Diablo 4 MAJOR Update: Patch Notes Deep Dive

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hey folks this is Riker and a new patch for Diablo 4 just went live in this video we're gonna go through the patch notes together analyze them and find out is this the big badge we've all been waiting for does this deliver the promise changes to nightmare dungeons do we have any balance changes in here does the meta change up at all let's dive in any case you want to jump around to different sections of the video we'll be timestamps below also if you want to follow along with the blog post yourself I'll link to that in the description now I recently made a video about four must-have Community Resources tools that I use while playing the game that enhances my experience and before diving into today's guide I just want to highlight one extra tool mobolytics we're also sponsoring this video and the mobilytics app gives you an in-game overlay you just do tab q and it's a tool that gives you up-to-date resources on tier lists build guides so you can sort by you know whatever class let's say I'm a rogue what are the Rogue builds that they have in here let's say I just want to see what are the s-tier Rogue builds alright twisting blades cool I'm I'm already running a twisting blades build let's compare and contrast and you got this all right there in game for you you don't have to bring up a second monitor some people don't have second monitors they're pulling up their phones gives us all the aspects that you want to pull up on your gear so you can compare that gives you your stat priorities and everything all in the overlay and that's what I like most about mobilytics is that it's all in game with you there real easy alt Q disappears alt Q comes back and movalytics is also doing a giveaway if you download the application by following the link in the description below you'll be automatically entered into a drawing to win either a statue of anarius a statue of Lilith or one of 10 Diablo for collectors editions that they're giving away the mobolytics app is free so just click the link download it try it out and have a chance to win a nice prize alright so this is build 103 posted June 27th seems they have a number of bug fixes to Dungeons and Vents and other activities some of them were impossible to complete something wouldn't spawn or something so hopefully that's all resolved now number of other gameplay fixes local co-op fixes Quest fixes and some UI fixes notably here fix an issue where a party member's health bar would appear to be zero if they left the vicinity of their player while not at full health I was always wondering hey how come my buddy is dead but he's not dead so that's a nice fix oh fixed multiple instances where pins on the map from either request or the player would not function properly looking forward to seeing if they oh man so part of the reason that I still don't trust the pin system and always bring up the map because in my review I'm like you know I bring up the map a lot and people are like Riker actually you can just lay down a pin actually I know I don't trust the pins because they make me take a scenic route around Sanctuary to view the marvelous sights instead of taking me on the direct path you know maybe about 10 of the time it makes me do that so hopefully now hopefully being upgraded their GPS systems and we can get the most direct paths with these pins fixed an issue where the purveyor of Curiosities menu That's the opal Gambler would erroneously display item quality on some items this didn't affect what item quality was available to gamble for we kept testing this and we're like what's the difference there's there seemed to be no difference on your gamble outcome whether there was a sacred ancestral or non-sacred item to gamble on it led to a lot of theories a lot of superstitions glad to know this was just a bug and so now we don't have to worry worry about this anymore if I had to get to some relic of some old system within the game alright number of other fixes on to gameplay adjustments this is what we're all here for experience rewards significantly increase the experience awarded for completing nightmare dungeons yes significantly increase the experience it gained from killing monsters in Nightmare dungeons okay so not just killing the monsters but also for completing now we have incentive to go all the way to the end not just do the dungeon halfway through hell Thai chess now provides substantially more bonus experience when opened oh wow hell tide was already super rewarding now you're getting XP or more XP for opening the chests significantly increased rewarded experience for completing individual Whispers across the board I'm not expect a buff to Whispers okay I wonder so it basically at high levels of play whispers are effectively useless to do the way I treat them I don't mind Whispers the way I treat them is I don't go out of my way to do them just playing the game normally hell tied and Nightmare dungeons I and and World bosses I happen to be completing Whispers along the way so it's just a nice little turn in every now and then I wonder if this bonus experience is going to be enough to make me chase them probably not but but I think this is going to really help the one to 50 experience what's the fastest way to level 1 to 50 yeah you find whatever is the highest density dungeon run it halfway through over and over and over until blizzard Nerf said then you do the next one and the next one the next one there's YouTube videos on this again these videos last a few days before that dungeon is nerfed so I this is not something that I advise people to do I've always advised do efficient Whispers so now they're buffing the XP of Whispers so hopefully that's going to be even more efficient to do and not just like what's good for your sanity and good for gearing at the same time and they fixed a bug with an event that wasn't awarding XP so I believe the intent of the devs is that the fastest and most efficient way to level your character 1 to 50 is doing Whispers that has always been my my impression of what the game design was so hopefully now that is going to be the case all right General the hell tied roaming bosses will now more consistently drop higher quality loot great change that super tough boss dropped nothing he took forever to kill and he would drop nothing it was not worth the time that it took to kill him hopefully that has changed now players could now teleport to their nightmare dungeon directly through the map I don't expect this to be so soon wow okay we're gonna take this for a test drive we'll finish going through the patch notes and then we'll we'll show this live weekly bonus caches from World bosses no longer have a level requirement for opening this Buck persisted for so long I stopped doing I stopped doing bothering with the world bosses we're currently working on increasing the monster and Elite density of end game content and plan to introduce this change early season one okay so they are gonna do density increases just don't expect it before the start of the season I didn't expect them to do that so that's very interesting okay yeah one thing I wonder as well and we'll test this at the end of this patched out overview is what about all those level 80 caches that we've farmed can we now just open them or is it only gonna apply to Future caches very easy test we'll find out soon alright on to balance changes we're continuing our efforts to make all class builds feel fun and Powerful with another round of balance updates in particular we have seen Community feedback stating that basic skills aren't impactful enough in combat these changes will not change the fundamental relationship between basic skills and core skills basic skill is meant to either be your generator or what you use when you don't have enough resource for your core skill your core skill is your main damage dealer but we hope that they help smooth out the leveling experience while we explore additional ways to strengthen them we are also increasing the power of some skills that players feel are lagging behind their peers as we look forward to Future updates we're monitoring other heavily discussed topics such as minion survivability and build parody please keep sending us your feedback and we'll see you in sanctuary okay let's see what the balance changes are Barbarian lunging strike buff huh to both damage and fury generated launching strike was already the best generator because of the lunge when you're a Melee character being able to Gap clothes in order to stick onto enemies as easily as possible made lunging strike pretty much the best if not the mandatory basic skill to take now they're giving it a buff interesting oh but they're buffing the others as well bash through a generated increase not enough bashes okay the fortify is going from 10 to 20 maybe there's something there if you're on some kind of fortify heavy build but probably not enough frenzy base damage increase from 20 to 22 not enough to change anything Flay bleeding base damage increase from 36 to 40 Fury generated increase from 9 to 10 enhanced plays vulnerable chance increase from 10 to 15 percent probably still not enough to change anything there it does seem like the meta will remain lunging strike double swing base damage increase I don't think that's enough to make it competitive with the other uh generator options Whirlwind Hoda and Rend probably probably will remain the top bar builds there kick cooldown reduced from 17 to 13 seconds it's a really fun and cool ability that just isn't used base damage dealt to enemies knocked back into terrain increased from 54 to 70 honestly you can put that to like 100 percent it's such like a skill shot right so if kick you kick an enemy back and if you happen to kick him into terrain you deal a nice bonus damage but again that's a skill shot and not rewarded enough for that skill shot especially given there are a lot of factors in which the player can't control but hopefully we'll see if something emerges there charge enhanced charges base damage dealt to enemies knocked back into terrain increased from 15 to 30 percent okay charges a good Mobility skill doesn't get used enough maybe maybe something here leap Mighty leap slow increase to 50 70 I don't see this changing much iron Skin Barrier increased from 10 to 20 of Max life okay that's a nice sizable buff there right now the Barb meta is 100 revolving around shouts just like load your skill bar with three shouts no matter what build you're doing shots are just so crazy strong if we can get some other support skills to come in instead that'd be nice call the Ancients Prime call the Ancients bonus attack speed increase from 10 to 20 okay Wrath of the Berserker is what we see at endgame as the most commonly used Barb alt so some buff to call the Ancients actually really really improves the Barb's early game where call the Ancients tends to be the preferred alt maybe this will help well first off you know barbs are a little on the weaker end one to fifty so this doesn't actually help there a bit it still is a long cooldown maybe it's gonna help make it a bit more competitive and end game then iron Maelstrom is just it's not used at all cooldown reduced from 60 to 45 very good change Prime Iron Maelstrom okay bonus crit strike chance 10 to 30 that's big bonus could strike damage 20 to 40 okay these are some again iron Maelstrom was very underutilized these are significant Buffs is it enough to bring it into the meta probably the most exciting changes we're seeing here most exciting and significant changes we're seeing here then bounding slam base damage increase from 75 to 112 what is bounding slam Barbarian bounding slam oh it's the Dismount ability who cares okay okay all right interesting so the dismountability got a buff legendary aspects the below includes changes to Flat damage legendary aspects these effects scale with item power for example at 820 item power top bull cathos earthquake increases from 1700 to 2600 damage okay bull catho's flat damage increased by okay so we're seeing there the the minimum is increasing by uh about 50 Max isn't increasing by as much there's actually a number of these legendary effects being buffed here okay so basically this aspect needed that when you leap you cause an earthquake where you land similar to the leap Quake build in Diablo 3. by itself probably not enough to change the meta but then we get earthquake as well so another synergizing item with that earth quake flat damage increased by the same amount that makes ground stop cause an earthquake so they're trying to make the leapquake Barb a thing basically a build that revolves around creating a lot of earthquakes ah step in the right direction then probably a bunch of stuff for Whirlwind so dust devils flat damage increased by about 50 it's a nice buff currently Roland builds don't really use dust devils they just they're too unreliable and monster density just isn't high enough to really make use of them but I can see that they're doing a bunch of Buffs to dust devils so maybe okay let's see windlasher here same amount of damage increase so windlasher is that when you cast double swing you create a dust devil so they're trying to get double swing and wait all right this is not a buff to Whirlwind because you wouldn't have both Whirlwind and double swing they're trying to make a double swing dust devil build interesting then we got about a 20 damage buff to devilish this is a general buffed up any build that can use dust devils so whenever you spend x amount of Fury a dust devil is generated again it's not enough now iron Warrior is an aspect that makes iron skin gain damage reduction and make you Unstoppable so we're getting about a 20 buff here to the high end nice change I don't know that it's enough maybe coupled with the changes to iron skin maybe this will make iron skin worthy of slopping out a shout alright the overkill aspect is for the death blow skill it makes deathblow create a shock wave instead of a single Target this is about a 30 buff to its damage probably not enough to make death blow meta death was a really fun skill though hell Hammer adds a damage overtime effect to upheaval this is about a 75 buff so definitely a much more significant buff but I don't know if it's enough if we see enough Synergy to really get upheaval into being a meta build but definitely one of the more significant Buffs here all right onto the Druid for Earth Spike tiny damage increase a little bit more Spirit gen fortify increase getting doubled interesting with with Druids you can really build up a lot of fortify wind shear slight damage increase slight Spirit gen increase in fact we're seeing Spirit gen increased to all the skills just by a small amount but honestly that's going to really help at the low levels druid 1-50 feels the worst for any class one of the reasons being Spirit generation so this is going to overall help that experience for sure eventually Druids get to a point where they can sustain Spurgeon once they've built up enough in their toolkit uh everything really comes online and Druids feel really good in the end game so this is gonna at least help quite a bit in the early game then lightning storm is having its enhanced lightning storm duration increased by 50 percent there's no lightning storm build so they're trying to make something happen here probably not enough unless we see some supporting items also buffed we're seeing some Buffs to shred the damage is buffed a bit but the healing that's significant that's double the healing now raging shred has an almost 50 damage buff and some crit strike damage buff as well we do have shred builds right now this will help bring them a little higher up they're not the top builds some could be good for Speed farming but this is going to help bring them up Elevate them more uh again biggest change there is the doubling of the healing for great sustain big buff to wolves here so pets perform really well in the early game for Druid but there's no end game Pet build that's really competitive this is a huge buff to being able to pop those wolves that much more often that's actually going to be if you're playing intrude 1-50 grab some wolves man that is a big damage Spike and now you can do it every 11 seconds then lucky hit chance increased quite a bit I'm interested to see what could be made of this again I'm not expecting any pet builds now to be endgame viable but this could actually really help and Elevate the again combined with the changes to the spirit gen this could really Elevate the early game Druid now hurricane getting about a 40 damage buff that's a very nice change hurricane is a skill that is used it doesn't feel particularly strong but this will help make the storm Druid that much stronger I'm actually surprised by this change because hurricane is actually a very popular skill for Druids then rabies is getting about a 50 damage buff rabies basically doesn't exist in the meta right now this is a sizable buff maybe poison Druids could become a thing the cataclysm alt is getting about a 30 buff probably not enough to bring it into the storm Druid meta giving it 60 second cooldown last rates getting like a 15 damage buff really not significant there that said werewolf builds do use lasso trade already so I didn't really need too much of a buff this helps bring up werewolf builds petrified gets a buff to its crit strike bonus petrify is sometimes used this makes it a bit better maybe it'll be a bit more common now Pummel I don't know what that is I'm gonna assume it's a Dismount power I'm gonna assume based on these two data points that they are just buffing the Dismount Powers across the board for some glasses the Dismount powers are really weak in general they're not terribly strong I think the sork probably has the best Dismount power and the Rogue probably has the weakest given how rare Dismount Powers occur yeah buffum crank em up why not they're fun they're visually fun they're exciting but half the time I don't even bother I just Dismount and then attack as opposed to using my Dismount power okay the beastial Rampage key passive is getting a buff beastial Rampage is the full transformo Druid lycanthrope wear bear wear Druid if you're swapping between the two you gain the most benefit from this so about a 20 buff to the attack speed and a 50 buff to the damage bonus we definitely do see builds that incorporate at least one wolf and one bear skill but we really just don't see this key passive selected often this might make it more inviting the Nature's Fury keypass have also got a buff this is something that we do see used in some builds chance to cast a free spell increased by a 50 buff here so this is for the split storm and Earth Magic Druid we're seeing above to Lupine ferocity key passive alrighty this is something that's used in any build really that uses uh werewolf it's very common to take this key passive it's only about a 10 damage buff however we're getting a 40 buff to the damage of the Rune workers conduit aspect this is for storm Druids any kind of Druid that uses lightning damage basically uh it makes the air around you charged with lightning and periodically zap enemies so now that damages being increased by a sizable amount this item isn't typically used in The Meta storm build so maybe this will help the mangled aspect is getting about a 40 buff to its chance to trigger this is when you're a Werebear and you're hit you have a chance to generate one spirit it's generally better options out there might this become competitive with umbral as a druid you can tank a lot of damage you can tank a lot of hits but that one Spirit gain at a time I don't see this making a big difference now seismic shift aspect is something that takes your Earth Spike power gives it a cool down and makes it attack in a line instead of just one that cooldown really hurts so now we're reducing that cooldown by 50 percent probably still not enough to get this to be a competitive aspect we've got about a 10 buff to the Blurred Beast aspect this was already being used on shred speed builds this helps make them even more competitive alright on to the Necromancer reap base skill damage increased by a little bit aclight reaps cool down between corpses reduced from five to four seconds so look at the end of the day across the board all four basic skills are getting buffed slight damage increases sometimes a slight buff to their Essence generated their cooldowns are improved a bit nothing massively game changing here but just overall it's gonna be better being a necro my a little bit we're getting the tiniest buff to Sever's base damage but the Return base damage is increased I really like this change so Sever's a skill where you throw a scythe at enemies and it comes back to you like a super deadly Boomerang and it's that return damage that they're buffing so this makes it more of a skill shot and they're almost doubling the damage of that return shot uh severs are really really really fun leveling build but it doesn't really perform well in the end game who knows with this bloodlance is a skill that just underperforms relative to some other of the Spenders like bone Sphere for instance it's just a bloody weaker bone spear now they're making it more likely to overpower overpower damage in general isn't something that performs well in the end game it just doesn't scale properly it performs well early to mid game but the way overpower damage is just it's not a multiplier it's just tacked on to the end of your damage which is why it doesn't fit into any of the damage buckets or damage decks once you start getting to really high numbers of Monster Health and and damage just overpower falls off I don't see this changing the meta in any way bone prison cooldown reduced from 20 to 18 seconds oh great more necromancers can get me trapped while I'm trying to fight a Shava Dreadful bone prisms fortify increased by about 50 I don't see this changing a whole lot Iron Maiden base damage increased from 10 to 20 that's a 100 buff to Iron Maiden and we get about a 40 buff to horrid Iron Maiden damage so Thorns necros you know we sometimes see Iron Maiden use it's not super popular as a curse for necros but that's a pretty sizable buff maybe Thorne's necro will rise here corpse tendril is more likely to spawn in blood orb now Corp centrals are already a very very very meta skill so many builds use it bone spikes damage increase again this is the Dismount skill and minions will now oh we can Target with our minions Ray Scott and Golem minions will now always engage targets with a cast curse this is huge although oh okay hmm curses Target an area how do you single out a specific Target this is almost perfect one of the issues with minions is they're on dummy mode they attack whatever they want this was a deliberate design Choice by the devs uh personally I would rather have the ability to direct my minions to a specific Target I think that would really help with so minion builds in general they perform well enough during the campaign you can get them to be viable you know well until like level 80 or something but they're just not competitive at the high levels they're just not competitive with other necro builds with other builds in the game part of the issue is Minions on dummy mode versus minions that you could engage in specifically you know Focus down targets so being able to work more curses into your build and direct enemies with that curse man there's something there's something really good here at the very least we have seen now the devs budge from no you can't direct your minions to now you can this be the start of moving even more in that direction I wonder how this actually plays out I mean all we need to do right is have a a three-tier system of if no enemies are cursed minions attack whoever they want if enemies are cursed minions will preferentially attack that enemy and then if you cast a curse while your cursor right it's called a cursor for a reason is over a specific enemy the minions Target that specific enemy we just gotta get the devs to add that that that's the next thing all right next patch next season we gotta get them to add that and then this is perfect and then they're buffing kalon's edict passive this is the minion Necromancer passive 50 buff here if you've not taken damage for two seconds your minions get a buff they're trying to make minion nekros more viable overall I don't like this whole a buff if you're not taking damage kind of thing at high levels of play it's just very difficult to not be taking damage rothma's Vigor nice buff here for blood necros which underperform as well again though it's a buff based on effectively not taking damage for for an extended period of time or not being low on health for an extended period of time but you're getting like one overpower every you know 12 seconds again as we explain overpowered just falls off in the late game I don't see this changing anything now spiked armor Thorns increased we're getting about a 30 buff to effectiveness here so that combined with the Iron Maiden buff I would love to see a Thorns necro rise here now bursting bone this is whenever your bone person either expires or is destroyed it makes an explosion this is doubling the damage of that explosion okay now the bone prison Buffs make more sense in context I wonder if something could be done here we do see bone prison use sometimes this could help make them more popular flesh rending this makes it such that when decomposed spawns a corpse you generate Essence this is doubling the effectiveness so every time you spawn a corpse with decompose you're not going to gain 40 Essence now with decomposed you can form a corpse every 2.5 seconds that works out at 16 Essence per second on top of the seven that we already have that's what decompose gives naturally so that's 23 Essence per second I wonder if this is gonna actually make a c decompose become a more popular generator then fast blood this is an aspect that makes it such that when you pick up a blood orb you reduce the cooldown on your ultimate we're getting a 50 buff there bone storm is already a really popular skill to work into uh Necromancer builds does have a 60 second cooldown though I'm wondering if you can actually get a Perma of time some kind of blood orb build that'll give you Perma uptight on bone storm if anyone has any idea the rate at which you can be generating blood orbs I'm not I'm not too familiar with that but if you can get Perma bone storm that'd be really cool all right on to the Rogue we're seeing some tiny damage Buffs to the generators heart Seeker actually gets some significant buff the primary heart Seeker Rune is actually getting more than double its damage that's very significant so basically it creates ricochets and those ricochets were only dealing 30 damage now they're dealing 75. heartseeker just wasn't being used even by ranged Rogues maybe now maybe barrage is getting a 10 damage buff caltrops definitely under use in the meta but not a huge buff to the chill effect small cooldown reduction on smoke grenade this skill is pretty much absent from the meta I don't see this changing things reign of arrows cooldown slightly reduced rain of air is just one of the most cool skills in the game but it just doesn't perform well enough that five seconds knocked off isn't enough it's got to be at least 45 second cooldown ambient potency increased by they're doubling that bonus there but again I don't see this being enough to make random arrows viable Dismount power buffed Close Quarters combat getting a 50 buff to its damage oh okay it's actually the bonus to using the Synergy effect alright So Close Quarters combat if you hit enemies with a marksman skill you gain a 10 attack speed buff if you hit them with a Cutthroat skill you gain a 10 attack speed buff so if you do both that's 20 attack speed and if you're benefiting from both then you gain a damage buff against ground control enemies though I do believe this has fallen out of paper in the meta so this is gonna further encourage people to take this and encourage you to have that that dual gameplay Style with you're probably gonna still have one core skill that's either melee arranged but then a generator or a basic skill that will be the opposite we were also seeing for instance in twisting blades builds we would take this before moving on to the final form eventually twisting blades can drop having a generator all together rather a basic skill altogether because they're able to generate enough resource to sustain attacking while dropping their basic skill this maybe gives some extra incentive to work that basic skill which would be puncture a marksman skill uh back into the build we're getting a huge cooldown reduction buff to escape artist from 100 seconds to 45 seconds escape artist makes it such that you you drop a bunch of smoke bombs if you take damage and then you're able to dodge the next like seven attacks maybe this could be used for hardcore builds it's just 45 seconds still is such a long time it's gonna trigger when you don't want it to right when you're not in danger it's going to trigger 45 seconds are going to be going by before it can trigger again in the meantime you're gonna get hard cc'd and kill and it's going to be on your cooldown we're getting a 20 buff to umbrous this gives you a chance to spawn a dark shroud not enough to make this viable dark shroud is a great skill but it's lucky hit so you have a chance to have a chance to gain a dark shroud you lose those dark shrouds so fast there's so many better aspects I don't see this making a change here alright the eyes and the dark aspect is foreign I don't see this changing anything but death trap will keep rearming itself if it doesn't one hit a player doesn't hit a boss which is kind of the big thing or uh doesn't kill an enemy so he's gonna keep rearming itself which is nice but it extends the the cool down on Death Trap by now 20 instead of 30 again even if you're running a death trap Rogue there are just so many better options I don't see this making a change alright lastly on to the sorcerer again we're seeing Buffs to the basic skills across the board nothing super game changing but again it's gonna help incinerate getting a 10 buff to its base damage about a 60 buff to enhanced incinerate and greater incinerates immobilize will now trigger every three seconds instead of every four seconds incinerate is just not meta this definitely helps it out but I don't expect to see a big change here because it is a sit and channel skill so we really need big Buffs there to make a skill that kills all your mobility and makes you a Sitting Duck for enemies to kill you we really need to see big boss to make those viable Fireball gets a Mana cost reduction only about a 10 though again not enough to change the meta Frozen or getting some small Buffs a bit more damage bit more chance to make enemies vulnerable this is actually an opportunity take that number turn it to like 50 right now sorks rely on Frost Nova to make enemies vulnerable it's pretty much their only reliable tool to do so if you can make frozen orb another means of getting that vulnerable Frozen or builds could rise we're seeing a buff to Blizzard blizzard is actually in a pretty good spot already dish with blizzard builds is that blizzard doesn't scale off of your weapon damage it's a build that requires the the glacial aspect and that glacial aspect rolls with a set damage and so as you level up you need to find better and better versions of it so overall the blizzard build at early game is just terrible at end game becomes very strong very competitive slight buff there helps it perform a little better this build is relatively new to The Meta anyway and we're basically now seeing it rise as a very competitive build for Sorcerers ice blades has a better chance to apply vulnerable now this helps again we highlighted the source towards vulnerable issue here still probably not reliable enough doesn't hit enough enemies too long of a cool down summon lightning Spears getting a 60 damage buff this is pretty significant and I think might help make crackling energy builds more viable I played a lightning sork back in the December press beta and I feel like back then maybe I'm remembering wrong I feel like back then the Lightning Spear crackling energy sourc was well I mean it only had the early game to play but it was really fun build uh it spawn a bunch of crackling energy pick it up shooting out lightning Spears all over was really fun hopefully this could make this a more viable play style because it was really fun speaking of crackling energy we're getting about a 40 buff to its base damage which isn't significant to begin with the Dismount power getting a nice buff the Abundant energy aspect this gives crackling energy a chance to chain to an additional enemy we're getting about a 30 buff on that chance there again I'm hoping hoping hoping some crackling energy build can come together singed extremities this makes it that after you've immobilized enemies they'll be slowed by an amount going from 35 to 60 I don't see this changing much I think as a general rule we care whether enemies are slowed or not slowed more so than how slowed they are this does however give sorks more CC options they're already very crowd control uh heavy characters but it's hard to argue sacrificing another aspect just for all a more potent slow now incendiary this gives burning damage a chance to restore mana on Lucky hit sorry Mana again lucky hit chance of a chance that chance is very low but we are getting a 70 buff here probably not enough to change things but it feels like they're trying to chain this with that buff to incinerate so you can sit Channel incinerate you're hitting multiple enemies you are regaining energy to keep your incinerate propagating I don't think it's gonna work out nice buff to snow guards here this is actually very interesting so while you are within your own blizzard you're going to take less damage that's going from 15 to 25 damage reduction that's quite significant sorks are glass cannons if they don't have their Shield up if they're not ceasing enemies they are getting one shot at high levels of play this 25 that is significant damage reduction snow guards isn't currently meta for blizzard builds but I wonder if this could be worked in now as a defensive aspect now concentration if you haven't taken damage in a few seconds your Mana regen rate increases we're getting a 50 buff here this you know sorks do have good tools to avoid taking damage right currently either you're alive and not taking damage or you are dead so again with between their Shields and their CC they actually do go appreciable amounts of time without taking damage uh as well as barrier right they can generate a lot of barriers and I believe as long as it's your barrier taking damage and you're not losing life you should still be under the effects of this so you know this is the equivalent of warmth I guess you can say from D2 the concentration giving you that greater Mana regen sorks do suffer from managen issues um particularly at higher levels of play where they're they're they're really draining that Mana so this could help sustain I don't know if this is again quite enough quite good enough to replace another critical aspect but let's get in there alright then the flame scar unique is while you're channeling incinerate you shoot off Sparks and hit enemies we're getting a 50 damage buff here they're really trying to make incinerate a thing maybe between these three different Buffs maybe someone will make something happen now the staff of lamb s and aka the staff of Liam Neeson this makes your charge bolts Pierce but deal less damage now they're less damage will be less and less I don't see this as being enough to make charged bolts a meta thing alright I am on my lower level Druid and it seems all those caches that I was storing that were previously requires level 80. I can now grab them let's see what happens when I open one I got them on my rogue so let's see what happens am I gonna get Rogue drops well I guess we can't really tell no actually we got these ballistic Primal sabatons these are Druid only so it's not keyed to who gets the cash it's key to who opens the cache quickly check purveyor of Curiosities everything is now displayed as normal no more sacred no more ancestral and now the last thing here let's see what happens when we open a nightmare sigil I don't what okay let's try this on ancients lament what happens so I've activated it select nightmare dungeon map icon to teleport to its entrance so I am here I haven't even discovered this place yet I have nothing near it I click it and I am teleporting straight to it look at that so it doesn't generate a waypoint I know there was some speculation as to how exactly this would work it's not generating a waypoint it literally just takes me straight to the entrance now what happens if I am not in a town let's say I'm right here let's consume another one Crusaders Cathedral it's going to reset ancient alignment that's fine doesn't matter where in the world I am bam now I got that and I can Port straight there look at that so the biggest changes here are the Buffs and Nightmare dungeons there's a number of balance changes I don't see the meta being shaken up too much by this but this right here the changes to the XP I think this is going to shake up the meta and how people are leveling I think this is going to make Whispers more valuable for the one to 50. I'm hoping I'm hoping that that's going to become the new best way to level 1 to 50. uh without having to just regrind the same half dungeon over and over and over until blizzard Nerfs it and that now for end game XP grind nightmare dungeons are gonna be that much more valuable cutting out the travel time to the dungeon instantaneous travel now makes so many more dungeons so much more viable uh a big complaint there was well it's taking me you know 30 seconds or however long to get to the dungeon that cuts into my efficiency being able to run the same dungeon over and over and over uh you know you save up a bunch of keys for one dungeon so that you can just run that one dungeon saves you so much time this should see some significant meta tactic shakeup but I turned the question to you folks what do you think of this patch these changes are you for or against the Supreme quality of life of instant nightmare dungeon teleport but you know immersion breaking slash loss of purpose to the open world you can argue though that the Buffs to Hell tied and to Whispers that's not going to obsolete the whole open world we're still going to want to go there for those things again though sound off in the comments with your thoughts folks thanks for watching Splash likes on my twitch patreon and YouTube supporters for making these videos possible if you enjoyed this video please share it check out these other videos and subscribe to join Rikers Raiders for more Diablo content foreign
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Channel: Rhykker
Views: 213,199
Rating: undefined out of 5
Keywords: Diablo 4, Diablo 4 patch notes, Diablo 4 update, Diablo 4 analysis, patch notes breakdown, instant teleportation, Nightmare Dungeons, Diablo 4 dungeons, Diablo 4 XP buffs, Diablo 4 gameplay changes, Diablo 4 strategies, Diablo 4 teleport, Diablo 4 character development, Diablo 4 leveling up, Patch analysis, Diablo 4 tips, Diablo 4 news, Diablo 4 patch review, Diablo 4 guide, Diablo 4 teleportation, Diablo 4 helltides, Diablo 4 Tree of Whisper
Id: 8_E7LPsP8q4
Channel Id: undefined
Length: 38min 15sec (2295 seconds)
Published: Tue Jun 27 2023
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