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Diablo III - Massive Hotfix List
As reported last night, it looks like Blizzard has been actively hotfixing differnt parts of the game. You can view the full list below
Originally Posted by Blue Tracker / Official Forums)
(Below you'll find a list of hotfixes which address various gameplay and service issues affecting Diablo III. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below will go live the moment they are implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. We will continue to update this thread in the days ahead as additional hotfixes are applied.
Spoiler Warning: If you have not yet completed Diablo III on Normal, some hotfixes described in this list may include spoilers.
// May 22 //
General
Classes
Spoiler Warning: If you have not yet completed Diablo III on Normal, some hotfixes described in this list may include spoilers.
// May 22 //
General
- Players will now receive an error message when attempting to remove a gem from an item with no sockets (rather than disconnecting)
- Players will now properly have their casting interrupted when attacked while performing resurrect on a fallen group member
- Resolved over 30 game and service crashes affecting players
- Demon Hunter
- Active Skills
- Smoke Screen
- Duration reduced from 2 seconds to 1 second (tooltip will still show 2 seconds)
- Skill Rune - Lingering Fog
- Now increases the duration of Smoke Screen to 1.5 seconds (tooltip will still show 3 seconds)
- Monk
- Active Skills
- Fists of Thunder
- Skill Rune - Quickening
- Fixed an issue that was causing spirit regeneration to incorrectly trigger off critical hits from other sources, such as Sweeping Wind
- Mantra of Healing
- Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)
- Skill Rune - Boon of Protection
- A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch.
- Wizard
- Active Skills
- Arcane Torrent
- Skill Rune - Cascade
- Fixed an issue that was causing Arcane Torrent to fire 3 new missiles per kill instead of only 1 new missile per kill
- Number of new missiles generated from this rune will now cap at 10 missiles
- Energy Armor
- Skill Rune - Force Armor
- Amount of damage absorbed from a single attack will now cap at 100% of a player’s maximum Life
- The rare chest in the Town Cellar in Alcanus will now only spawn 50% of the time, down from 100%
- Players can no longer dual-wield two-handed weapons
Classes
- Monk
- Active Skills
- Serenity
- Skill Rune - Tranquility
- Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second
- Players will no longer remain invulnerable to attacks after defeating Diablo.
- Players can no longer become stuck during Diablo’s Shadow Grab ability if a player blinds Diablo while Shadow Grab is being cast.
- Equipping a shield on a follower as a demon hunter will no longer disconnect you from the game.
- Act I
- Players can now always interact with Karyna during the quest and quest step "Trailing the Coven : Talk to Karyna" when they resume from a save.
- Act II
- The Enchantress will now always appear during the quest and quest step "Shadows in the Desert : Disrupt the Hidden Conclave."
- Act IV
- Tyrael will now always be present for the in-game cutscene during the quest and quest step "Prime Evil : Climb to the Pinnacle of Heaven in the Silver Spire."
Originally Posted by (Blue Tracker / Official Forums)
Wish I'd known about that one.
How is this useful anyways? Backclearing? Wish I'd known about it.
Followers without health bars will no longer give health back to vampiric mobs.
I think I need to say at this point though... part of the fun in Diablo 2 was being overpowered. Not in a cheesy way like this, but in a fun way. I didn't dupe or hack in Diablo 2, but when I farmed up a bunch of amazing gear I liked to be able to do the last act... not easily, but easier than it was before.
I also noticed that Blizzard said they wanted to make the game harder by making the combat system more difficult... that they wanted to get rid of 'one shots' and things like that. I think a lot of frustration from players (even from me and I REALLY love Diablo 3 so far) is that the difficulty isn't coming from the monsters being smart or interesting (even though it's like that for me in NM/Hell)... it's from just getting one/two shot and regardless of how well you play, you just instantly die.
I think it's a great idea to nerf the 'you can't be touched for damaged' skills. But at the same time, does it really feel like if you farm for a few months and get great gear that it's going to make a huge difference in Inferno? Even if you have the best gear possible it feels like instead of getting one shot, you might just get destroyed in 2 to 4 hits instead... and in that case, it's still going to be next to impossible to beat the game without dying all of the time.
But I feel like they kind of lied to me about the whole "We want to design a game where the difficulty doesn't just come from being one shot, like in Diablo 2."... because it's not really like that at all. When you play Hell with mediocre gear, that's what it feels like... like if you play well, you can overcome it. But in Inferno, it just feels like regardless of what you do, you are just going to get stomped.
That might just be me though and I completely agree that the game has only been out for a small amount of time so no one is likely geared very well yet... but I'd like to believe that if I farm enough that I might be able to get through Inferno without death. Right now though, it just doesn't feel like that at all.
I personally think a good solution might be to reduce the damage that monsters do in Inferno, but increase their life... so the fights are a bit longer and require skill as opposed to the fights just being 5-10 seconds because you get smashed instantly.
if all you do is stack vit and damage you're gonna have issues
Have fun with that. I don't think you saw the DH nerf that is right above the monk's.
I think it's a fair nerf for PvP but it's not for PvE. Force armor is pointless now...100% of your health? What exactly is it doing for you now? Are mobs really supposed to be doing 2x+ your total health coming out of hell?