All the Changes Coming to Diablo 4 With Patch 1.2.0 and Season 2

7 months 2 weeks ago

Blizzard has unveiled all the much-needed changes coming to Diablo 4 on October 17 with the release of Season 2, dubbed Season of Blood, and patch 1.2.0 in a developer update livestream.

The patch makes a long list of crucial quality-of-life updates, adds more endgame activities, and significantly increases experience gains to make the grind to level 100 much quicker. Elsewhere, patch 1.2.0 lets players specifically target uniques and the incredibly rare uber unique items, which have been a hot topic among players since Diablo 4 came out in June.

Check out the list below to find out all the changes coming to Diablo 4 with Patch 1.2.0 and Season 2.

Five new endgame bosses

  • Five endgame bosses have been added across Sanctuary to increase the variety of Endgame experiences offered, providing better opportunities to obtain specific, Unique and Uber Unique items.
    • The new Boss fights are unlocked based on succeeding in different tasks across Sanctuary, with different resources required for facing each Boss, and each new fight becoming available as you progress through World Tiers III and IV.
  • The reward pools for these Endgame bosses have been significantly improved:
    • Each boss drops specific Uniques, exclusive to each individual boss fight.
      • The Duriel boss fight has significantly increased the chance to drop Uber Uniques, making the process of accessing these coveted items more achievable.
    • Each individual boss also has a chance to drop unique cosmetics specific to each boss, making the access of specific cosmetics in-game more targeted.
  • Objectives have been removed from some Dungeons, only defeating the boss is needed to defeat the Nightmare Dungeon.

Endgame Activities

  • The time between Legion Events has been reduced from 30 to 25 minutes.
    • Legion Event warning timers increased from 5 to 10 minutes.
  • The World Boss fight is available more frequently to players on all World Tiers as the Spawn Times have been reduced from 6 hours to 3 hours and 30 minutes.
    • World Boss warning timers have increased from 30 to 60 minutes.
    • For increased visibility, a message is now broadcast to all players when the World Boss is 15 minutes away from spawning.
  • Gold and Experience rewards have been increased from the following activities:
    • Helltide Chests
    • Cashing in Grim Favors
    • Completing individual Whispers
  • To ensure enemies constantly give experience relative to the current player level, the Nightmare Sigils rewarded from Whisper Caches will now always be within 5 Levels of the highest-level Nightmare Dungeon the player has completed.
  • To improve readability, Helltide Chests now have specific icons to indicate their type.

Experience and Monster Levelling

  • Decreased the time spent to reach level 100, making the journey about 40% faster. The experience gained from killing monsters at level 50+ has been significantly increased and rises steadily as you level.
  • Prevent Monsters from being less powerful as character level increases by making Monsters in World Tier III and IV match the current player level at a minimum after Levels 55 and 75 respectively. This increases the overall experience of levelling, making it much smoother.
  • Incenses now grant a bonus to Experience and persist after death.
  • Increased the potency of Experience bonuses (Elixir, Season Blessings) by making them multiplicative with the World Tier bonus.

Nightmare Dungeons

  • Expedited the demon slaying process as Nightmare Sigils now teleports you directly into the Nightmare Dungeon.
  • Avoided some players not getting Nightmare Sigils from Dungeons that have no final boss, Nightmare Sigils are now rewarded upon completing a Nightmare Dungeon instead of final boss defeat.
  • Multiple Nightmare Dungeon Affixes have been updated.
    • Backstabbers
      • Close Monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by X%.
    • Monster Critical Resist
      • Monster attacks reduce the damage of your Critical strikes by 3 seconds by X%, stacking up to Y%.
    • Death Pulse
      • Prevent death pulses on monsters that have explosions on death.
      • Prevent death pulses from spawning repeatedly on top of each other, requires open area for the effect to occur.
    • Lightning Storm
      • Being ‘shocked’ while in the protection dome grants 35% bonus movement speed for 5 seconds.
      • Only starts when players are in combat.
      • Only starts if the protection dome caster has a direct path to the its targeted player.
    • Drifting Shade
      • Duration reduced from 5 seconds to 3 seconds.
      • Respawn time increased by 2 seconds.
  • Massively reduced backtracking by placing all Dungeon objectives on the critical path of a dungeon, making much harder to miss by taking a wrong turn.
  • Dungeon layouts are more procedurally generated and random.
  • Improved the overall readability of Traps by enhancing their overall visual effects and reducing their crowd control.
  • Endcaps have been added to ensure Dungeon layouts don’t feel too linear, and make the player feel as though they can make directional decisions while limiting backtracking.
  • Paragon Glyph experience has been increased.

Events

  • Made Events more worthwhile and enticing to players by increasing their monster density.
  • The stranded NPC’s should no longer be killed with one-hit in World Tiers III and IV.

Item Adjustments

  • Significantly freed up inventory space by making Gems a crafting material. Gem materials can now be taken to a Jeweler for crafting.
  • Prevented players from losing their progress on a Hardcore character from connectivity issues, Scrolls of Escape are now consumed if a Hardcore player disconnects while in combat, teleporting them to a safe location.
  • Reduced the chance of being locked into certain stats on a Legendary item by reducing their overall enchanting costs.
  • Reduced overburdening inventories and causing unnecessary trips into town:
    • In World Tier III: Normal, Magic, and non-sacred Rare items will drop as crafting resources.
    • In World Tier IV: Normal, Magic, and non-ancestral Rare items will drop as crafting resources.
      • Gold drop rates in World Tiers III and IV have been increased to compensate for this.

Misc. Improvements

  • Reduced the time spent having to regain renown each season, all earned renown rewards persist between seasons and characters (this does not include experience or Gold).
    • Earned Skill Points, Potion Capacity, Max Obols and Paragon Points earned from Renown will persist between each character. Renown Experience and Gold must be earned on each character.
      • For example:
        • Character 1: earns Renown Tier II in a region
          • Gains 1 Skill Point, 1 Potion Capacity
        • Creates Character 2, earns Renown Tier I in a different region
          • Gains 1 Skill Points
        • Creates Character 3:
          • This Character automatically receives both renown rewards from Characters 1 and 2
            • 2 Skill Points, 1 Potion Capacity available
    • This does not apply to Hardcore characters (it’s called Hardcore for a reason).
      • For non-Hardcore characters, Altars of Lillith and Map Discovery progress still carry over.
  • Coveted Items can now be marked as Favorite, and cannot not be sold or salvaged.
  • 2 additional character slots have been added.
  • Eased the ability for players that haven’t completed the campaign to access Seasonal content earlier, by adding the option to skip the Campaign on character creation if any character on your account has completed the Prologue.
  • Prevented wasted Minion and Companion attacks by ensuring Minions and Companions no longer target invulnerable enemies.

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Author
Wesley Yin-Poole

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