Diablo 4 Patch 1.5 - Key Highlights & Changes
Diablo 4 Patch 1.5 Highlights
The latest update for Diablo 4, Patch 1.5, introduces an extensive range of modifications and enhancements.
Here are the key highlights:
- Audio Cues :
-
New audio signals mark the start and finish of each wave.
-
Wave Adjustments :
-
The number of waves has been optimized:
- Tiers 1-3 : 6 waves
- Tiers 4-5 : 7 waves
- Other tiers remain unchanged.
-
Wave Timing :
-
The timer for each wave is now set to 60 seconds.
-
Monster Encounters :
-
Overall monster numbers have been increased.
-
Boss Health :
-
Health pools for the council and various bosses have been reduced.
-
Infernal Compasses :
-
Availability has been improved:
- Tiers 4-5 compasses can now drop from high-tier nightmare dungeons.
- Tiers 4-8 compasses will drop naturally in high-tier pit runs.
- Rare drops in helltide events and whisper caches after completing the respective nightmare dungeons or pits (e.g., tiers 4 and 5 compasses drop post tier 75 and 100 nightmare dungeons).
-
Crafting and Salvaging :
- Infernal compasses can be crafted at the occultist using forgotten souls and sigil powder.
-
Compasses can also be salvaged for additional sigil powder.
-
Increased Drop Rates :
- The drop rate of compasses during activities has been enhanced.
Prepare yourself for an enriched gameplay experience with these exciting changes!- Rewards from chests have seen a significant boost, while the costs associated with all chests have been lowered.
-
The likelihood of obtaining abyssal scrolls has been enhanced.
-
New potential drops include common herbs and angelbreath, though the drop rate for shattered prisms has been decreased.
-
Defeating the council now guarantees a drop of aether, with the amount scaling according to tier.
-
Aether drops have been increased from shocktroopers, aether masses, hellseekers, and soul spires.
-
Pets are now capable of collecting aether from the ground.
-
The exploit weakness ability has been adjusted; it no longer executes enemies at any health level.
-
The previous mechanics for lucky hit involved a 45% chance to increase damage by 1% for 25 seconds against vulnerable enemies, stacking up to 50, with a reset that executed surrounding non-boss enemies.
-
The updated lucky hit mechanic offers a 60% chance to increase damage by 1% for 25 seconds against vulnerable targets, stacking up to 25. At 25 stacks, the bonus lasts for an additional 6 seconds before expiring.
-
The item formerly known as Björnfang's tusks has undergone a rework and has received a new name, with part of its power now integrated into cataclysm.
-
The drop rate for legendary items in helltide has been improved for monsters exceeding level 100.
-
Several other enhancements and updates have been implemented in helltide; further details are available below.- The adjustment has been made so that all party members now receive the full amount of masterworking materials when a pit is opened, eliminating the previous penalty for others.
-
Resolved a bug where the double swing ability failed to deliver additional strikes on the fifth cast when utilizing twin strikes.
-
Addressed an issue where the expose vulnerability passive was activating from basic skills while using the unique item, shard of verathiel.
-
Fixed a problem with the crown of lucion, which was not granting stacks while channeling the whirlwind ability.
-
Corrected an error that allowed poison creeper's damage to scale excessively when targeting multiple foes.
-
Amended the aspect of bursting bones to ensure it scales correctly with the path of trag'oul effect.
-
Rectified an issue with certain stun grenade effects that were malfunctioning.
-
Fixed a problem where advanced flurry and momentum were losing stacks upon triggering lucky hits or other on-hit effects.
-
Addressed the tempering affix that should provide bonus life while dark shroud is active, which was not functioning correctly.
-
Fixed the tempering affix that grants bonus damage per active dark shroud, which was offering more damage than intended.
-
Corrected the tempering affix that provides bonus and maximum resistance after using a health potion, ensuring it now properly increases maximum resistance.
-
Resolved an issue where enhanced caltrops was not increasing damage as anticipated.
-
Fixed a bug with the vengeful aspect, which incorrectly had a 10% lucky hit chance instead of the intended 25%.
-
Addressed the issue with the fundamental blade shift, ensuring it now dazes targets after applying three stacks.
-
Fixed a problem where advanced flurry was not receiving damage boosts from its stacks when imbued.- Resolved a problem where the damage boost from Malice was incorrectly additive rather than multiplicative.
-
Addressed the issue of lost bonus movement from Enhanced Dark Shroud upon equipment changes.
-
Fixed the malfunction of Enhanced Lightning Spear, ensuring it operates as intended.
-
Corrected Enhanced Lightning Spear's critical strike chance, which was higher than designed.
-
Amended the Axial Conduit's explosion to benefit from enhanced Chain Lightning.
-
Increased the damage output of the Axial Conduit's explosion, which was previously too low.
-
Ensured that bonus Chain Lightning projectiles now interact properly with the Axial Conduit.
-
Fixed the issue preventing the Aspect of Elemental Acuity from being applied to amulets.
-
Corrected the functionality of the Flame Shield enchantment.
-
Resolved the Flame Shield enchantment's cooldown issue when granted for free by the Aspect of the Firebird.
-
Addressed the problem where Azurewrath failed to freeze enemies or deliver cold damage for Druids or Sorcerers.
-
Fixed a bug causing several new unique items to become account-bound upon pickup.
-
Resolved the issue where Tortured Gifts in World Tiers I and II did not consistently drop items.
-
Fixed a problem where certain tempering recipes could be lost during seasonal migration.
-
Corrected the cooldown triggering of immunity skills when automatically cast from sources like Yen's Blessing.
-
Resolved the health decrement issue for bosses in the Pit upon each respawn.- Resolved a bug that allowed non-boss creatures in the pit to receive the damage reduction typically reserved for bosses.
-
Addressed an issue preventing the Mother's Judgement boss from dropping loot.
-
Fixed a problem that caused Varshan to not spawn as intended.
-
The Alchemist Control Rogue Temper Manual won’t be included in patch 1.5.0 but is set to return with patch 1.5.1.
Tempering Recipes:
- Worldly Finesse (Offensive)
- Increases critical strike damage by +x%
- Enhances vulnerable damage by +x%
- Boosts overpower damage by +x%
- Raises ultimate damage by +x%
Legendary Aspects:
- Aspect of Forward Momentum (Mobility)
- Knocking back an enemy grants a movement speed increase of 25-40% for 3 seconds.
Tempering Recipes:
- Slayer's Finesse (Offensive)
- Increases vulnerable damage by +x%
- Provides bonus damage against injured foes by +x%
- Enhances bleeding damage by +x%
Unique Items:
- Mjölnic Ryng (Unique Ring)
- While Cataclysm is active, gain unlimited spirit and deal 40-100% [x] increased damage.
Legendary Aspects:
- Aspect of the Rushing Wilds (Mobility)
- Casting a companion skill boosts movement speed by 5-15% for 5 seconds, stacking up to 15-45%.
Tempering Recipes:
- Ultimate Efficiency (Resource)
- Reduces Cataclysm cooldown by +x%
- Reduces Lacerate cooldown by +x%
- Reduces Petrify cooldown by +x%
- Reduces Grizzly Rage cooldown by +x%
Unique Items:
- Path of Trag'oul (Unique Boots) - Bone Prison Update
- Enlarged area of effect, now launching 20-35 bone splinters at foes trapped inside.
-
Each hit replenishes your maximum essence by 2 for 8 seconds.
-
Legendary Aspects
-
Aspect of the Unholy Tether
- Activating Golem’s skill establishes a 6-second bond, enhancing movement speed by 25-40% for both you and the Golem.
-
Inexorable Reaper's Aspect
- Now, Sever propels you forward to attack, functioning as a mobility skill without essence cost, though it has a cooldown of 22-7 seconds.
-
Aspect of Creeping Mist
- Provides a 20-35% reduction in evade cooldown.
- Enables evasion during Blood Mist, allowing double the distance traveled. Evade cooldown resets upon entering or exiting Blood Mist.
-
Imprisoned Spirit's Aspect
- When Bone Spirit detonates within a Bone Prison, it triggers an additional explosion, inflicting 40-70% of its standard damage.
- Bone Spirit now targets enemies specifically within Bone Prison.
-
Tempering Recipes
-
Necromancer Wall
- Enhances skill ranks for Necrotic Carapace and Drain Vitality.
- Offers minion damage reduction.
- Grants a chance for minion attacks to fortify you for 3% of your maximum life.
-
Unique Item
-
Shroud of Khanduras
- Dark Shroud gives 3 seconds of immunity but increases your evade cooldown by 9-3 seconds.
- Evading while under Dark Shroud activates an explosion that deals shadow damage and pulls in surrounding enemies.
-
Legendary Aspects
-
Aspect of Nebulous Brews
-
Focused on enhancing mobility.* Healing potions now enhance movement speed by 35-50% for 3 seconds.
After covering approximately 20 meters, you will spawn a new healing potion.
-
Focused on enhancing mobility.* Healing potions now enhance movement speed by 35-50% for 3 seconds.
-
Galvanized Slasher – Resource Enhancement
- Lucky hits with mobility skills grant a 15-30% chance to fully replenish your energy.
-
Your maximum energy capacity has been raised from 10-25% to 15-30%.
-
Of Iron Rain – Offensive Upgrade
- The smoke grenade now has a 35-50% chance to trigger an arrow storm upon explosion, dealing physical damage over 3 seconds.
-
Arrow storms will consistently apply the vulnerable status effect.
-
Breakneck Bandit – Offensive Boost
- Flurry now inflicts 25-40% more damage.
-
Each hit has a 20% chance to stun enemies for 3 seconds.
-
Mired Sharpshooter – Utility Improvement
- Caltrops has been transformed into a marksman skill, periodically launching 5-20 piercing daggers that deal shadow damage and apply vulnerable status for 3 seconds.
Tempering Recipes
- Subterfuge Expertise
- Enhances smoke grenade damage.
- Expands smoke grenade size.
- Boosts damage for each dark shroud shadow.
-
Increases damage on the next attack after entering stealth.
-
Rogue Persistence
- Raises maximum life percentage gain while dark shroud is active.
- Enhances maximum and overall resistance percentage for 5 seconds from health potions.
- Boosts skill ranks for Second Wind.
- Increases skill ranks for Aftermath.
Unique Items
Axial Conduit
* – Unique Pants * Chain Lightning now alternates between circling around you and targeting up to three enemies.
When it returns, it will consume 6 mana for each active Chain Lightning instance.
After draining a total of 66 mana, the bolt detonates, dealing lightning damage in the range of (150%-600%).
- If your mana is insufficient for the draining process, Chain Lightning will cease to function.
** Legendary Aspects **
Aspect of Tenuous Agility
Grants a movement speed increase of 5-15%.
This bonus doubles if you haven't activated a defensive skill in the last 8 seconds.
Aspect of the Firebird
Provides the Flame Shield enchantment at no cost.
Upon activation of the Flame Shield, meteorites will strike around you, inflicting (50%-70%) fire damage.
Lightning Rod Aspect
Chain Lightning has a 25% chance to inflict increased damage of 50-80%.
This chance is doubled when targeting bosses or crowd-controlled enemies, favoring them as targets.
Aspect of Elemental Acuity
Casting a skill of Pyromancy, Shock, or Frost boosts your mana regeneration by 10-20% for 5 seconds, applicable once per element.
At maximum stacks, the bonus escalates to 60-120% for 10 seconds, with all stacks expiring at the end of this duration.
Aspect of the Orange Herald
Lucky Hit: There is a 5-10% chance to reduce the cooldown of your ultimate skill by 2 seconds when damaging an enemy with a skill.
This effect can occur only once per skill cast.
** Tempering Recipes **
Discharge - Weapon
* Increases the chance to cast an additional Charged Bolt by +x% (moved from Shock Augments). - Teleport size has been increased by +x% (previously part of shock augments).
- Arc Lash now features a +x% chance to perform a double swipe.
Conjuration - Weapon Enhancements:
-
On casting, gain +1-2 additional hydra heads.
-
There’s a +x% chance to summon an extra ice blade when casting.
-
Lightning spear casting comes with a +x% chance for an additional spear.
Conjuration Fortune - Utility Improvements:
-
Lucky hit chance for hydra increased by +x%.
-
Ice blade lucky hit chance also boosted by +x%.
-
Lightning spear lucky hit chance receives a +x% enhancement.
Elemental Control - Utility Modifications:
-
Skill ranks for convulsions are increased by +x.
-
Snap freeze skill ranks have been enhanced by +x.
-
Crippling flames skill ranks are now +x higher.
Updates to Existing Tempering Recipes:
-
Conductive skill ranks have been added to sorcerer motion with +x.
-
Frost cage now includes +x duration for ice armor.
All unique items have undergone updates to align with our current design philosophy. A visual showcase of each item's changes can be found at the end of the patch notes.
- Several tempering affixes have been transitioned from existing recipes to new utility category recipes. Developer's note: We aim to broaden the variety of affixes in the utility category for enhanced depth.
Barbarian Innovations:
-
Earthquake duration has been moved from wasteland augments.
-
Kick vulnerable duration has transitioned from furious augments.
-
Frenzy duration has shifted from berserking augments.
Druid Magic Innovations:
-
Hurricane size has been adjusted from storm augments.
-
Lightning storm duration has been modified from storm augments.- Duration of petrify effects has been updated through earth augments.
-
The active area of cyclone armor has been enhanced via nature magic wall.
-
Innovations for the rogue class have been introduced.
-
The invigorating strike now has an extended duration due to basic augments.
-
Twisting blades have a reduced return time thanks to core augments.
-
Flurry size has seen an increase from core augments.
-
Heartseeker duration has been adjusted through basic augments.
-
Items featuring greater affixes will now receive an extra tempering durability charge for each greater affix present.
-
The natural finesse tempering affix’s damage to close enemies has been lowered from 65%/75%/85% to 35%/45%/55%.
-
The summoning urn will respawn once the boss is defeated, enabling faster resets for repeated boss encounters.
-
Updates have been made to the Beast in the Ice encounter.
-
The Beast in the Ice boss fight is now categorized as a standard dungeon, eliminating the need for crafting a sigil for entry.
-
Post-defeat, players in the eternal realm can use any leftover crafted sigils to resummon the beast without incurring summoning material costs.
-
The boss encounter has been repositioned closer to the entrance, removing the need to traverse the dungeon to engage.
-
Sigil dust has been removed as a material requirement for summoning the Beast in the Ice. - The summoning of Varshan now exclusively requires malignant hearts.
Other body parts such as trembling hands, blackened femurs, and gurgling heads have been eliminated from gameplay.
Eternal characters possessing these parts can convert them into hearts at the alchemist.
-
Boss ladder encounters will no longer yield rare item drops.
Instead, players will receive extra gold in lieu of these rare items.
-
Developer’s Note on Tormented Bosses:
The recent adjustments aim to enhance opportunities for players to acquire mythic unique items.
Players can now challenge any tormented boss they have materials for to seek out these mythic uniques.
-
Tormented bosses have increased their drop rate, now yielding five times more boss materials.
-
Loot from tormented bosses has been restructured to ensure consistency across all bosses.
-
Each tormented boss now provides five opportunities to obtain a mythic unique, with a 1.5% chance for each attempt.
This results in a cumulative 7.5% chance for a mythic unique drop, allowing for the possibility of multiple mythic uniques from a single boss.
-
The cost for summoning a tormented boss has been halved, reduced from two stygian stones to one.
-
The method for earning baneful hearts has undergone modifications.
-
The initial chance of receiving a baneful heart from a tortured gift is now set at 15%,
which will increase with each unsuccessful attempt.
Upon receiving a baneful heart, the chance will reset back to 15%.
-
Both hellborne and helltide assassins begin with a 1% chance to drop a heart,
with the chance escalating after each failed attempt, resetting to 1% once a heart is obtained.
-
Helltide commanders are guaranteed to drop a heart upon defeat.
Helltide Updates and Changes
-
In active Helltide zones, defeating a world boss will yield three hearts.
-
Local event chests now have a slight chance to reward hearts upon achieving mastery.
-
The threat gained from slain monsters now scales consistently with their health.
-
Helltide whispers are limited to a single subzone.
-
These whispers will always total to ten grim favors.
-
Icons for whispers have been updated for uniformity.
-
The "Cull Demons" objective now includes fallen enemies.
-
The previous "Cull Fallen" task has been replaced with "Cull Cultists."
-
Profane Mindcages return with the Season of the Infernal Hordes, dropping exclusively from Hellborne enemies.
-
Players can stack Mindcages up to three times, available only in the seasonal realm.
-
In World Tiers I and II, summoning the Blood Maiden now requires just two baneful hearts.
-
Tortured gift chests in these tiers now cost 75 cinders to unlock instead of 100.
-
Players can earn resplendent spark awards for defeating tormented bosses separately in both hardcore and non-hardcore modes.
-
Resplendent sparks and scattered prisms will no longer be automatically collected; however, they can now be retrieved from the lost items stash if left behind.
-
Unique and mythic unique items can now be obtained from whisper caches, purveyors of curiosity, and tortured gifts within Helltide.
-
The likelihood of finding mythic unique items through non-boss activities has been increased.
-
The quality of drops from treasure goblins has seen an improvement. - Legendary and Rare Item Drops
- Players can receive between 1 to 3 legendary items.
- Each drop may yield 2 to 6 rare items.
- Note: A higher number of legendary items results in fewer rare items, and vice versa.
-
For example, if you get 2 legendary items, expect around 4 rare items.
-
Additional Resource Drops
-
Common resources such as ore, herbs, leather, and gem fragments will consistently drop.
-
Treasure Goblins
- In world tiers III and IV, treasure goblins will drop forgotten souls.
-
They have varying chances to drop 1-2 scattered prisms:
- 10% in world tier I & II
- 20% in world tier III
- 30% in world tier IV
-
Treasure goblins also drop 1-2 elixirs.
-
Increased Gold Drops
- The amount of gold dropped has been enhanced.
-
Example: Level 1 in world tier I yields 40,000 gold, while level 100 in world tier IV offers 150,000 gold.
-
Floating Combat Text Updates
- Improvements have been made for better consistency and readability.
-
New settings allow players to customize the type of floating text they wish to display.
-
Stats Window Enhancements
- A highlight indicates when the armor cap has been reached.
-
Sections in the stats window can now be expanded or collapsed as needed.
-
Mythic Unique Items
-
New visual effects have been introduced for mythic unique items, making them more distinguishable in the inventory.
-
Legendary Aspects Management
-
Players can now favorite and filter legendary aspects while using the occultist.
-
Skill Tree Adjustments
-
Shift-clicking a skill adds 5 points (or the maximum possible) to it in the skill tree.- Notifications for unlocking and upgrading aspects have been enhanced for better visibility.
-
A new option allows players to view health and resource bars directly above their character.
-
Map pins dropped by teammates now indicate a recommended route that aligns with player-placed markers.
-
For the current season, Helltide chests will no longer include obols.
-
The rotation for this season's nightmare dungeons remains unchanged from the last.
-
World bosses have received adjustments, making them tougher against damage.
-
Experience gains from side quests, including priority quests like gem crafting and class-specific quests, have been boosted.
-
Skills providing immunity, such as flame shield and blood mist, will only enter cooldown after the immunity ends.
-
Updates have been made concerning sources of crowd control.
-
The average duration of hard crowd control inflicted by monsters is now reduced to 1.5 seconds, down from 2.5 seconds.
-
The upper limit for monster hard crowd control has been set to 2 seconds.
-
Certain monster attacks that frequently apply short hard crowd control effects have been reworked to prevent chaining these effects on players.
-
Players can now consume potions while unde
- Art
- Causes
- Crafts
- Dance
- Drinks
- Film
- Fitness
- Food
- Giochi
- Gardening
- Health
- Home
- Literature
- Music
- Networking
- Altre informazioni
- Party
- Religion
- Shopping
- Sports
- Theater
- Wellness