Blizzard Patch Diablo 3 1.0.4

Blizzard's already detailed how the upcoming 1.0.4 patch will be changing things like and, but it's also directly affecting classes. Here are the highlights for the classes Blizzard has detailed so far.

The Barbarian The barbarian hasn't quite worked as the designers intended, with Frenzy being the primary way people generate Fury. To combat this the Barbarian Bash ability is being buffed now, generating more Fury and doing greater damage. According to Senior Technical Game Designer Wyatt Cheng, 'The goal is to make Bash not only a very compelling option if you decide you want to focus on Fury generation, but also an appealing single-target alternative to Frenzy if you don't enjoy it's mechanic (like having to manage Frenzy stacks).' Also being buffed is the Cleave ability, which generates Fury. Cheng feels Cleave 'should be the clear winner when there is more than one target to hit' and you're generating Fury. The problem, though, lies in how little single-target damage it does.

Thus the team is currently trying to balance the single-target damage amounts to make Cleave as appealing an option as Bash or Frenzy. Not that Cleave will do as much, but that the goal is to make it do enough and have the ability to hit a second target that you want to use it. The barbarian is also getting several of their Fury spending abilities buffed; namely, Hammer of the Ancients, Seismic Slam and Rend. Players have been using Battle Range more than any of the aforementioned abilities, so they used Battle Rage and Frenzy as 'the starting point.' Says Cheng, 'We basically asked ourselves the question, 'How much damage would Hammer of the Ancients have to do in order to make Frenzy + Hammer of the Ancients as appealing as Frenzy + Battle Rage.' ' They then applied similar logic to Seismic Slam and Rend.

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If Cheng and his team make good changes, then they hope that Fury spenders will finally earn a place on more people's skill builds. To read even more specifics about the changes, t. The Wizard The goal of 1.0.4 in general is to promote build diversity, and to this end the team at Blizzard is implementing a number of tweaks to the wizard.

Blizzard has been promising for a while that Diablo III's patch 1.0.4 would be a Capital B D Big Deal for the game, and a blog post from developer Wyatt Chen. Blizzard have detailed their upcoming plan to eventually release details of how they will finally describe the as yet unrevealed changes being made to Diablo 3 in.

The team is buffing the various Runes that affect the wizard's Hydra ability, attempting to make them all as appealing as the predominant Venom Hydra option is. Cheng asks the obvious question in his blog post, though, 'Why are we taking one of the most powerful wizard runes and then bumping all of the variants to match it rather than simply nerfing Venom Hydra?'

The answer is that they want the spell to remain powerful, 'because there's still a lot of flexibility beyond making it your only source of DPS. If you can spare the skill slot, you'll almost certainly want to combine it with a Signature skill to cast while the Hydra is out.' The wizard is also having their Energy Twister ability nerfed, with this ability's proc coefficient dropping from 0.25 to 0.125. The Wicked Wind variant of Energy Twister is currently proccing too much, and when used in conjunction with Frost Nova and Diamond Skin is a bit too powerful. Don't be too sad, though, other wizard abilities and / or Runes are being boosted.

Cheng says that the team will be, 'revisiting all of the other Signature skill runes with much the same philosophy as Hydra.' The wizards Meteor and Arcane Torrent abilities are also both being buffed, since Cheng writes, 'neither of those feel strong enough to justify the Arcane Power expenditure.' For more on the changes coming to the wizard,. The Monk According to Cheng, 'The most important changes for the monk in 1.0.4 are aimed at improving damage-focused Spirit Spenders.

Diablo 1 Patch Windows 10

Blizzard Patch Diablo 3 1.0.4

We're happy with where Spirit Generators are right now, but unfortunately once you have Spirit, there aren't many very appealing ways to use it.' To combat the above issue, a number of changes to abilities are being implemented. For starters there's Exploding Palm, an ability whose visuals are being improved so you can tell who is bleeding and who is being damaged by it. The team is also 'increasing the duration of the Bleed to nine seconds as well as its damage per second, which should make it likely that monsters you've touched with Exploding Palm will go boom when they die.' Likewise Seven-Sided Strike is being buffed. Cheng writes that it currently operates more like a 'bad version of Serenity, and that damage just doesn't seem worth it.' Thus the team is increasing Seven-Sided Strike's damage to 'make it an attractive option for those who are looking for a skill that really packs a punch.'

Finally, there's Wave of Light, an ability that 'just needs to do way more damage.' Cheng feels the amount of Spirit you spend on it doesn't justify the damage, so they're buffing it from 215% weapon damage to 390%, with +45% damage as AoE. Passives are also being examined for the Monk, though nothing is being changed at the moment.

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Cheng notes: In terms of passives, it's pretty clear at this point that One With Everything is considered a mandatory passive for all monks. While 'mandatory' passives aren't great, making any major change would do more harm than good, particularly when a) incoming damage is so high and b) monks need the extra durability in order to survive. Additionally, as a result of this passive, monks are more heavily tied to their current gear, so making changes to One With Everything would have very noticeable negative repercussions to the gear monks have invested in. Cheng says that if they do someday make changes, they'll have to, 'ideally do it in a way that doesn't invalidate the passive, doesn't hurt monk survivability, and doesn't undermind the gear people are currently wearing.'

Monks will also be getting bonus Spirit generation from The Guardian's Path, up to 35% from the previous 25%. This is to make the use of two-handed weapons, granted in patch 1.0.3, more appealing. The Demon Hunter Cheng acknowledges that Hungering Arrow is currently, 'the best-performing Hatred Generator for demon hunters,' and that, 'it's an easy go-to skill to have on your bar.' This obviously overpowered skill doesn't promote build diversity, so Cheng and the team are, 'taking a loot at Hatred Generators and Spenders, as well as some of the demon hunter's more iconic abilities like Rain of Vengeance and Sentry, and will be upping the damage on all of them.' To combat the overwhelming favoritism of Hungering Arrow, Entangling Shot, Bola Shot, Evasive Fire and Grenades are all being worked on to make them more useful (though the team has yet to find a solution for Grenades, making ti so it won't, 'get as much love this patch). The other three abilities are all having their damage increased, though.

None of the abilities are intended to compete with Hungering Arrow for single target damage, but Cheng hopes that, 'the DPS loss won't be as great in order to gain the utility they offer.' As far as Hatred Spenders are concerned, they want to make sure all the abilities make you feel like you're getting a good return for your investment. Elemental Arrow is the most popular option currently, and the team is buffing the other Hatred Spenders so their DPS is closer to this ability. Cheng considers Rain of Vengeance a, 'trademark spell for the demon hunter,' and so the team is making a few changes to increase its usefulness. The damage is being increased, and it, 'is one of the skills being converted to a strict X% weapon damage over Y seconds format.' This translates the ability from 75% weapon damage for 5 seconds to 715% weapon damage over 5 seconds. The Anathema ability also uses a similar format and Dark Cloud, Beastly Bombs, Stampede, Sentry and Flying Strike are getting damage boosts.

To find out more about the changes coming to the witch hunter,. The Witch Doctor Exciting or scary news for witch doctor fans? Cheng writes that, 'witch doctors are receiving the most attention in patch 1.0.4.' While he notes that there are a number of small tweaks coming, the preview blog post only focused, 'on the bigger changes.' Like many people, I picked the witch doctor because I liked having a small army of minions to fight alongside me.

Cheng says that pet, 'survivability has been virtually non-existent in Nightmare, Hell and Inferno,' though. The team is buffing pets, but to get to where they did it required a bit of experimentation. At first they tried to have Zombie Dogs life scale with the witch doctor, but this didn't end up working out. Further experimentation resulted in the final version: Zombie Dogs now get a take on the wizard skill Force Armor, limiting the amount of damage they can take from a single hit. The limit is based on the Armor and Resistance values of the witch doctor, and, 'and rather than scaling with the total Life, the mitigation amount is calculated on the base health of the Zombie Dogs, allowing additional Life to actually scale exceptionally well.' Another part of the witch doctor design that Blizzard was unhappy with was the passive skill Vision quest. The team felt that witch doctors feel to, 'feast or famine,' and that this passive keeps you too focused on keeping spells on cooldown.

In 1.0.4 Vision Quest will still be centered on Mana regeneration, but now, 'it will increase Mana regeneration by 30% for 5 seconds after dealing damage with Firebomb, Corpse Spiders, Poison Dart, or Plague of Toads.' On top of this, witch doctors are having their innate Mana regeneration upped from 20 to 45 Mana per second. Neither the Zombie Bears or Splinters skills are being tampered with in 1.0.4. Instead, like several of the other classes, they're buffing other abilities to make them equally appealing. Several skills like Corpse Spiders, Firebomb and Plague of Toads will cast faster, and the team is also, 'doing a straight damage increase on many skills including (but not limited to) Acid Cloud, Firebats, Firebomb and Spirit Barrage.' With more changes yet to be revealed, including the changes coming to the Witch Doctor and Demon Hunter, it appears Blizzard is preparing the most significant patch to Diablo III to date.

Is it enough to bring you back into the fold, though?

Diablo III patch 1.0.4 is now live in the Americas. Check out the full patch notes below to learn about all the latest changes. Important: Please note that you will not be prompted to download patch 1.0.4 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.

1.0.4

Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.4 is live until those regions have also patched. Diablo III Patch 1.0.4 - v.1.0.4.11327 The latest client patch notes can be found. Visit our for a list of. The latest hotfixes can be found. Table of Contents. New System: Paragon Patch 1.0.4 introduces a new max-level progression system called Paragon. When a hero reaches level 60, experience earned will begin to count toward Paragon levels.

There are 100 Paragon levels in total, and each level will reward players with a permanent bonus to Gold Find and Magic Find as well as core stat increases (Strength, Dexterity, Intelligence, and Vitality). For every 10 Paragon levels, players will also earn a new hero portrait border which will display in the in-game party frame.

This border will not only become more impressive as you level up, it will also display your Paragon level in any place where your normal hero level is shown. To learn more about Paragon,! Legendary Item Improvements Significant changes have been made to Legendary items to make them more powerful, more memorable, and ultimately more fun to use.

Through the addition of spell procs, many Legendary items now have a chance to activate rare and unique abilities, such as summoning an angel to fight with you, conjuring an icy projectile, or igniting the very ground you walk on. Legendary items in 1.0.4 are also far and away more powerful, possessing higher damage and affix values than their predecessors. In addition, many Legendary items have had visual effects added to their original models, giving them a distinct and detailed flair. (Please note that these changes will only impact Legendary items that drop after the patch 1.0.4.) To learn more about improvements made to Legendary items,!

Game Difficulty A large number of changes have been made to the game's difficulty to support the intent of playing efficiently, rather than overcoming an obstacle. The difficulty gap between normal monsters and Rare and Champion packs has been reduced, and drops from normal monsters has been increased substantially to compensate.

The enrage timers and 'heal to full' mechanic of Rare and Champion packs have also been removed, and we've lowered repair costs of high end items by approximately 25%. Additionally, a wide and varied number of class buffs have been made to help promote build diversity. To learn more about these systems changes,!

To find out what's new for all five hero classes in 1.0.4, check out the, and previews.