous -

    RabiesRabies
    Spreads 50% Faster.

  • Now - Spread distance is increased by 70%.

LacerateLacerate

  • Damage area increased from 1 to 2.
  • Casting

    LacerateLacerate
    now teleports to the target instead of starting at the caster.

CataclysmCataclysm

  • Lightning Strike rate is doubled.
  • Now more consistently hits enemies with its lightning strikes.

Grizzly RageGrizzly Rage

  • Cooldown for this ability now starts after

    Grizzly RageGrizzly Rage
    ends.

  • Previous - Shapeshift into a Dire Werebear for 10 seconds gaining 20%[x] bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form. Kills extend the duration by 1 second up to an additional 5 seconds.
  • Now - Shapeshift into a Dire Werebear for 10 seconds gaining 30%[x] bonus damage and 20% Damage Reduction. Damage bonus is increased by 3% each second while in this form, up to a maximum of 75%. Kills extend the duration by 1 second, but the duration cannot go above 10 seconds.

Debilitating RoarDebilitating Roar

  • Damage Reduction decreased from 70% to 40%.

Blood HowlBlood Howl

Earthen BulwarkEarthen Bulwark

  • Previous – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Base Life in damage.
  • Now – Rocks surround you for 3 seconds, granting a Barrier that absorbs 45% of your Maximum Life in damage.

Cyclone ArmorCyclone Armor

  • Non-Physical Damage Reduction increased from 10% to 15%.

Passives

Lupine FerocityLupine Ferocity

  • Reduced amount of hits from 6 to 3 to benefit from the effect.

VigilanceVigilance

  • Damage Reduction increased for each Skill Rank from 5% to 7%.

Iron FurIron Fur

  • Damage Reduction increased for each Skill Rank from 3% to 4%.

Heightened SensesHeightened Senses

  • Damage Reduction increased for each Skill Rank from 2% to 3%.

Perfect StormPerfect Storm

  • Damage bonus increased from 30%[x] to 40%[x].

Earthen MightEarthen Might

  • Base Lucky Hit chance increased from 5% to 10%.

Legendary Aspects

Metamorphic Stone Aspect

  • No longer removes Wrath skill tag from

    BoulderBoulder
    .

  • Previous – Core and Wrath Skills deal an additional 5-10% damage per Companion you have.
  • Now – Companion Skills deal an additional 5-10% damage per Companion you have.

  • Previous – When you use a Shapeshifting Skill that changes your form, gain 2-5 Life. If you are at full Life, gain the same amount as Fortify.
  • Now – When you use a Shapeshifting Skill that changes your form, gain 5-20% Life. If you are at full Life, gain the same amount as Fortify.

Aftershock

  • Delay from second set of landslides slightly decreased.

  • ShredShred
    's Critical Strikes damage increased from 15-30% damage to 25-40% of the damage dealt.

  • Bonus damage to Poisoned enemies increased from 25-40% to 40-55%.

  • Core Skill bonus damage based on Fortify increased from 15-25% to 25-40%.

  • No longer adds a cooldown to

    Earth SpikeEarth Spike
    .

  • Previous - Critical Strikes with Storm skills that you cast

    ChargeCharge
    the air around you for 2 seconds causing a Lightning Bolt to periodically hit an enemy in the area for (250%-310% Weapon Damage) Lightning damage. This duration can be extended by additional Critical Strikes.

  • Now - Critical Strikes with Storm skills that you cast

    ChargeCharge
    the air around you for 3 seconds causing a Lightning Bolt to periodically hit an enemy in the area for (250%-350% Weapon Damage) Lightning damage. Your Lightning Bolts deal 20-40%[x] increased damage.

  • Spirit Generation while

    Grizzly RageGrizzly Rage
    is active increased from 20%[x] to 50%[x].

  • No longer makes

    Blood HowlBlood Howl
    a Shout Skill, since Blood Howl is always a Shout Skill.

  • Critical Strike Bonus increased from 5-10% to 10-15%.

Paragon

Thunderstruck Legendary Node

  • Now has a maximum bonus capped at 40% 60%.

Human Glyph

  • Damage bonus increased from 6.6% to 9.9%.
  • Damage Reduction increased from 10% to 15%.

Protector Glyph

  • Damage Reduction increased from 10% to 15%.

Werebear Glyph

  • Damage bonus increased from 6.6% to 9.9%.
  • Damage Reduction increased from 10% to 15%.

Werewolf Glyph

  • Damage Reduction increased from 10% to 15%.

Necromancer

  • Now gain 25% more increased Skill Damage from their primary Core Stat.*
    • Gain 1% increased Skill Damage for every 8 primary Core Stat, reduced from 10 primary Core Stat.

Book of the Dead

  • Necromancer Minion attacks can now Overpower.
  • Minions are now more aggressive and will automatically engage nearby enemies.

GolemGolem

  • Active ability - If the

    GolemGolem
    is far from the targeted location, it will now leap to the target.

  • Iron

    GolemGolem
    - Slam size increased by 56%.

Skills

The Lucky Hit Chance has been increased for various skills.

  • SeverSever
    : From 20% to 40%.

  • Blood LanceBlood Lance
    : from 33% to 50%.

  • Blood SurgeBlood Surge
    : from 12% to 20%.

  • ReapReap
    : From 17% to 30%.

  • HemorrhageHemorrhage
    : from 35% to 50%.

  • Bone SplintersBone Splinters
    : from 17% to 30%.

  • Corpse TendrilsCorpse Tendrils
    : from 17% to 30%.

  • Blood WaveBlood Wave
    : from 20% to 50%.

DecomposeDecompose

  • The explosion from Enhanced

    DecomposeDecompose
    can now trigger Lucky Hits.

SeverSever

  • Primary damage increased from 80% to 110%.
  • Secondary damage increased from 30% to 45%.

BlightBlight

  • Damage over time increased from 105% to 135%.

Blood WaveBlood Wave

  • Damage increased from 150% to 450%.

Passive

ShadowblightShadowblight

  • Hits required reduced from 10 to 8.
  • Damage increased from 22% to 44%.

Hellbent CommanderHellbent Commander

  • Previous - Your Minions deal 15/30/45%[x] increased damage while you are Close to them.
  • Now - While you control at least 7 Minions, they deal 10/20/30%[x] increased damage.

Legendary Aspects

  • Bonus damage after triggering

    ShadowblightShadowblight
    10 times reduced from 60-120%[x] to 35-50%[x].

Developer’s Note: 

has been a disproportionately large source of damage for Shadowblight based Necromancers, giving far more power than we normally give for a single Aspect. To compensate for this change, we are increasing the baseline power of the Darkness Core Skills and Shadowblight with the goal of keeping these builds at approximately the same overall power level.

  • Bone PrisonBone Prison
    Burst damage increased from 9-12.2% to 75-120% of Weapon Damage.

  • Chance for Sever to create

    BlightBlight
    increased from 10-25% to 15-30%.

  • BlightBlight
    bonus damage increased from 40-100%[x] to 60-120%[x].

  • Additional

    Blood LanceBlood Lance
    damage increased from 33-48% to 40-70%.

  • Critical Strike Chance after casting

    Corpse TendrilsCorpse Tendrils
    reduced from 10-25% to 5-20%.

  • Critical Strike Damage to enemies damaged by

    Corpse TendrilsCorpse Tendrils
    reduced from 20-50% to 10-40%.

  • Critical Strike Damage bonus now lasts for 6 seconds, rather than indefinitely.

  • Previous - Consuming a Corpse increases the damage of your next Core Skill by 5-10%[x], up to 25-50%[x].
  • Now - Consuming a Corpse increases the damage of your Core Skills by 3.5-6%[x] for 5 seconds, up to 17.5-30%[x].

  • Previous -

    Iron MaidenIron Maiden
    is now also a Darkness Skill and deals Shadow damage. Enemies afflicted by Iron Maiden have a 10-25% chance to be Stunned for 1 second when they deal direct damage.

  • Now -

    Iron MaidenIron Maiden
    is now also a Darkness Skill and deals Shadow damage. Enemies have a 10-25% chance to be Stunned for 1 second when they take damage from Iron Maiden.

  • SeverSever
    Cooldown reduced from 22-7 to 13.5-6.

Paragon

Wither Legendary Paragon Node

  • Intelligence scaling is now capped at 1200 Intelligence.

Bloodbath Legendary Node

  • Overpower damage increased from 35%[x] to 70%[x].

Blood Begets Blood Legendary Node

  • Damage bonus per Blood Orb pickup increased from 5%[x] to 10%[x].
  • Maximum bonus damage increased from 30%[x] to 50%[x].

Tempering

Developer’s Note: Values provided for Tempering Recipe updates reflect their values at Legendary rank. Magic and Rare recipes have also been similarly adjusted.

Blood Finesse Tempering Recipe

  • Blood Damage increased from 41.5-55% to 57.5-80%.
  • Blood Overpower damage increased from 62.5-85% to 82.5-105%.
  • Damage While Fortified increased from 41.5-55% to 57.5-80%.

Shadow Finesse Tempering Recipe

  • Shadow Damage Over Time increased from 57-75% to 67.5-90%.
  • Darkness Damage increased from 41.5-55% to 57.5-80%.

Rogue

  • Maximum Arrow Storms increased from 5 to 7.
  • PreparationPreparation

    • Previous – Every 75 Energy you spend reduces your Ultimate Skill's Cooldown by 5 seconds. Using an Ultimate Skill resets the Cooldowns of your other Skills.
    • Now – Spend 75 Energy to reduce your Ultimate Skill's Cooldown by 5 seconds. Ultimate Skills reset other Cooldowns and grant 15% Damage Reduction for 8 10 seconds.
  • Now gain 11% more increased Skill Damage from their primary Core Stat.
    • Gain 1% increased Skill Damage for every 9 primary Core Stat, reduced from 10 primary Core Stat.

Skills

Blade ShiftBlade Shift

  • Damage increased by 50% (0.2 to 0.3).
  • Previous – Quickly stab your victim for damage and shift, allowing you to move freely through enemies for 4 seconds.
  • Now – Quickly stab your victim for damage and shift, making you Unhindered for 4 seconds.
Developer’s Note: Unhindered allows you to move through enemies and prevents your Movement Speed from being lowered.

Fundamental

Blade ShiftBlade Shift

  • Enemies moved through needed to activate Daze reduced from 5 to 3.

Primary

Blade ShiftBlade Shift

  • Control Impairing Effect Duration Reduction increased from 20% to 30%.

Invigorating StrikeInvigorating Strike

  • Damage increased by 20%.

Enhanced

Twisting BladesTwisting Blades

  • Return damage bonus increased from 30% to 35%.

Shadow StepShadow Step

  • Damage increased by 11% (0.72 to 0.8).

Enhanced

Shadow StepShadow Step

  • Previous – Damaging an enemy with

    Shadow StepShadow Step
    increases your Critical Strike Chance against them by 8% for 3 seconds.

  • Now – Damaging an enemy with

    Shadow StepShadow Step
    Dazes and applies Vulnerable to them for 3 seconds.

Methodical

Shadow StepShadow Step

  • Previous – Enemies damaged by

    Shadow StepShadow Step
    are Stunned for 2 seconds.

  • Now – After Shadow Stepping, you gain 20% Damage Reduction for 3 seconds.

Disciplined

Shadow StepShadow Step

  • Previous –

    Shadow StepShadow Step
    's Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds.

  • Now – Damaging an enemy with

    Shadow StepShadow Step
    Stuns them for 2 seconds and reduces its Cooldown by 3 seconds.

DashDash

  • Damage increased by 25% (0.32 to 0.4).
  • Additional functionality:

    DashDash
    Slows enemies hit by 30% for 3 seconds.

Enhanced

DashDash

  • Previous – Enemies damaged by

    DashDash
    take 15% increased Critical Strike Damage from you for 5 seconds.

  • Now – Casting

    DashDash
    increases your Critical Strike Chance by 10% for 5 seconds.

Disciplined

DashDash

  • Previous –

    DashDash
    Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead.

  • Now – At the end of

    DashDash
    , Knock Down surrounding enemies for 2 seconds and deal 350% of its damage to them.

Methodical

DashDash

  • Previous – Dealing damage to Crowd Controlled enemies with Dash reduces its

    ChargeCharge
    Cooldown by 0.5 seconds, up to 4 seconds per cast.

  • Now – Dash has 1 additional

    ChargeCharge
    and its Charge Cooldown is reduced by 2 seconds.

FlurryFlurry

  • Damage increased from 94% to 130%.
  • Lucky Hit Chance increased from 10% to 13 20%.

Enhanced

FlurryFlurry

  • Previous – Each time

    FlurryFlurry
    damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast.

  • Now – Each time

    FlurryFlurry
    damages an enemy, it has a 10% chance to apply Vulnerable for 3 seconds and deals 1% increased damage for 5 seconds after hitting a Vulnerable enemy, up to a total of

    50 25%.

Advanced

FlurryFlurry

  • Previous – Evading through an enemy will cause your next

    FlurryFlurry
    to deal 30% increased damage and Stun enemies hit for 2.5 seconds.

  • Now – Successive casts of

    FlurryFlurry
    increase its damage by

    15 10% and reduce its Energy cost by 10%, up to 3 times.

Improved

FlurryFlurry

  • Previous –

    FlurryFlurry
    deals 20% increased damage to Vulnerable targets. If Flurry hits any Vulnerable enemy, it will make all enemies hit by that cast Vulnerable for 3 seconds.

  • Now – Casting

    FlurryFlurry
    dashes you to the target and Heals 10% of your Maximum Life.

CaltropsCaltrops

  • Damage increased by 13% (0.4 to 0.45).
  • Disciplined

    CaltropsCaltrops

    • Critical Strike Chance bonus increased from 5% to 10%.

Dark ShroudDark Shroud

  • You can now only lose 1

    Dark ShroudDark Shroud
    shadow every 1.5 seconds.

Enhanced

Dark ShroudDark Shroud

  • Previous –

    Dark ShroudDark Shroud
    's shadows have a 14% chance to not be Consumed.

  • Now – Each active

    Dark ShroudDark Shroud
    shadow grants you 5% increased Movement Speed and also has a 15% chance to not be Consumed.

Subverting

Dark ShroudDark Shroud

  • Previous – Each active shadow from

    Dark ShroudDark Shroud
    grants you 4% increased Movement Speed.

  • Now – You Heal for 10% of your Maximum Life when a

    Dark ShroudDark Shroud
    shadow is removed.

Countering

Dark ShroudDark Shroud

  • You only need 1 active shadow to get the bonus Critical Strike Chance instead of 2.
  • Critical Strike Chance increased from 8% to 10%.

Smoke GrenadeSmoke Grenade

  • Additional functionality:

    Smoke GrenadeSmoke Grenade
    now deals 45% Physical damage, has a 25% Lucky Hit Chance, and its Skill Ranks now give increased damage and Cooldown Reduction.

Enhanced

Smoke GrenadeSmoke Grenade

  • Previous – Enemies affected by

    Smoke GrenadeSmoke Grenade
    take 25% increased damage from you.

  • Now – Enemies hit by

    Smoke GrenadeSmoke Grenade
    take 25% increased damage from you for 5 seconds.

Countering

Smoke GrenadeSmoke Grenade

  • Previous – Lucky Hit: Dealing direct damage to enemies affected by

    Smoke GrenadeSmoke Grenade
    has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable.

  • Now – Hitting an Elite or Boss with

    Smoke GrenadeSmoke Grenade
    reduces its Cooldown by 5 seconds.

Subverting

Smoke GrenadeSmoke Grenade

  • Previous – If an enemy is Vulnerable, Slowed, or Chilled then

    Smoke GrenadeSmoke Grenade
    will Daze them for 20% longer.

  • Now –

    Smoke GrenadeSmoke Grenade
    now deals Poison damage and applies another 45% Poisoning damage over 5 seconds.

Poison ImbuementPoison Imbuement

  • Poisoning Duration increased from 5 to 6 seconds.

Enhanced

Poison ImbuementPoison Imbuement

  • Previous –

    Poison ImbuementPoison Imbuement
    's Poisoning Duration is increased by 1 second.

  • Now – Casting

    Poison ImbuementPoison Imbuement
    generates 30 Energy, increased by 2 for each Nearby Poisoned enemy.

Poison TrapPoison Trap

  • Damage increased by 36% (0.11 to 0.15).

Subverting

Poison TrapPoison Trap

  • Poison damage bonus increased from 10% to 15%.

Countering

Poison TrapPoison Trap

  • Chance to reset Imbuements increased from 30% to 40%.

Penetrating ShotPenetrating Shot

  • New functionality: Now deals 10% increased damage per enemy it pierces.

Enhanced

Penetrating ShotPenetrating Shot

  • Previous –

    Penetrating ShotPenetrating Shot
    deals 10% increased damage for each enemy it pierces.

  • Now – Casting

    Penetrating ShotPenetrating Shot
    and hitting a Boss or Elite with it has a 25% Chance to fire an additional shot for free.

Rain of ArrowsRain of Arrows

  • Casting Speed has been increased by 30%.
  • Lucky Hit Chance increased from 2% to 4%.
  • Cooldown reduced from 55 to 50 seconds.

Passive

ConcussiveConcussive

  • Renamed to Unstable Elixirs.
  • Previous – After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance for 4 seconds.
  • Now – Using a Healing Potion Stuns surrounding enemies for 2 seconds and increases your damage by 6% for 5 10 seconds.

Rapid GambitsRapid Gambits

  • Previous – Your Evade Cooldown is reduced by 0.5 seconds when you Daze an enemy.
  • Now – Evading through an enemy Dazes them for 2 seconds. Your Evade Cooldown is reduced by 0.25 seconds when you Daze an enemy.

Trick AttacksTrick Attacks

  • Previous – When you Critically Strike a Dazed enemy they are Knocked Down for 0.5 seconds.
  • Now – Dazing or Stunning an enemy increases your Critical Strike Chance by 2% and Critical Strike Damage by 2% for 5 seconds, both up to 12%.

ImpetusImpetus

  • New functionality: Added visuals to show when the effect is ready.
  • Previous – After moving 12 meters, your next Non-Basic attack deals 7% increased damage.
  • Now – After moving 15 meters, your next Core or Ultimate attack deals 8% increased damage. While the damage bonus remains, your Agility and Subterfuge Skills deal 4 5% increased damage.

MaliceMalice

  • Previous – You deal 3% increased damage to Vulnerable enemies.
  • Now – You deal 4% increased damage to Vulnerable or Knocked Down enemies.

Alchemical AdvantageAlchemical Advantage

  • Previous – You gain 1% increased Attack Speed for each enemy you've Poisoned, up to 15%.
  • Now – Dealing Poison damage increases your Attack Speed and Lucky Hit Chance by 1% for 8 seconds, up to 5%.
Developer’s Note: The maximum stack potential increases by 5% with each Skill Rank.

Second WindSecond Wind

  • Previous – Every 100 Energy you spend grants you 5% increased Lucky Hit Chance for 5 seconds.
  • Now – Every 100 Energy you spend grants 15% of your Maximum Life as a Barrier for 3 seconds.

AftermathAftermath

  • Previous – After using an Ultimate Skill, restore 30 Energy.
  • Now – While an Ultimate Skill is on your Action Bar, you Heal for 0.5% Maximum Life every second. After using an Ultimate, restore 25 Energy.

Weapon MasteryWeapon Mastery

  • Dagger damage to Healthy enemies increased from 5% to 6 7%.

Key Passives

VictimizeVictimize

  • The Explosion damage of

    VictimizeVictimize
    has been increased by ~50% to compensate for a bug fix, detailed below.

MomentumMomentum

  • Previous – Cutthroat Skills grant a stack of

    MomentumMomentum
    for 8 seconds if they either hit a Stunned, Dazed, or Frozen enemy, or hit any enemy from behind. While at 3 stacks of Momentum you gain 20% increased Damage Reduction, 30% increased Energy Regeneration, and 15% increased Movement Speed.

  • Now – Casting a Cutthroat Skill grants a stack of

    MomentumMomentum
    . Casting a Non-Cutthroat Skill removes a stack of Momentum. For each stack of Momentum, you gain 3% Damage Reduction, 3% Maximum Energy, 3% Energy Regeneration, 3% Movement Speed, and 5% Damage. This can stack up to 10 times.

Legendary Aspects

  • Previous – Gain a free

    Dark ShroudDark Shroud
    shadow every 3 seconds when standing still. Each Dark Shroud shadow grants 2.5-4.0% increased Damage Reduction.

  • Now – Using a Healing Potion makes a free

    Dark ShroudDark Shroud
    shadow. Each shadow grants 2.5-4.0% increased Damage Reduction.

Of Arrow Storms

  • Previous – Lucky Hit: Your Marksman Skills have up to a 25% chance to create an Arrow Storm at the enemy's location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 30-40% increased damage.
  • Now – Lucky Hit: Your Marksman and Cutthroat Skills have up to a 25% chance to create an Arrow Storm at the enemy's location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 45-60% increased damage.

Vengeful

  • Arrow Storm Damage increased from 25-40% to 45-60%.

Ravager's

  • Damage bonus to

    Shadow StepShadow Step
    increased from 2.5-10% to 4.5-12%.

Trickster's

  • Previous –

    CaltropsCaltrops
    also throw a cluster of exploding Stun Grenades that deal total Physical damage and Stun enemies for 1 second. Your Stun Grenades deal 25-40% increased damage.

  • Now – Caltrops and

    Smoke GrenadeSmoke Grenade
    receive Stun Grenade benefits and throw Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Stun Grenades deal 25-40% increased damage.

Of Noxious Ice

  • Poison damage bonus to Frozen enemies increased from 15-30% to 20-35%.

Of Bursting Venoms

  • Toxic Pool Poisoning damage increased by 24%.

Of Volatile Shadows

  • Dark ShroudDark Shroud
    shadow Explosion damage increased by 50%.

Of Stolen Vigor

  • Previous – Each stack of the

    MomentumMomentum
    Key Passive Heals you for Life per second and grants you 5% Damage Reduction.

  • Now – While at maximum stacks of the

    MomentumMomentum
    Key Passive, your Cutthroat Skills deal

    20-35 30-45% increased damage and you become Unstoppable for 3 seconds every 8 seconds.

Unique Items

  • Previous – Casting

    FlurryFlurry
    has a 15-30% chance to release Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills have a 2% Lucky Hit Chance.

  • Now – Casting a Core Skill has a 15-30% chance to throw Stun Grenades that deal Physical damage and Stun enemies for 1 second. Your Stun Grenades gain 5% Lucky Hit Chance.

  • Ranks of

    ConcussiveConcussive
    changed to Ranks of Malice.

  • Vulnerable Damage changed to Dexterity.
  • Previous – Lucky Hit: Hits with this weapon have up to a 30-40% chance to deal double damage and Knock Back the target.
  • Now –

    BarrageBarrage
    has a 30-40% chance to Knock Back or Knock Down enemies with each hit and deal double damage.

    Hits of

    BarrageBarrage
    have a 30-50% chance to deal double damage and Knock Down enemies.

  • Explosion radius increased by 10%.
  • The visual effect for the Physical damage has been improved to be more consistent.

  • Decoy Trap damage increased by 8%.

  • Previous – Your

    Rain of ArrowsRain of Arrows
    is always Imbued with all Imbuements at once.

  • Now – Your

    Rain of ArrowsRain of Arrows
    is always Imbued with all Imbuements at once and receives your Arrow Storm benefits.

Paragon

Tricks of the Trade – Legendary Node

  • Previous – Your Marksman Skills grant your next Cutthroat Skill 25% increased damage. Your Cutthroat Skills grant your next Marksman Skill 25% increased damage.
  • Now – Your Marksman Skills grant your Cutthroat Skills 25% increased damage for 8 seconds. Your Cutthroat Skills grant your Marksman Skills 25% increased damage for 8 seconds.

Cheap Shot – Legendary Node

  • Previous – You deal 5% increased damage for each Nearby enemy that is Crowd Controlled, up to 25%.
  • Now – You deal 5% increased damage for each Nearby enemy that is Crowd Controlled, up to 25%. A Nearby Staggered Boss provides the maximum bonus.

ExploitExploit
Weakness – Legendary Node

  • Previous – Whenever you deal damage to a Vulnerable enemy, they take 1% increased damage from you for 6 seconds, up to 25%.
  • Now – Lucky Hit: Direct damage to a Vulnerable enemy has up to a 45% chance to increase your damage by 1% for 25 seconds, up to 50%. At 50 stacks, this bonus resets and you Execute all Nearby Non-Boss enemies. Hitting a vulnerable enemy has up to a 60% chance to increase your damage by 1%x for 25 seconds, up to 25%x. At 25 stacks the bonus remains for 6 seconds then expires.

No Witnesses – Legendary Node

  • Is now capped at a maximum damage bonus of 35 45%.
  • Duration increased from 8 to 10 seconds.
Developer’s Note: This is to compensate for increased sources of Ultimate Skill Damage added to the Rogue Paragon Board this season.

Leyrana's Insinct – Legendary Node

  • Is now capped at a maximum damage bonus of 35%.

Culler – Rare Node

  • Execute Chance changed to Ultimate Damage.
  • Magic Nodes in this cluster that gave Execute Chance now give Ultimate Damage.

Ruin – Rare Node

  • Damage to Healthy changed to Ultimate Damage.
  • Magic Nodes in this cluster that gave Damage to Healthy now give Ultimate Damage.

Sorcerer

  • Crackling Energy base damage increased from 20% to 30%.
  • Now gain 25% more increased Skill Damage from their primary Core Stat.
    • Gain 1% increased Skill Damage for every 8 primary Core Stat, reduced from 10 primary Core Stat.

Skills

Charged BoltsCharged Bolts

  • Base damage increased from 30% to 38 45%.

Enhanced

Charged BoltsCharged Bolts

  • Explosion damage increased from 45% to 79% increased from 150% to 175% of Charged Bolt's damage.

SparkSpark

  • Base damage per hit increased from 10% to 12%.

Enhanced

SparkSpark

  • Damage increased from 8% to 10%.

Glinting

SparkSpark

  • Previous:

    SparkSpark
    grants 2% increased Critical Strike Chance per cast for 5 seconds, up to 8%.

  • Now:

    SparkSpark
    grants 2% increased Critical Strike Chance per cast for 5 seconds, up to 8%. At max stacks, your Spark hits grant 1 Mana.

HydraHydra

  • Base damage increased from 14% to 16%.

Summoned

HydraHydra

  • Burn damage increased from 60% to 100%.

InfernoInferno

  • Base damage increased by 20%.

FirewallFirewall

  • Damage increased from 160% to 230%.

MeteorMeteor

  • Damage increased from 80% to 96%.

IncinerateIncinerate

  • Damage increased from 84% to 101%.

FireballFireball

  • Damage increased from 60% to 66%.

Flickering

Arc LashArc Lash

  • Previous: Gain 6% Movement Speed for 5 seconds for each enemy hit with

    Arc LashArc Lash
    , up to 18%.

  • Now:

    Arc LashArc Lash
    grants 5 Mana if your swipe hits at least one enemy. When you hit 3 or more enemies or a Boss, your next swipe also deals 50% more damage.

Chain LightningChain Lightning

  • Now tracks how many Chain Lightnings are out.
  • Damage increased from 36% to 43%.

Greater

Chain LightningChain Lightning

  • Previous: Each time

    Chain LightningChain Lightning
    bounces, it deals 5% increased damage for its duration.

  • Now: Each time

    Chain LightningChain Lightning
    bounces, it deals 10% increased damage for its duration, up to 30%.

Chain LightningChain Lightning
Enchantment

  • Now has a 4 second Cooldown.
  • No longer tracks Mana or sends out Chain Lightnings if the instance of Mana Drain is from an Auto Cast skill.

Flame ShieldFlame Shield

  • Cooldown begins when Invulnerability ends.

Ice ArmorIce Armor

  • Max Life Base Shield amount increased from 25% to 40%.
  • No longer gains increased Shield based on damage.

Enhanced

Lightning SpearLightning Spear

  • Previous: After Critically Striking,

    Lightning SpearLightning Spear
    gains a 5% increased stacking Critical Strike Chance for its duration.

  • Now: Casting

    Lightning SpearLightning Spear
    spawns an additional Lightning Spear and increases their Critical Strike Chance by 15%.

BlizzardBlizzard

  • Base damage increased from 130% to 150 210%.

Enhanced

BlizzardBlizzard

  • BlizzardBlizzard
    damage to Frozen enemies increased from 25% to 40%.

Wizard's

BlizzardBlizzard

  • Previous: While

    BlizzardBlizzard
    is active, your Core Skills cost 20% less Mana.

  • Now: While

    BlizzardBlizzard
    is active, you gain 1 Mana Regeneration for every 20 Maximum Mana.

TeleportTeleport

  • Cooldown increased from 11 to 14.
  • Base damage increased from 25% to 35%.

Ball LightningBall Lightning

  • Damage increased from 20% to 24%.

Ice ShardsIce Shards

  • Damage increased from 32% to 36%.

Frozen OrbFrozen Orb

  • Base Damage increased from 41% to 50%.
  • Shard damage increased from 43% to 52%.

Passives

ConvulsionsConvulsions

  • Stun chance increased from 5% to 7%.

Crippling FlamesCrippling Flames

  • Immobilize chance increased from 5% to 7%.

Snap FreezeSnap Freeze

  • Freeze chance increased from 5% to 7%.

Static DischargeStatic Discharge

  • Chance to spawn Crackling Energy increased from 5% to 6%.

Shocking ImpactShocking Impact

  • Damage for each Rank increased from 40% to 50%.

CombustionCombustion

  • Base Burning damage increased from 20% to 40 60%.

Vyr's MasteryVyr's Mastery

  • Previous: Close enemies take 15% increased damage from your Shock Skills and deal 20% less damage to you. Critical Strikes increase these bonuses to 20% and 25% respectively for 3 seconds.
  • Now: When you Critical Strike an enemy with a Shock Skill you become Charged and take 25% less damage for 5 seconds. While Charged, Critical Strikes have a 10% chance to causes the damage to arc as Lightning damage to another Nearby enemy, or if there are no other targets you hit the target again for 250% of the damage.
Developer’s Note: Shock Sorcerer is often highly incentivized to play in close combat. This rework aims to open up the Shock Sorcerer playstyle, allowing for both close and ranged options while maintaining the defensive capability of the original design that players love.

ShatterShatter

  • Damage increased from 30% to 45% of the damage you deal to them.
  • ShatterShatter
    no longer receives damage from itself.

WarmthWarmth

  • Healing from non-elites increased from 0.5/1/1.5% to 1/2/3%.
  • Healing from bosses increased from 2/4/6% to 4/8/12%.

Align the ElementsAlign the Elements

  • Damage Reduction from Elites cap increased from 40% to 60%.

Mana ShieldMana Shield

  • Damage reduction Increased from 8% to 10%.

Legendary Aspects

  • Movement Speed bonus increased from 10-20 to 15-25.

  • Mana Cost Reduction increased from 10-25% to 35-50%.

  • Burning damage to enemies below 50% Life increased from 15-30% to 30-45%.

  • Previous: Crackling Energy has a 35-50% chance to chain to an additional enemy.
  • Now: Crackling Energy has a 35-50% chance to deal 40%|x| increased damage and chain to an additional enemy.

  • Previous: Casting

    Lightning SpearLightning Spear
    always spawns an additional Lightning Spear and increases your damage with Shock Skills by X for Y seconds.

  • Now: Critical Hits with

    Lightning SpearLightning Spear
    cause Lightning to arc from it dealing 25%-55% damage to its target and up to 5 other enemies. This damage is increased by your Critical Strike Damage Bonus.

  • Previous:

    Flame ShieldFlame Shield
    lets you move unhindered through enemies. Enemies you move through while Flame Shield is active are Immobilized for X seconds.

  • Now:

    Flame ShieldFlame Shield
    grants you unhindered for its duration. Enemies you move through while Flame Shield is active are Immobilized for X seconds.

  • Ice Spike damage increased from 60%-80% to 80%-100%.
  • Now has 15% extra damage to Ice Spikes instead of 15% extra Chill.

(Deep Freeze)

  • Ice Spike damage increased from 60%-80% to 100%-120%.

  • Now has 15% extra Chill with Ice Spikes instead of 15% extra Damage.

  • Previous:

    Ice ArmorIce Armor
    makes you unstoppable and grants you 30% armor for 3.5-5 seconds.

  • Now:

    Ice ArmorIce Armor
    makes you unstoppable and grants you 25% Damage Reduction for 3.5-5 seconds.

Paragon

Burning Instinct

  • Burning Instinct Critical Strike bonus reduced from 1% per 25 Intelligence to 1% per 50 Intelligence and now caps at 40%|x|.
  • Critical Strike Bonus changed from 1% per 25 Intelligence to 1% per 20 Intelligence and now caps at 80%[x].

Ceaseless Conduit

  • Crackling Energy damage reduced from 3% per 20 Intelligence to 1% per 25 Intelligence and now caps at 60%[x].
  • Changed from 3% per 20 Intelligence to 2% per 20 Intelligence. Crackling Energy damage now caps at 120%[x].

Elemental Summoner

  • Now caps at its damage bonus at 30 60%[x].
  • Scaling from damage with Cold/Fire/Lightning increased from 5% to 10%.

Icefall

  • Damage with Frost Skills increased from 15%[x] to 18%[x].

Unleash Glyph

  • Increased the damage bonus from 7% to 8%.
  • Increased the Mana Regeneration from 7% to 25%.

Frigid Fate

  • Now caps its damage bonus at 60%[x].
  • Scaling from damage with Cold increased from 10% to 20%.

Searing Heat

  • Now caps its damage bonus at 60%[x].
  • Scaling from damage with Fire increased from 10% to 20%.

Endgame Bosses

  • The summoning Urn now respawns after the boss is defeated, allowing players to more quickly reset and defeat the bosses repeatedly.
  • Beast in the Ice
    • The Beast in the Ice boss fight now functions as a standard dungeon— you no longer must craft a sigil to enter the fight.
    • After defeating the Beast in the Ice, any players on the Eternal Realm can use leftover crafted Sigils to immediately resummon it again without paying the summoning material cost.
    • The boss fight is now much closer to the entrance —you’ll no longer need to progress through the Dungeon to fight the boss.
    • We’ve removed Sigil Dust as a material cost to summon the Beast in the Ice.
  • Summoning Varshan now only requires Malignant Hearts. Trembling Hands, Blackened Femurs, and Gurgling heads have been removed from the game. Eternal Characters that have the other body parts can convert them to hearts at the Alchemist.
  • Boss Ladder bosses no longer drop Rare items. They now drop additional Gold instead of Rare items.
  • Tormented Bosses
Developer’s Note: The goal of these changes is to broaden the chances of acquiring Mythic Unique Items. Now, players can engage with whatever Tormented Boss they have the materials for in their quest to find a Mythic Unique.
  • Tormented Bosses now drop 5 times as many Boss Materials.
  • Rebalanced Tormented Boss loot to have parity with each other.
  • All Tormented Bosses have 5 chances to drop a mythic at 1.5% chance each. In total, a 7.5% chance to drop a Mythic Unique. The resulting effect of this change is that the bosses have a chance to drop multiple Mythic Uniques instead of just 1.
  • The cost to summon a Tormented boss had been reduced from 2 Stygian Stones to 1.

Helltide

  • The way baneful hearts are earned has been adjusted.
    • Chance to get one from a Tortured gift starts at 15% and increases each time you fail to get one. Once you are rewarded with a baneful heart, the chance resets to 15%.
    • Hellborne and the Helltide Assassin start with a 1% chance to drop a heart and increase each time you fail to get one. It resets to 1%.
    • Helltide Commanders always drop a heart.
    • A World Boss spawned in an active Helltide Zone will drop 3 Hearts.
    • Local Event chests have a small chance to grant hearts when achieving Mastery.
  • Threat gain now consistently scales with the health of slain monsters.
  • Helltide Whispers
    • They only spawn in one subzone.
    • These Whispers will always add up to equal 10 Grim Favors'.
    • Icons have been updated to be consistent with other Whispers.
    • Cull Demons now includes Fallen.
    • Cull Fallen replaced with Cull Cultists.
  • Profane Mindcages return in Season of the Infernal Hordes!
    • They always drop from Hellborne.
    • Can be stacked up to 3 times.
    • Only available in the Seasonal Realm.
  • In World Tiers I & II, the Blood Maiden now requires only two Baneful Hearts to summon.
  • Tortured Gift chests in World Tiers I & II now require 75 Cinders instead of 100 to open.

Loot Rewards

  • awards for defeating Tormented bosses can now be earned separately on both Hardcore and non-Hardcore modes.

  • Resplendent Sparks and Scattered Prisms will no longer be automatically picked up. Additionally, these items can now be found in the lost items Stash if forgotten on the ground.
  • Unique and Mythic Unique items can now be acquired from Whisper Caches, Purveyors of Curiosity, and Tortured Gifts in Helltide.
  • The chance to find Mythic Unique items through all non-boss means has been increased.
  • Treasure Goblin drop quality has been improved.
    • Can drop 1-3 Legendary items and 2-6 Rare items.
Developer’s Note: The higher the number of Legendary Drops, the lower the number of Rare Drops. The opposite is also true. (Ex: If 2 Legendary items drop, then 4 Rare items will drop alongside.
  • Additionally Common Ore, Herbs, Leather, and Gem Fragments will always drop.
  • Treasure Goblins can also drop Forgotten Souls in World Tiers III & IV.
  • Treasure Goblins now have a 10/20/30% chance to drop 1-2 Scattered Prisms in World Tiers I & II/World Tier III/World Tier IV.
  • Treasure Goblins drop 1-2 Elixirs.
  • Gold drop increased (Ex: Level 1 in World Tier I: 40k Gold. Level 100 in World Tier IV: 150k Gold).

Miscellaneous

  • For this Season, Helltide Chests no longer contain Obols.
Developer’s Note: Obols received from Helltide Chests were part of the Season 4: Loot Reborn Blessings only.
  • This season's Nightmare Dungeon rotation remains the same as the previous season.
  • World Bosses are now more resilient to damage.
  • Experience rewards for side quests, including Priority Quests (Ex: Gem Crafting Quest) and Class Quests, have been increased.
  • Skills that grant Immunity, e.g.

    Flame ShieldFlame Shield
    and Blood Mist, now only go on cooldown once the Immunity effect ends.

  • We have made some updates to Crowd Control sources.
    • Hard Crowd Control from monsters now lasts 1.5 seconds on average, down from 2.5 seconds on average.
    • The maximum duration of monster hard Crowd Control is now 2 seconds.
    • Reworked some monster attacks that apply short hard Crowd Control effects frequently, so they no-longer chain these effects on players.
    • Additionally, Potions can now be used while Crowd Controlled.
  • Certain tutorial quests, such as the quest for crafting a Gem, are now tracked account-wide for completion status.
  • Various Dungeons have had tweaks to their layouts to further streamline them.
  • More Weapon Types are now available to more Classes.
    • Druids can now use Polearms, 1-handed Swords, and Daggers.
    • Necromancers can now use Maces and Axes. This includes Butcher's Cleaver being usable for Necromancers.
    • Sorcerers can now use 1-Handed Swords and 1-Handed Maces. This includes Azurewrath and

      being usable for Sorcerers.

  • Inherent Affixes on multiple Weapon Types have been changed.
    • Axes inherent Affix changed from Damage to Healthy Enemies to Damage Over Time.
    • Wands inherent Affix changed from Lucky Hit Chance to Vulnerable Damage.
    • Scythes inherent Affix changed from Life on Kill to Summoning Damage.
    • Staffs inherent Affix changed from Damage to Crowd Controlled Enemies to Damage Over Time.
    • Bows inherent Affix changed from Damage to Distant Enemies to Critical Strike Damage.
    • Polearms inherent Affix changed from Damage to Injured Enemies to Vulnerable Damage.
    • Focus and Totem inherent Affix changed from Cooldown Reduction to Lucky Hit Chance.
  • Enchanting no longer requires Angelbreath. Instead, it requires the legendary crafting material for the item slot.
    • Jewelry: Abstruse Sigils
    • Weapons: Baleful Fragments
    • Armor: Coiling Wards
  • We increased the character level requirements for unlocking Smoldering Ashes in the Battle Pass.
Developer’s Note: This change was necessary due to increased XP gain rates that were allowing players to reach the character level requirement for Smoldering Ashes before they reached the corresponding Tier in the Battle Pass. We want to avoid instances that allow players to purchase Tier Skips to gain the benefits from of the Smoldering Ashes ahead of players who aren’t purchasing them. We will continue to iterate on this system in future seasons.
  • We’ve increased the max level difference you can earn base monster experience from. The maximums have been updated:
Developer’s Note: We wanted to properly reward players for pushing to a higher monster difficulty, especially since Profane Mindcages can now stack. With this change, max stacked Profane Mindcages should have an impact on experience gained.
  • World Tier I and II: 3 to 30
  • World Tier III: 6 to 30
  • World Tier IV: 10 to 30
  • Example of previous system at World Tier IV: A Level 60 player killing a Level 80 monster will reward experience equivalent of having killed a Level 70 monster.
  • Example of current system at World Tier IV: A Level 60 player killing a Level 80 monster will receive experience appropriate for a Level 80 monster.
  • Boss Health has been reduced across the game.
    • Before:
      • WTI: 0%
      • WTII: 4000%
      • WTIII: 6500%
      • WTIV: 30000%
    • After:
      • WTI: 0%
      • WTII: 2000%
      • WTIII: 4000%
      • WTIV: 6000%
  • Pit Boss damage has been reduced by 66% across the board.
  • Shadow Pit Boss Affix attacks now apply a stacking damage debuff which stacks up to 3 times.
  • At the third and final stack, Pit Boss damage is the same as Loot Reborn.
  • The Bandit Sharpshooter boss has been replaced with Mother's Judgement.
Developer’s Note: We've made this change to reduce the amount of one-shots that happen when fighting bosses in the Pit. Players should have more room to get hit by boss attacks up to a certain point.

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