Developer\u2019s Note: <\/strong>Enchant being determined by sell value encouraged players to re-roll a Rare item before upgrading it at the Blacksmith or imprinting an aspect on it. The overall formula for Enchant cost has been adjusted so item adjustments need not be done in a specific order to be the most cost-effective. Additionally, this change reduces overall costs incurred when re-rolling an item.<\/em><\/span><\/p><\/blockquote>\n
Gems will no longer drop from regular sources, and can instead be crafted at a Jeweler.<\/span><\/p>\n
\n- Previous Gem sources now drop Gem Fragments, which are stored in the Materials tab.<\/span><\/li>\n
- Crafted Gems can be Salvaged back into Gem Fragments at a Jeweler.<\/span><\/li>\n
- The equivalent number of Gem Fragments will drop less frequently than Gems did from regular sources, but more frequently from Whisper Caches.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>By moving Gem acquisition to an active player action, they will no longer passively fill your inventory, reducing stress on overall space. We’re also weighing the equivalent drops more towards targeted rewards to reduce the potential frequency of checking the Materials tab during regular play.<\/em><\/span><\/p><\/blockquote>\n
\n- The overall drop rate of elixirs has been reduced.<\/span>\n
\n- The 0.5% chance of dropping from any monster has been reduced to 0.02%.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>We are trying to reduce stress on players‘ Consumable Inventory tab. Similar to our changes made for Gems, we hope players will be interacting with Elixirs they purposefully crafted.<\/em><\/span><\/p><\/blockquote>\n
\n- Whisper Caches will now always only reward items of the specified equipment slot instead of having a chance to include a random item of any equipment slot.<\/span><\/li>\n
- The drop chance of Scroll of Escape has been reduced from 0.1% to 0.025%.<\/span><\/li>\n
- Fiend Roses and Forgotten Souls are no longer required to upgrade non-Sacred or Ancestral items.<\/span><\/li>\n
- The item power ranges for Sacred and Ancestral items have been adjusted.<\/span>\n
\n- Sacred:<\/span>\n
\n- Previous Range: 625\u2013720<\/span><\/li>\n
- New Range: 625\u2013750<\/span><\/li>\n<\/ul>\n<\/li>\n
- Ancestral:<\/span>\n
\n- Previous Range: 725\u2013820<\/span><\/li>\n
- New Range: 780\u2013925<\/span><\/li>\n<\/ul>\n<\/li>\n
- Level Scaling examples. Note this is iPower range for items dropped from Monsters of the listed level:<\/span><\/li>\n
- Sacred:<\/span>\n
\n- Level 55: 625\u2013700<\/span><\/li>\n
- Level 56: 627\u2013702<\/span><\/li>\n
- Level 70: 655\u2013730<\/span><\/li>\n<\/ul>\n<\/li>\n
- Ancestral:<\/span>\n
\n- Level 75: 780\u2013855<\/span><\/li>\n
- Level 76: 782\u2013857<\/span><\/li>\n
- Level 100: 830\u2013925<\/span><\/li>\n<\/ul>\n<\/li>\n
- Post Level 100:<\/span>\n
\n- Level 101: 831\u2013925<\/span><\/li>\n
- Level 102: 832\u2013925<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n
- The acquisition rate of Forgotten souls from Salvaging has been adjusted.<\/span>\n
\n- Salvaging a Sacred item has a 5% chance to grant a Forgotten Soul.<\/span><\/li>\n
- Salvaging an Ancestral item has a 10% chance to grant a Forgotten Soul.<\/span><\/li>\n
- Two-handed Weapons can grant up to 2 Forgotten Souls from salvage, all other equipment types can grant 1.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>Forgotten souls became much easier to get in Season of the Malignant. Helltide was designed to be the primary source of Forgotten Souls, but being able to acquire them through other means disincentivized players from playing Helltide. We want to encourage players to participate in Helltide more, but do not want to completely shut down alternative sources of Forgotten Souls. So, we have broadened the types of items that can grant Forgotten Souls when salvaged but decreased the drop rate. Previously, only weapons could provide them when salvaged but it was a guarantee.<\/em><\/span><\/p><\/blockquote>\n
\n- The following loot adjustments have been implemented per World Tier.<\/span>\n
\n- World Tiers I and II: Unchanged.<\/span><\/li>\n
- World Tier III: Only Legendary, Unique, Uber Unique, and Sacred Rare items will drop. Players will instead receive additional crafting resources.<\/span><\/li>\n
- World Tier IV: Only Legendary, Unique, Uber Unique, and Ancestral Rares. Players will instead receive additional crafting resources.<\/span><\/li>\n
- Gold drop rates have also been increased in World Tiers III and IV to balance out these changes.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n
Dungeons<\/span><\/h3>\n\n- Teleporting to a Nightmare Dungeon now takes the player inside the Dungeon, instead of teleporting to its entrance.<\/span><\/li>\n
- Nightmare Sigils will now be rewarded upon completing a Nightmare Dungeon, instead of only after defeating the final boss.<\/span><\/li>\n
- Monsters in Season of Blood Nightmare Dungeons will spawn closer to the entrance. This is meant to help reduce the amount of walking needed before your first encounter in the Dungeon.<\/span><\/li>\n
- Nightmare Dungeon Affix Adjustments:<\/span>\n
\n- General<\/span>\n
\n- Direct Damage from Major Affixes can now be passively dodged (Ex: Blood Blister and Death Pulse).<\/span><\/li>\n<\/ul>\n<\/li>\n
- Backstabbers<\/span>\n
\n- Previous: Monsters deal X% more damage when attacking from behind.<\/span><\/li>\n
- New: Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by X%.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n
- Death Pulse<\/span>\n
\n- Death Pulse will no longer trigger on monsters that already have death explosions, examples:<\/span>\n
\n- Zombie Brute<\/span><\/li>\n
- Spider Host<\/span><\/li>\n
- Fly Host<\/span><\/li>\n
- Goatman (poisoned)<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n
- Death Pulses will no longer spawn on top of each other. A Death Pulse will only occur if there is open space around the monster.<\/span>\n
\n- Drifting Shade<\/span>\n
\n- Persistent duration reduced from 5 seconds to 3 seconds.<\/span><\/li>\n
- Respawn time increased by 2 seconds.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Lightning Storm<\/span>\n
\n- Avoiding shock damage in the bubble grants 35% bonus Movement Speed for 5 seconds.<\/span><\/li>\n
- Lightning Storm will only begin once players are in combat.<\/span><\/li>\n
- Lightning Storm will only begin if the player has a direct path to where the bubble would spawn.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Monster Critical Resist<\/span>\n
\n- Previous: Monsters take X% less damage from Critical Strikes.<\/span><\/li>\n
- New: Monster attacks reduce the damage of your Critical Strikes for 3 seconds by X%, stacking up to Y%.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Monster Overpower Resist<\/span>\n
\n- Previous: Monsters take X% less damage from Overpower attacks.<\/span><\/li>\n
- New: Monster attacks reduce the damage of your next Overpower attack by X%, stacking up to Y%.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Potion Breakers<\/span>\n
\n- Previous: Monster attacks from a distance have X% chance to disable your Healing Potion for 2 seconds.<\/span><\/li>\n
- New: Monster attacks from a distance increase the cooldown of your next Potion by X seconds, up to Y seconds.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Poisonous Evade<\/span>\n
\n- Previous: Using Evade leaves a pool of Poison behind that damages enemies.<\/span><\/li>\n
- New: Using Evade leaves a damaging pool of Poison under the first enemy you evade through or at your destination.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Resistance Breaker<\/span>\n
\n- Sacred: Monster attacks from a distance reduce All Resistances by -3% for 6 seconds, stacking up to -15%.<\/span><\/li>\n
- Ancestral: Monster attacks from a distance reduce All Resistances by -5% for 6 seconds, stacking up to -25%.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Thorns<\/span>\n
\n- Previous: Your Thorns are increased by X.<\/span><\/li>\n
- New: After attacking an enemy, your Thorns are increased by X for 3 seconds, up to Y at max stacks.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n
- Glyph Experience has increased across the board, with a significant increase at earlier tiers. Overall glyph experience across all tiers is up 19%.<\/span><\/li>\n
- Many Dungeons have received visual updates and layout improvements.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>We\u2019ve received feedback that some Dungeons lacked visual diversity and required quite a bit of backtracking to complete, making them feel cumbersome. We believe our adjustments to Dungeons in these areas will remedy player frustration but will continue to listen to community feedback and make additional changes as needed.<\/em><\/span><\/p><\/blockquote>\n
\n- Miscellaneous quality of life updates for various Dungeons.<\/span><\/li>\n<\/ul>\n
Endgame Activities<\/span><\/h3>\nLegion Events<\/b><\/span><\/p>\n
\n- The time between Legion Events has been reduced from 30 minutes to 25 minutes.<\/span><\/li>\n
- Every Legion Event will now have a Whisper objective associated with it.<\/span><\/li>\n
- Additional Life scaling for Legion Event monsters has been increased.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>We have received feedback that players don’t often fight monsters during Legion Events because of the monsters dying too quickly. We have increased the health of these monsters to compensate, adding a little bit of extra difficulty for Legion Events.<\/em><\/span><\/p><\/blockquote>\n
\n- The experience reward for completing a Legion Event has been increased by 75%.<\/span><\/li>\n<\/ul>\n
World Bosses<\/b><\/span><\/p>\n
\n- The time between World Boss spawns has been reduced from 6 hours to 3.5 hours.<\/span><\/li>\n
- World Boss health and damage has been increased.<\/span><\/li>\n
- The quality of rewards received for defeating a World Boss has been significantly increased.<\/span><\/li>\n
- The warning that indicates when a World Boss will spawn now broadcasts an hour in advance versus 30 minutes previously. Players are also notified 15 minutes before a World Boss spawns.<\/span><\/li>\n
- World Bosses now become immune 2 seconds after beginning their escape.<\/span><\/li>\n<\/ul>\n
General<\/b><\/span><\/p>\n
\n- Silent Chests can now spawn in areas where Helltide is active.<\/span><\/li>\n
- The tier for Nightmare Sigils rewarded from Whisper Caches will now always be within 5 Levels of the highest-level Nightmare Dungeon the player has completed.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>Sigil Levels will still respect the maximum and minimum levels determined by World Tier.<\/em><\/span><\/p><\/blockquote>\n
\n- Various Quality of Life updates for Whispers, such as moving the altars to bring collected resources to a more central location and reducing the number of monsters needed to be slain to complete certain objectives.<\/span><\/li>\n
- Whisper Caches will now reward significantly more Gold and increased Gem Fragments.<\/span><\/li>\n<\/ul>\n
Mounts<\/span><\/h3>\n\n- General<\/span>\n
\n- The overall responsiveness of Mounts has been improved.<\/span><\/li>\n
- Mounts are now less likely to get stuck or slow down unexpectedly.<\/span><\/li>\n
- Mounts automatically jumping over traversals will work more consistently.<\/span><\/li>\n
- The mouse cursor no longer needs to be at the edge of the screen for keyboard and mouse players to achieve full Mount speed.<\/span><\/li>\n
- Base Mount Movement Speed has been increased by 14%. Your Mount\u2019s top speed remains unchanged.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Spur<\/span>\n
\n- The speed boost from Spur has had its duration increased by 50%.<\/span><\/li>\n
- Using Spur now allows mounts to break through barricades.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Cooldowns<\/span>\n
\n- Manual Mount Cooldown has been reduced from 10 seconds to 5 seconds.<\/span><\/li>\n
- The cooldown appearing after you\u2019ve been forced to dismount from taking damage has been reduced from 30 seconds to 15 seconds.<\/span><\/li>\n
- The cooldown for the Mount Combat skill has been reduced from 10 to 3 seconds (Ex: Barbarian’s Bounding Slam).<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n
Town Adjustments<\/span><\/h3>\n\n- An Occultist has set up shop at The Tree of Whispers waypoint.<\/span><\/li>\n
- Additional stashes have been added to Capital cities near important Vendors.<\/span><\/li>\n
- Stashes have been added to all small towns with waypoints. The Purveyors of Curiosities have set up shop closer to the Waypoint in the following locations:<\/span>\n
\n- Kyovashad<\/span><\/li>\n
- Zarbinzet<\/span><\/li>\n
- Ked Bardu<\/span><\/li>\n
- Gea-Kul<\/span><\/li>\n<\/ul>\n<\/li>\n
- The following waypoints will now be automatically unlocked for characters that skip the Campaign:<\/span>\n