We are back with another Mini Update offered up from the planes of Hell themselves! Previously, you walked the Adventurer\u2019s Path, embarked on a Hero\u2019s Journey, and began your transformation into an Aspect of Justice with the Season Three Battle Pass.<\/span> (via)<\/a><\/p><\/blockquote>\n
Die Patchnotes zu dem Update:<\/h2>\n
Fractured Plane Limited Time-Event<\/span><\/h2>\n
<\/a>In a place like Sanctuary, even those with the utmost mental fortitude can find themselves lost to the unrelenting darkness spread by the Burning Hells. Broken. Shattered. Trapped in the deepest recesses of their mind\u2014entering the Fractured Plane<\/b> is the only way forward.<\/span><\/p>\n
\n<\/a>Echo of the Immortal<\/span><\/h2>\n
<\/a>Whispers of an impending clash between the guileful Shadows and the exemplary Immortal have flooded Westmarch. From back-alley conversations, to passing exchanges across Rakkis Plaza, the known might of the Immortal echoes throughout the city, but can the Shadows usurp power? From August 17 at 3:00 a.m.\u2013September 14 at 3:00 a.m. server time, Echo of the Immortal<\/b>\u2014a limited-time, repeatable game mode, will be available for players who are at least Level 40 to showcase their PvP prowess in a Challenge of the Immortal-style battle.<\/span><\/p>\n
\n<\/a>Into the Dark Wood Limited-Time Event<\/span><\/h2>\n
<\/a>There are few in Sanctuary capable enough to stand against the darkness and wager their life for the defenseless. But you, adventurer, have consigned your days to thinning out the ranks of the Burning Hells, ushering in safety where all hope was once lost. The downtrodden look up to you, and to continue serving them, you must travel into the unknown, Into the Dark Wood<\/b>.<\/span><\/p>\n
\n<\/a>Hungering Moon<\/span><\/h2>\n
<\/a>The moon’s insatiable hunger persists, and it demands more blood. . . perhaps even yours! Gaze upon the moon\u2014bask in its hallowed glow, heed its howl for sustenance, and lunar-laced blessings you shall be bestowed. Fulfilling the moon\u2019s demands will earn you\u202fMoonslivers, which can be traded for\u202fBlessings. After acquiring seven Blessings you will have curried enough goodwill with the moon to trade these in for a random reward. Offer enough blessings to the moon and it will even present you with its favor!<\/span><\/p>\n
\n<\/a>Spawn of Damnation Cosmetic Set<\/span><\/h2>\n
<\/a>Ancient tomes inscribed by the Horadric Order suggest armor can be forged from the flesh of demons. While assumed to be wholly protective and sturdy, there is uncertainty around the effect this might have on the wearer\u2019s mind. Will they too become another mindless Spawn of Damnation?<\/span><\/p>\n
\n<\/a>Bug Fixes<\/span><\/h2>\n
Looking for the newest round of hotfixes and bug fixes implemented for Diablo Immortal? Check here<\/a> for all-platform fixes and our known issues blog<\/a> for PC-specific fixes.<\/span><\/p>\n
Thank you for keeping Sanctuary safe!<\/span>
\n-The Diablo Immortal Team<\/u><\/span><\/p>\n
\n<\/a>Feature Updates<\/span><\/h2>\n
Multiplayer Requirement in High Hell Difficulties Improvement<\/span><\/h4>\n
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- You can now enter a Dungeon or Hidden Lair in Hell Two or higher difficulties with two, three, or four players. The Dungeon\u2019s intensity will remain tuned for four players.<\/span><\/li>\n
- Completing a Dungeon or Hidden Lair with four players will provide you with a bonus chest.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>We\u2019ve received feedback that players find the current four-player requirement to be too restrictive. While we want Dungeons to be inherently social experiences, we also want them to be accessible and challenging, hence lowering the requirement to a minimum of two players. In Immortal, we want to ensure that adding more players to a particular gameplay activity is always seen as a benefit to those involved. By setting the difficulty of these Dungeons to always be tuned for four players, having a friend join, regardless of their power level, supplements our design philosophy.<\/em><\/span><\/p><\/blockquote>\n
Warband Improvements<\/span><\/h4>\n
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- The Codex step of needing to start a Warband Camp has been changed to be\u2014join a Warband.<\/span><\/li>\n
- The Hero\u2019s Journey step to submit 10 Warband Chests has been removed.<\/span><\/li>\n<\/ul>\n
Developer\u2019s Note: <\/strong>As we plan for the future of Warbands, we want to ensure players who opt out of the feature don’t see them as a major obstacle to their progression. We want to have light steps that are easy to complete rather than difficult steps that can become roadblocks. In the future, we plan to create Warband content that provides fun and rewarding experiences as incentives for playing with a small group of friends.<\/em><\/span><\/p><\/blockquote>\n
Class Change Improvement<\/span><\/h4>\n
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- You can now essence transfer onto Reservist Gear after changing your class.<\/span><\/li>\n<\/ul>\n
Vault of the Immortal<\/span><\/h4>\n
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- The Raid the Vault event window has been shortened from two hours to one.<\/span><\/li>\n<\/ul>\n
Treasure Goblin Improvement<\/span><\/h4>\n
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- Treasure Goblins now have a chance to drop Legendary items. They will also provide more loot in general when defeated.<\/span><\/li>\n<\/ul>\n
Thirty-Six New Legendary Items<\/span><\/h4>\n
A new slate of menacing weapons and fortified armors have been added in today’s content update. Many of the Legendary powers are centered around crowd control effects. Each class has received six items, adding even more Legendary affixes to hunt down and shake up your builds with.<\/span><\/p>\n
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- Barbarian<\/b><\/span>\n
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- Armor Caste (Chest)<\/b>: Furious Charge creates shock waves when colliding with walls, dealing X damage to nearby enemies and Stunning them for Y seconds.<\/span><\/li>\n
- Grinning Effigy (Head)<\/b>: Taking damage during Undying Rage now triggers a counterattack for X damage to all nearby enemies. Cannot occur more often than once every Y seconds.<\/span><\/li>\n
- Haughty Behemoth (Pants)<\/b>: Leap now knocks enemies into the air when you land.<\/span><\/li>\n
- The Hewer (Main Hand)<\/b>: Grab now causes you to charge forward and grab the first enemy you hit. If you successfully grab an enemy, you will carry them for a short distance, damaging enemies you run though, before leaping into the air and slamming them into the ground, damaging and Slowing nearby enemies.<\/span><\/li>\n
- Steel Lamprey (Off-Hand)<\/b>: Chained Spear now marks enemies for X seconds and heals you for Y% of the damage it causes to marked enemies.<\/span><\/li>\n
- Wreckfall (Shoulders)<\/b>: Whirlwind also reduces all damage you take by X% while channeling.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Crusader<\/b><\/span>\n
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- Batterhythm (Off-Hand)<\/b>: Condemn damage increased by X% for every enemy hit, up to a maximum of Y% increased damage.<\/span><\/li>\n
- Flare-to-Mirror (Pants)<\/b>: Draw and Quarter is now electrified, damaging random nearby enemies and Stunning them if they are shocked three times.<\/span><\/li>\n
- Hard Censure (Chest)<\/b>: Condemn now calls down a thunderbolt from the heavens to a targeted location, dealing continuous damage.<\/span><\/li>\n
- Shining Aster (Shoulders)<\/b>: Increases all damage you deal during Conjuration of Light by X%.<\/span><\/li>\n
- Suspended Rule (Main Hand)<\/b>: Sweep Attack now throws the flail, forming a cyclone that picks up nearby enemies and carries them away.<\/span><\/li>\n
- Zerratus Husk (Head)<\/b>: Shield Charge now grants you a holy shield while charging that reflects projectiles back at enemies, dealing X damage.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Demon Hunter<\/b><\/span>\n
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- Clutching Nails (Pants)<\/b>: Knife Trap now confines nearby enemies when triggered and increases all damage you deal to them.<\/span><\/li>\n
- Decisive Report (Shoulders)<\/b>: Multishot now knocks enemies away. This cannot affect players more often than one time every six seconds.<\/span><\/li>\n
- Scatter Mask (Head)<\/b>: Activating Vengeance now immediately deals X damage to all nearby enemies and causes them to flee in Fear for Y seconds.<\/span><\/li>\n
- Spreading Shroud (Chest)<\/b>: Spreading Shroud (Chest): Smoke Screen now throws a smoke bomb at a targeted location, dealing continuous damage and greatly reducing vision for enemies that remain in the area.<\/span><\/li>\n
- The Thud (Off-Hand)<\/b>: Impale damage increased by X% to enemies with an active harmful effect.<\/span><\/li>\n
- War Generosity (Main Hand)<\/b>: Every X attacks with Explosive Arrow generates an explosion that knocks the enemy away. Players cannot be knocked away more often than 1 time every Y seconds.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Monk<\/b><\/span>\n
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- Assemble the Wicked Tonfa (Off-Hand)<\/b>: Exploding Palm now gathers nearby enemies into a cluster directly in front of you. Maximum one charge.<\/span><\/li>\n
- Fleeting Soul Tonfa (Main Hand)<\/b>: Mystic Allies now summons one spirit ally that rushes in a direction, dealing damage to all enemies it passes through and forcing all nearby enemies to attack it.<\/span><\/li>\n
- Fusing Crown (Head)<\/b>: Mystic Allies now protect you, taking X% of your incoming damage.<\/span><\/li>\n
- Pacific Pledge (Chest)<\/b>: Taking damage during Shield of Zen has a chance to trigger a counterattack dealing X damage to all nearby enemies.<\/span><\/li>\n
- Shimmerlinn (Shoulders)<\/b>: Wave of Light now releases a wave of energy that damages all enemies in its path and Burns them.<\/span><\/li>\n
- Tottering Tower (Pants)<\/b>: Flying Kick now Stuns enemies and can be charged to unleash a more powerful blow.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Necromancer<\/b><\/span>\n
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- Abnegation (Shoulders)<\/b>: Bone Spikes now also knocks enemies away.<\/span><\/li>\n
- Drifter\u2019s Fare (Off-Hand)<\/b>: Bone Spirits now unleashes a powerful skull that wanders randomly through nearby enemies, dealing damage as it passes through them. Maximum X charges.<\/span><\/li>\n
- Empty Pit (Pants)<\/b>: Dark Curse now summons a cursed eye that forces nearby monsters to attack it.<\/span><\/li>\n
- Ethereal Boundary (Chest)<\/b>: Activating Wraith Form removes all effects which cause loss of control or decrease Movement Speed.<\/span><\/li>\n
- Inseverable Two (Head)<\/b>: Your golem from Command Golem now takes X% of your incoming damage.<\/span><\/li>\n
- Thrash Jaw (Main Hand)<\/b>: Grim Scythe now hurls the scythe in a direction, striking enemies in its path with continuous damage and knocking them away. Grim Scythe can no longer have multiple charges.<\/span><\/li>\n<\/ul>\n<\/li>\n
- Wizard<\/b><\/span>\n
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- Extraction Harness (Shoulders)<\/b>: Teleport now also removes the last harmful effect applied to you.<\/span><\/li>\n
- Fragments Upon Fragments (Pants)<\/b>: Meteor now drops several meteorites in a direction, knocking enemies away and Stunning them.<\/span><\/li>\n
- Halestone (Off-Hand)<\/b>: Ice Armor now protects you with X charges of damage immunity that also Chills nearby enemies when they attack you.<\/span><\/li>\n
- Quiet Downpour (Chest)<\/b>: Lightning Nova now launches a giant nova, bursting into smaller novae when activated again or when it arrives at its final destination.<\/span><\/li>\n
- Shiversent Stare (Head)<\/b>: Ray of Frost now Freezes enemies for X seconds after taking damage from the ray six times.<\/span><\/li>\n
- Staggernick (Main Hand)<\/b>: Arcane Wind now knocks enemies up into the air with an updraft and Stuns them, but no longer charges up.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n
(via)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"