Amazon[]
Javelin And Spear Skills[]
Impale[]
- This skill is now an uninterruptible attack
- Attack Rating modification has been removed, now this skill will always hit the target
- This skill now slows the target by a percentage for a duration
- Animation speed increased by 30%
Fend[]
- Attack Speed increased by 100% (Reduced the rollback frames value between each attack)
Power Strike[]
- Removed synergy from Lightning Fury skill
- Lightning Bolt synergy increased from +10% to +14%
- Charged Strike synergy increased from +10% to +14%
- Lightning Strike synergy increased from +10% to +14%
Charged Strike[]
- Removed synergy from Lightning Fury skill
- Power Strike synergy increased from +10% to +14%
- Lightning Bolt synergy increased from +10% to +14%
- Lightning Strike synergy increased from +10% to +14%
Lightning Strike[]
- Removed synergy from Lightning Fury skill
- Power Strike synergy increased from +8% to +11%
- Lightning Bolt synergy increased from +8% to +11%
- Charged Strike synergy increased from +8% to +11%
Poison Javelin[]
- This skill’s damage scaling at high levels has been slightly adjusted
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Plague Javelin[]
- Plague Javelin poison duration and damage has been adjusted. This should net out to a 20% damage-per-second increase at level 1 and up to a 33% damage-per-second increase at max level
- Poison Javelin synergy increased from +10% to +14%
- Casting Delay reduced from 4 seconds to 1 second
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Developer Comments: We wanted to give more advantages for using Amazon melee skills, so we are freeing up skill synergy reliance on “Lightning Fury”, which will make the lightning melee skills a cheaper skill point alternative to build around. Also, we are improving the power of the lesser-used melee skills such as “Impale” and “Fend.” Lastly, “Plague Javelin” has received improvements with Casting Delay, damage synergy, and duration scaling, to further diversify its usage compared to “Poison Javelin.”
Passive And Magic Skills[]
Inner Sight[]
- This skill’s radius has increased by 35%
Slow Missiles[]
- Missile slow now scales instead of staying at a flat base of 33%
- This skill’s radius has increased by 35%
- This skill will now reduce enemy missile damage based on skill level
Valkyrie[]
- Casting Delay reduced from 6 seconds to 0.6 seconds
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Dodge[]
- The animation can now be interrupted and will no longer lock out the Amazon from performing other actions
Avoid[]
- The animation can now be interrupted and will no longer lock out the Amazon from performing other actions
Developer Comments: We wanted to add some quality-of-life changes to certain Passive and Magic Skills. We improved the radius for “Inner Sight” and “Slow Missiles”, and we gave more reason to invest skill points for “Slow Missiles.” Also, we wanted to alleviate the disadvantage of the animation lockout from using the “Dodge” and “Avoid” skills so that players are more willing to spend points on these skills.
Bow And Crossbow Skills[]
Freezing Arrow[]
- Mana Cost per level reduced from +0.5 to +0.25
Magic Arrow[]
- Increased the amount of physical damage converted to magic damage for the base level and per level
Multiple Shot[]
- Added synergy from Guided Arrow: +12% physical damage per level
Guided Arrow[]
- Damage bonus per level increased from +5% to +7%
- Added synergy from Multiple Shot: +12% physical damage per level
Strafe[]
- Removed the 25% weapon damage reduction from this skill
- Now also gives increased Attack Rating with +30% baseline and +9% per level
- Added Synergy from Multiple Shot: +5% physical damage per level
- Added Synergy from Guided Arrow: +10% physical damage per level
Fire Arrow[]
- Mana Cost no longer increases per level
Exploding Arrow[]
- Damage scaling increased by about 50% for higher skill levels
- Fire Arrow synergy increased from +12% to +14%
- Mana Cost per level reduced from +0.5 to +0.25
Immolation Arrow[]
- Average Fire Damage per second scaling increased by about 100%
- Cooldown reduced by 40%
- Mana Cost per level reduced from +0.5 to +0.25
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Developer Comments: Fire bow skills are receiving damage scaling improvements at higher levels so that they consistently fulfill their fire elemental damage type roles for their level tier. Also, mana costs were reduced for the elemental arrow skills to give them more general usage. “Strafe” will no longer have weapon damage reduction and will also provide Attack Rating so that it can have distinctive advantages over the other physical bow skills. Finally, we believe it felt odd that the physical bow skills don't have any synergies like the cold and fire bow skills do. We hope that giving some synergies to the physical bow skills help them remain viable.
Assassin[]
Martial Arts[]
Fist of Fire[]
- Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Claws of Thunder[]
- Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Blades of Ice[]
- Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Tiger Strike[]
- Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Cobra Strike[]
- Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Phoenix Strike[]
- Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Dragon Talon[]
- Now consumes only 1 of each Martial Arts charge when cast
- Now always hits the target only if the Assassin has any Martial Arts charges
Dragon Claw[]
- Now consumes only 1 of each Martial Arts charge when cast
- Now always hits the target only if the Assassin has any Martial Arts charges
- Damage bonus per level increased from 5% to 15%
Dragon Tail[]
- Now consumes only 1 of each Martial Arts charge when cast
- Now always hits the target only if the Assassin has any Martial Arts charges
- Damage bonus per level increased from 10% to 20%
Dragon Flight[]
- Now consumes only 1 of each Martial Arts charge when cast
- Now guarantee hits the target only if the Assassin has any Martial Arts charges
- Casting Delay removed
- Damage bonus per level increased from 25% to 35%
Developer Comments: Martial Arts skills are receiving a significant change with having Finishing Moves (including the Attack skill) only consume 1 of each charge at a time instead of all 3 at once. We feel like this will allow Martial Arts to perform smoother during combat by better maintaining current charges instead of having to re-acquire charges too often. In addition to this, we are increasing Attack Rating for Charge-up skills to compliment the smoothness of gaining and spending charges Lastly, we wanted to improve damage payoff for the lesser used Finishing Move skills.
Shadow Disciplines[]
Fade[]
- Tooltip updated to now show the physical damage resist reduction
Venom[]
- Buff Duration scaling per level changed from 4 seconds to 12 seconds (matching Burst of Speed and Fade)
Shadow Warrior[]
- Casting Delay reduced from 6 seconds to 0.6 seconds
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Shadow Master[]
- Casting Delay reduced from 6 seconds to 0.6 seconds
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Developer Comments: We felt that Shadow Disciplines are generally widely used and effective, but we wanted to add some quality-of-life changes, so we added tooltip clarity, buff duration consistency improvements, and casting delay changes.
Traps[]
Shock Web[]
- Removed synergy from Death Sentry skill
- Charged Bolt Sentry synergy increased from +11% to +17%
- Lightning Sentry synergy increased from +11% to +17%
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Charged Bolt Sentry[]
- Removed synergy from Death Sentry skill
- Fire Blast synergy increased from +6% to +9%
- Lightning Sentry synergy increased from +6% to +9%
Lightning Sentry[]
- Removed synergy from Death Sentry skill
- Shock Web synergy increased from +12% to +18%
- Charged Bolt Sentry synergy increased from +12% to +18%
Fire Blast[]
- Removed synergy from Death Sentry skill
- Shock Web synergy increased from +9% to +11%
- Charged Bolt Sentry synergy increased from +9% to +11%
- Wake of Fire synergy increased from +9% to +11%
- Lightning Sentry synergy increased from +9% to +11%
- Wake of Inferno Sentry synergy increased from +9% to +11%
Wake of Fire[]
- Fire Blast synergy increased from +8% to +10%
- Wake of Inferno synergy increased from +8% to +10%
Wake of Inferno[]
- Removed synergy from Death Sentry
- Fire Blast synergy increased from +10% to +18%
- Wake of Fire synergy increased from +7% to +18%
- Added yards calculation to the Wake of Inferno tooltip
Blade Sentinel[]
- Casting Delay reduced from 2 seconds to 1 second
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
- Missile speed increased by 20%
- Weapon Damage increased from 37% to 75%
- Blade Fury synergy added: +10% Damage per level
- Blade Shield synergy added: +10% Damage per level
Blade Fury[]
- Blade Sentinel synergy added: +10% Damage per level
- Blade Shield synergy added: +10% Damage per level
- Attack rating increased by 10% per level
Blade Shield[]
- Duration baseline value increased from 20 seconds to 120 seconds (matching Burst of Speed and Fade)
- Duration scaling per level increased from 5 seconds to 12 seconds (matching Burst of Speed and Fade)
- Weapon Damage increased from 25% to 75%
- Blade Sentinel synergy added: +10% Damage per level
- Blade Fury synergy added: +10% Damage per level
- Tooltip updated to now display Radius
Developer Comments: With Trap skills, there are multiple underused skills that can be more effective or have improved synergy distribution. For Lightning and Fire Traps, we are freeing up synergy reliance on “Death Sentry” to give more build possibilities elsewhere. Also, Fire traps are receiving damage synergy improvements to make them more effective at higher difficulties. Lastly, the Blade skills are receiving multiple improvements to make them more viable to dedicate builds around these skills.
Barbarian[]
Warcries[]
General[]
- Tooltip updated to now display Radius
Howl[]
- Tooltip updated to now display Radius
Battle Cry[]
- Tooltip updated to now display Radius
War Cry[]
- Damage increased by about 30%
- Tooltip updated to now display Radius
- War Cry's mana cost now increases by only 0.75 per level instead of 1
Shout[]
- Duration baseline increased from 20 seconds to 30 seconds (matching Battle Orders)
- Tooltip updated to now display Radius
Battle Orders[]
- Tooltip updated to now display Radius
Battle Command[]
- Duration baseline increased from 5 seconds to 30 seconds (matching Battle Orders)
- Tooltip updated to now display Radius
Grim Ward[]
- Radius baseline value increased
- Now also Slows and increases Damage Taken for nearby enemies.
- Find Potion synergy added: +5% Damage Taken per level
Developer Comments: We are adding more tooltip descriptions to Warcries for clarification on hidden skill mechanics. “Shout” and “Battle Command” durations were updated to be consistent with each other for quality-of-life purposes. For “War Cry,” we want to make it more effective and rewarding to use at higher difficulties. Lastly, with “Grim Ward”, we are adding a new functionality and synergy to give more reason to use the skill, which also gives more reason to spend skill points on “Find Potion.”
Combat Masteries[]
Sword Mastery[]
- Renamed to Blade Mastery
- Now affects daggers in addition to swords
- Increased base attack rating bonus to 40% (from 28%)
Axe Mastery[]
- Increased base attack rating bonus to 40% (from 28%)
Mace Mastery[]
- Increased base attack rating bonus to 40% (from 28%)
Polearm Mastery[]
- Increased base attack rating bonus to 40% (from 28%)
Spear Mastery[]
- Increased base attack rating bonus to 40% (from 28%)
Throwing Mastery[]
- Increased base attack rating bonus to 44% (from 30%)
- Added chance to not consume quantity per level up to 55% chance at level 20
- Critical strikes with throwing weapons now replenish quantity
- Added chance to pierce
Developer Comments: Barbarians run out of throwing weapon quantity far too quickly. Adding chances to not consume as well as chance to replenish will allow a throwing barbarian to be viable without having to return to town frequently.
Combat Skills[]
Whirlwind[]
- When targeting an enemy with Whirlwind, the Barbarian will move to the initial position of the enemy - it will not track them as they move
- Whirlwind will be performed even when targeting adjacent enemies (used to perform a basic attack)
Leap[]
- Baseline minimum distance increased
- Speed of the leap motion increased by 75%
- Leap now has a minimum jump height and duration
- Tooltip updated to now display Knockback Radius
Leap Attack[]
- Speed of the leap motion increased by 75%
- Leap attack now has a minimum jump height and duration
- Damage baseline increased from 100% to 200%
- Attack Rating baseline increased from 50% to 100%
- Attack Rating per level increased from 15% to 20%
- The Barbarian now deals extra physical damage to surrounding enemies within a range of 4.6 yards when landing from a Leap Attack. Damage scales per level – increased scaling compared to the PTR implementation
- Leap synergy bonus applies to the AoE damage in addition to the attack
- Increased mana cost of Leap Attack from 9 to 10
- Leap Attack will be performed even when targeting adjacent enemies (used to perform a basic attack)
Developer Comments: Leap Attack has received a lot of changes: increased movement speed, smoother trajectory, improved controls, and increased attack rating and damage. Perhaps the biggest change is that Leap Attack now deals AOE damage to surrounding enemies when landing. This gives the Barbarian a strong multi-target skill as early as level 18. This damage does not scale with your weapon, so it's perfect for leveling up a Barbarian in Normal and Nightmare difficulties. The AOE damage won't make as much of an impact on Hell difficulty, but Leap Attack's primary attack and mobility will remain valuable.
Berserk[]
- Shout synergy replaced with Battle Orders
Double Throw[]
- Added damage bonus with 16% baseline and 8% damage increase per level
Frenzy[]
- Increased Stamina synergy added: +0.4 Seconds per Level
Developer Comments: For “Berserk”, the existing “Shout” synergy is changing to “Battle Orders,” because the Defense loss from the skill contradicts the usage of “Shout,” and this will better connect with other skill synergy build possibilities. “Double Throw” will now have a baseline damage increase so that it will not purely rely on synergies for damage. “Frenzy” is receiving a new synergy from the lesser used “Increased Stamina” skill to give more reasons to invest skill points there and add new build diversity.
Druid[]
Elemental Skills[]
Firestorm[]
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Molten Boulder[]
- Missile speed increased by 100%. Missile range decreased by 50% (The overall travel length remains the same)
- Casting Delay reduced from 2 seconds to 1 second
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
- Volcano synergy increased from 10% to 12%
Fissure[]
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Volcano[]
- Molten Boulder synergy increased from 12% to 16%
- Tooltip updated to now show Volcano duration
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Armageddon[]
- Casting Delay has been removed for this skill
- Physical Damage significantly increased
- Tooltip updated to now display Physical Damage
- Volcano synergy changed to increase Physical Damage instead of Fire Damage, and increased from 14% to 18%
- Removed the Hurricane skill requirement
- Increased the missile damage radius by 33% (from 3 to 4)
- Increased the missile drop rate by about 30% (from ~3 per second to ~4)"
Arctic Blast[]
- Removed synergy from Hurricane
- Base damage and level scaling increased by ~100% (also to compensate for the incorrect damage calculation in the past)
- Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
Cyclone Armor[]
- Can now be cast while in Werewolf or Werebear form
Twister[]
- Damage scaling increased by 50%
- Arctic Blast synergy added: +20% Stun Duration per level
Hurricane[]
- Casting Delay removed
- Can now be cast while in Werewolf or Werebear form
Developer Comments: With the Casting Delay changes, Druid Fire skills are generally going to be more widely used. In addition, we are increasing the physical damage scaling for Fire skills to be a reliable alternative damage source. We felt that “Arctic Blast” is generally lacking power, so we are increasing the damage scaling, reducing the synergy requirements to free up skill points, and improving the general player controls to allow for smoother freeform targeting. In addition, we wanted to complement the “Arctic Blast” changes with improvements to “Twister” to add more build possibilities. Lastly, we are allowing Shapeshift forms to cast each of the elemental buff skills to avoid the current hassle of having to change forms to continuously maintain these active buffs.
Shape Shifting Skills[]
Werewolf[]
- Werewolf now only uses the new attack speed calculation that was originally introduced in the PTR
- Raised Werewolf attack speed cap from +75% to +150%
- Tooltip updated to now display Casting Delay
Rabies[]
- Attack Rating bonus increased from +7% to +10% per level
- Poison Creeper synergy increased from 18% to 20%
Fury[]
- Attack Rating bonus increased from +7% to +10% per level
- Attack Speed increased by 40% (Reduced the rollback frames value between each attack)
Werebear[]
- Werebear now only uses the new attack speed calculation that was originally introduced in the PTR
- Raised Werebear attack speed cap from +75% to +150%
- Damage bonus per level increased from 8% to 15%
- Base defense value increased from 25% to 40%
- Defense bonus per level increased from 6% to 10%
- Cannot be interrupted while performing attacks or skills
- Tooltip updated to now display Casting Delay
Maul[]
- Now grants +3% attack speed per charge
- Damage bonus per level increased from 20% to 30%
- Attack Rating bonus increased from +20% to +40% baseline, and +10% to +15% per level
- Tooltip Stun value will now properly cap at 10 seconds, which follows the core game's Stun duration cap
Shock Wave[]
- Maul synergy increased from 5% to 10%
Fire Claws[]
- Damage increased by 75%
- Removed synergy from Fissure
- Removed synergy from Volcano
Developer Comments: We've debated on the best way to bring shapeshifting Druids forward. Both forms use a new attack speed calculation that allows more weapons to be used effectively and properly incentivizes IAS gear. With the improved Fury, the Werewolf can reach even faster attack speeds than it could previously. As for werebear - we want to deliver on the fantasy of a powerful, unstoppable, killing machine. We've introduced uninterruptible attacks and skills, as well as increased damage and defense. While this will change the way players have played the Werebear in the past, we feel like it is more in line with the intended fantasy. For players who loved their fast werebear builds, we’ve added attack speed bonuses to Maul, but we also hope the new Werewolf changes will offer them the same style of play, as it is now the faster form.
Summoning Skills[]
General[]
- Druids can now have spirit wolves, dire wolves, and bears all summoned at the same time
Oak Sage[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Physical Damage Resist in Normal Difficulty increased from 0% to 25%
- Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
- Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Heart of the Wolverine[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Physical Damage Resist in Normal Difficulty increased from 0% to 25%
- Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
- Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Spirit of Barbs[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Aura no longer returns a percentage of damage when hit. Now the aura will deal a flat amount of damage when the aura-effected targets are attacked.
- Physical Damage Resist in Normal Difficulty increased from 0% to 25%
- Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
- Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Raven[]
- Attack Rating bonus per level increased from 15% to 30% (now also displays in the tooltip)
- Modified the AI so that the Ravens attack more often
- Damage level scaling significantly increased
- Summon Spirit Wolf synergy added: +12% Damage per level
- Summon Dire Wolf synergy added: +12% Damage per level
- Summon Grizzly synergy added: +12% Damage per level
Summon Spirit Wolf[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Attacks now deal cold damage and chill for a duration (Provides utility with chilling and acts as an alternative damage type compared to Dire Wolves)
- Damage level scaling increased by 10%
- Base Life increased by about 80%
- Life now increases by 10% per level
- Updated the tooltip to display each synergy bonus value
Summon Dire Wolf[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Damage level scaling increased by 30%
- Base Life increased by about 90%
- Life synergy reduced from 25% to 15% (This is because the base life was increased, and Spirit Wolf and Grizzly now gain Life per level)
- Updated the tooltip to display each synergy bonus value
Summon Grizzly[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Base Life increased by ~15%
- Life now increases by 10% per level
- Updated the tooltip to display each synergy bonus value
Poison Creeper[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Poison damage level scaling significantly increased
- Life scaling increased by 100%
- Rabies synergy added: +10% Poison Damage per level
Carrion Vine[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Life recovery has been reworked to be +1% Healing per level, instead of using a diminishing calculation ranging from 3%-12%
Solar Creeper[]
- Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
- Mana recovery has been reworked to be +3% Mana baseline with +1% Mana per level, instead of using a diminishing calculation ranging from 1%-8%
Developer Comments: The restriction of the Druid being allowed only one type of summonable at a time has restricted the viability of this build and has hampered the fantasy of a Druid Summoner from living up to its full potential. We feel that a druid being able to summon all of his allies at once will make for a more interesting and fun playstyle. In general, all summons will no longer have hidden randomized health values so that the tooltip is more accurate and so summons perform more consistently. Ravens are getting significant changes to help them function as a spell-like skill for summoning Druids to use, and this includes damage scaling buffs and new synergies from other summons to fuel their damage. Wolves are getting improvements to give them more of an identity as damage-dealing summons. The spirit summons are receiving a physical damage resist change across each difficulty to make them survive more consistently. ”Spirit of Barbs” is receiving changes to Thorns to make it a more reliable source of damage. Lastly, each of the creeper summons are receiving improvements to give more reason to invest skill points and to have them perform better at higher levels.
Necromancer[]
Summoning Skills[]
Raise Skeletal Mage[]
- Percentage HP per level increased from 7% to 10%
- Poison total damage scaling increased by about 750%. Poison duration no longer scales and now lasts 4 seconds
- Cold damage scaling increased by about 50%
- Lightning damage scaling increased by about 5%
- The tooltip will now properly display the Life scaling per level
Blood Golem[]
- Attack damage increased by about 20%
- 20% reduction in mana cost applied per level
- Now gains Max Life per level
- Damage scaling per level has been increased
Iron Golem[]
- Thorns no longer return a percentage of damage when hit. Now thorns will deal a flat amount of damage when the aura-effected targets are attacked
Fire Golem[]
- 20% reduction in mana cost applied per level
- Holy Fire damage increased by an average of 50%
- Fire attack damage increased by an average of 30%
- Fixed a bug which caused the Fire Golem’s Holy Fire damage max value to display as half of its true value
Developer Comments: We saw a good opportunity to improve lesser-used summons for the Necromancer. Skeletal Mages have received significant damage scaling improvements so that their elemental damage values are more consistent. This means that Cold damage is more effective but still slightly weaker than Fire damage because of its chill utility, and Poison damage is much more reliable with a fixed duration and better damage scaling. “Blood Golem“ and “Fire Golem” are receiving damage improvements to make them more competitive with the other Golems. For “Iron Golem,” we are changing the “Thorns” aura to deal more reliable damage to improve its source of effectiveness (See Paladin changes below for more details).
Poison And Bone Skills[]
Bone Armor[]
- Damage Absorbed per level increased from 10 to 15
Bone Spear[]
- Teeth synergy increased from 7% to 8%
- Bone Wall synergy increased from 7% to 8%
- Bone Spear synergy increased from 7% to 8%
- Bone Prison synergy increased from 7% to 8%
Bone Spirit[]
- Teeth synergy increased from 6% to 8%
- Bone Wall synergy increased from 6% to 8%
- Bone Spear synergy increased from 6% to 8%
- Bone Prison synergy increased from 6% to 8%
Developer Comments: Bone skills are generally well performing but we saw an opportunity to improve synergy bonuses to better scale in the late game and to make their heavy skill point investment more valuable. Additionally, “Bone Armor” is receiving better damage absorb scaling to make it more rewarding to spend points on the skill itself instead of relying too heavily on its synergies.
Curses[]
Weaken[]
- Damage reduction now scales based on level, from just 33%, to now 33% and +1% per level
Decrepify[]
- Tooltip updated to now show the status changes
Developer Comments: For the “Weaken” skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity.
Paladin[]
Defensive Auras[]
Resist Fire[]
- Tooltip now displays max resist bonus
Resist Cold[]
- Tooltip now displays max resist bonus
Resist Lightning[]
- Tooltip now displays max resist bonus
Developer Comments: We added more information to tooltips to describe hidden functionality for certain Defensive Auras.
Offensive Auras[]
Blessed Aim[]
- Tooltip now displays passive Attack Rating bonus
Holy Fire[]
- Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
- Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
- Resist Fire Synergy increased from 18 to 21%
- Damage level scaling increased to 70%
- Salvation synergy increased from 6% to 10%
Holy Freeze[]
- Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
- Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
Holy Shock[]
- Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
- Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
Sanctuary[]
- Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
- Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
Thorns[]
- Now deals a flat amount of damage when attacked in addition to returning a percentage of damage taken to the enemy when hit
Developer Comments: We wanted to add more potential to the AoE (Area of Effect) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on distance to the caster, each AoE damage aura will have increased effectiveness while still maintaining the same cadence of visual VFX on the screen. Also, we saw that “Holy Fire” should scale better at higher skill levels to be consistent with general Fire Damage power compared to the other elements. For “Thorns”, we want to improve the gameplay around getting hit to deal damage, so we are making the skill deal flat damage based on attack attempts in addition to returning damage after getting hit. This will allow Thorns to have a more consistent combat performance instead of unpredictable and riskier results.
Combat Skills[]
Sacrifice[]
- Damage to self now reduces per level, from 8% to 8%-1%
Conversion[]
- Maximum conversion chance increased from 50% to 90%
Smite[]
- Tooltip now shows that the skill always hits
Holy Bolt[]
- Now damages Demons in addition to Undead
- Removed synergy Blessed Hammer
- Damage increased by 50%
- Now pierces targets (Friendly and Hostile)
- Prayer synergy increased from 15% to 20%
Fist of the Heavens[]
- Now damages Demons in addition to Undead
- Casting Delay reduced from 1 second to 0.4 seconds
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
- Holy Bolts now pierce targets
- No longer forces you to attack when out of mana
- Improved targeting functionality for auto acquiring enemies
Developer Comments: We wanted to improve the lesser-used Combat skills to give more viable build options. “Holy Bolt” will now pierce to increase its combat use cases and will have less skill point synergy investment to open more possibilities to spend skill points elsewhere. “Fist of the Heavens” is also getting the same “Holy Bolt” pierce changes and will now have less Casting Delay and improved controls to help make it a more effective Level 30 skill to use. By allowing both Holy Bolt and Fist of the Heavens to damage Demons in addition to Undead, we hope to open it up as a viable build to use in more situations.
Sorceress[]
Cold Skills[]
Frost Nova[]
- Damage level scaling increased by about 25%
Blizzard[]
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Frozen Orb[]
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Frozen Armor[]
- Base duration increased from 120 seconds to 144 seconds
Shiver Armor[]
- Damage level scaling increased by about 25%
- Base duration increased from 120 seconds to 144 seconds
Chilling Armor[]
- Damage level scaling increased by about 200%
- Duration bonus per level increased from 6 seconds to 12 seconds
- Chill length bonus per level for level 16+ increased from 1 second to 2 seconds (matching Shiver Armor)
- Defense baseline increased from 45% to 60%
- Defense bonus per level increased from 5% to 7%
- Frozen Armor damage synergy increased from 7% to 9%
- Chilling Armor damage synergy increased from 7% to 9%
Developer Comments: With the cold armor skills, we want to further diversify them by ensuring that each has distinctive advantages. After these changes, “Chilling Armor” will have the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, “Frost Nova” is receiving damage scaling improvements to give it more power where it was lacking in the later game.
Lightning Skills[]
Nova[]
- Static Field synergy added: +5% Lightning Damage per level
- Nova mana cost reduced. The initial mana cost is now 13 from 15
Thunder Storm[]
- Static Field synergy added: +7% Lightning Damage per level
- Duration baseline increased from 32 seconds to 144 seconds
- Duration bonus per level increased from 8 seconds to 24 seconds
- Tooltip updated to now display Radius
Energy Shield[]
- Tooltip updated to display more information about the Mana consumed and the Telekinesis synergy
Developer Comments: We saw an opportunity to add new synergies for lesser used Lightning skills to increase their damage potential and create new skill build possibilities.
Fire Skills[]
Inferno[]
- Base damage and level scaling increased by about 75% (also to compensate for the incorrect damage calculation in the past)
- Warmth synergy increased from 13% to 16%
- Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
- Mana Cost baseline reduced from 7 Mana per second to 4 Mana per second
- Range baseline increased by 75%
Blaze[]
- Damage scaling increased by about 60%
- Warmth synergy increased from 4% to 6%
- Removed synergy from Fire Wall
- Now also increases Run/Walk Speed by 2% per level
- Tooltip now also displays Blaze duration
Fire Wall[]
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Meteor[]
- Casting Delay will no longer share its cooldown with other skills that have Casting Delays
- Tooltip updated to now display Casting Delay
Hydra[]
- You can now spawn multiple hydras on controller when holding the button down
- Casting delay removed
- Limited max number of Hydra groups to 6
Developer Comments: We wanted to improve the lesser used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with free form casting, like Arctic Blast, and better damage scaling. Blaze is an often-ignored skill, so we wanted to free up synergy requirements and provide more utility and power with damage increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to improve the gameplay of summoning Hydras to make it easier to use to skill in combat situations. The removal of Casting Delay and the new limitation on max Hydras will match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount.
Mercenaries[]
Hiring a Mercenary in Expansion mode will now always offer mercenaries that match your character's Level, instead of having a randomized Level difference from your character's Level.
Act 1 - Rogue Archer[]
- Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
- Can now use Amazon Bows
- Can now gain + Amazon skill bonuses from gear
Cold Arrow[]
- Added Freezing Arrow
Fire Arrow[]
- Added Explosion Arrow
Developer Comments: The Rogue Archer is getting new flavored ranged skills that will scale as she levels up. These new skills should improve her AoE (Area of Effect) damage effectiveness and thus make her a more effective ranged damage dealer.
Act 2 - Desert Mercenary[]
- Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
- Nightmare and Hell difficulty now have all 6 different aura types available from the Hire menu, instead of separating them out by 3 per difficulty. Normal is unchanged
Thorns (Combat - Nightmare)[]
- Thorns aura level scaling increased and will now continue scaling up beyond the highest-level threshold up to max level
Developer Comments: The Desert Mercenary is already popular, but we saw an opportunity to add some quality-of-life improvements by allowing players to hire all six different Aura types in Nightmare and Hell difficulty, rather than having to switch between modes. With the general improvements to “Thorns,” we wanted to improve the level scaling to make this aura mercenary type more meaningful.
Act 3 - Iron Wolf[]
- Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
- Life baseline and scaling increased by about 25% (Now has Life similar to the Rogue Archer)
- Defense baseline and scaling increased by about 40% (Now has defense closer to the Rogue Archer)
- Resistances baseline and scaling increased by about 20% (Now has the highest resistances baseline compared to other mercenaries)
Cold[]
- Now casts Glacial Spike more often
- Glacial Spike level scaling increased
- Swapped Frozen Armor for Chilling Armor
Fire[]
- Removed Inferno
- Added Fire Bolt
- Increased chance of the Iron Wolf casting Fire Ball
- Added Enchant - Now the Iron Wolf will cast Enchant on himself, the player, and nearby allies
Lightning[]
- Added Static Field
- Charged Bolt level scaling increased
- Increased chance of the Iron Wolf casting Lightning
Developer Comments: The Iron Wolves are great elemental sorcerers, but we saw they have been underperforming in higher difficulties. We improved their core stats so that they are more in line with other mercenaries while also having a distinct advantage with having the most resistance values. For skills, we wanted to embrace their elemental fantasies, so we decided to give new flavorful utility skills, to further incentivize reasons to want to use these mercenary types.
Act 5 - Barbarian Warrior[]
- Can now gain + Barbarian skill bonuses from gear
- Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
- Life baseline scaling increased (Now has the most life compared to other mercenaries)
- Defense baseline and scaling increased and the scaling at higher levels was reduced (Now has the highest defense baseline compared to other mercenaries)
Dual Wielding[]
- A new ferocious Barbarian is available for hire from Qual-Kehk. These warriors cannot use two-handed swords, but are well trained in the art of dual wielding. Utilizing the Frenzy, Taunt, and Iron Skin abilities, they lure enemies in and unleash a fierce barrage of attacks
Two-handed[]
- Bash level scaling increased and will no longer be capped at level 80
- Stun level scaling increased and will no longer be capped at level 80
- Added Battle Cry
Developer Comments: We want to give the Barbarian Warrior more identity while still maintaining his Barbarian fantasy. So, we decided to give him the “Battle Cry” skill as a new way for him to debuff enemies, which should prove to be a useful utility for players. In addition, we wanted to increase his Life and Defense scaling to ensure that he is the tougher mercenary type. By adding a new dual wielding Barbarian Mercenary, we hope to provide a powerful, fast-hitting merc that challenges the status-quo of common mercenary choice among players.