These Diablo 4 Changes are MIND BOGGLING

Channel:
Subscribers:
108,000
Published on ● Video Link: https://www.youtube.com/watch?v=EnE6zdP90I8



Diablo IV
Game:
Diablo IV (2023)
Duration: 7:47
7,120 views
117


Watch LIVE 👉 https://www.twitch.tv/toyhouze
Click for More👇

Wow I just read the newest diablo 4 patch notes and I could barely believe what I was reading!

Patch 111 is bringing some changes to Diablo 4 that will dramatically change the game. Things that honestly like I said previously I can’t believe are even in the game.

We learned that Barrier Interactions are Adjusted in Patch 1.1.1 - On-Hit Effects will Now Apply Through Barriers.

Previously you wouldn’t be able to apply vulnerable for example to an enemy that has a barrier - which is odd right, it should be applied, but the barrier was preventing that from happening.

Of course vulnerable is just one example, all bonus effects that are applied on hit were not being applied properly which is slated to be fixed in patch 111.

One insane fix coming in patch 111 is the fix to Caged Heart of the Barber. This heart was stealing other players damage which looked really weird when fighting world bosses - you’d just see their health go down in chunks rather than gradually because Caged Heart of the Barber says: “Critical Strikes and all subsequent damage within 2-4 seconds is absorbed by your target. Then, the absorbed damage erupts onto surrounding enemies. Stored Damage is increased by 10% per second. So you’d see not only the player who has the caged heart of the barber absorbing damage, but also everyone elses damage was getting absorbed too. And then it would all get stored and erupting as a single damaging source.

Patch 111 aims to fix that, making it so that it will only impact damage that the user of the heart of barber and will no longer count nearby players.

This will definitely have a major impact on the heart, making it of course cause much less damage because it isn’t increasing everyones damage by 10% each second against world bosses for example, but this seems like a change in the right direction.

Speaking of changes that are going in the right direction, there was something that I was really happy to see and that was the removal of the Empowered Elites (Cold Enchanted) nightmare sigil affix along with the Resource Burn and Backstabber affix. Now we know that this list isn’t exhaustive, but I’m pretty happy with the removal of these affixes. I’m hoping they remove the thunderstorm affix because I think that one really is one of the worst, but I think this is a start. I think I would have also liked to see diminishing returns implemented alternatively.

So as you know champion monsters and elites can only be crowd controlled a number of times before they become immune to CC. Well I’d like to see that same treatment get applied to players. Diablo 4 CC is really unforgiving and as someone who preferred to play with 3 unstoppable mechanics it was because CC isn’t fun. I mean who wants to be chain stunlocked to the point they can’t even control their character? So I think this change to remove the cold enchanted empowered elites sigil is a good move, even if a small one in the right direction.

On the opposite side of the spectrum, I was looking at the proposed changes to Druid and couldn’t help but laugh a bit. The fireside chat showed that Druid basic skills would generate 1 more resource and it was really just more of the same if you ask me - just nothing that would really move the needle. The passive damage increase for minions I really think are going to be inconsequential too because really the power of minions came from their activated ability and those passive attacks hit for seriously like no damage whatsoever.

Another problem with minions is that the AI is really bad. Even if they buffed the passive damage of wolves, they still wander about and don’t attack things right away. I think fixing the AI of summons would be a stronger buff than this small percent increase.

Another noteworthy change in the 111 patch notes was the change to enchanting. Rerolling stats could cause 2 of the same affix to appear, which feels like a ripoff if it’s not the affix you're looking for. This was mentioned in the patch notes as a bug that is being fixed in the patch 111 notes.

But one of the most important things of all I feel is the fix to monster density. Like we had discussed in the last diablo 4 video - the time spent in nightmare dungeons was primarily just walking around. Well patch 111 is increasing monster density in both helltides and nightmare dungeons. I think this is a much needed change. Monster density was just too low and too much time was spent just walking around wondering where all the monsters were.

One change I’m curious to test is the change to temerity. This Unique was close to being something I included in my build, but with the change of all stats replaced with max life, barrier now being based on max life, this could potentially be more powerful than a defensive aspect, especially after the nerf to disobedience.

#diablo #diablo4 #diabloiv







Tags:
toyhouze
diablo
diablo 4
diabloiv
d4
diablo 4 patch notes
patch 111
1.1.1
patch 1.1.1
diablo 4 patch 111
diablo 4 news
diablo 4 update
diablo 4 changes
These Diablo 4 Changes are MIND BOGGLING
asmongold
diablo 4 patch notes changes
druid
rogue
barbarian
sorcerer
necromancer
changes
nerfs
buffs
news
update
poe
path of exile



Other Statistics

Diablo IV Statistics For Toyhouze

Toyhouze presently has 4,831,716 views for Diablo IV across 89 videos, with His channel uploaded over 1 day worth of Diablo IV videos. This is 24.66% of the total watchable video on Toyhouze's YouTube channel.