Prepare for the dark onslaught in Diablo 4: Season of Blood! Vampires have descended upon Sanctuary, and it’s up to you to wield the power of blood magic to vanquish this menacing threat. In this article, we’ve got the latest patch notes to keep you updated on all the exciting changes in this fresh season of gameplay.
Diablo 4: Season of Blood has just been released across all gaming platforms.
This season introduces fresh gear, exciting class adjustments, and a gripping addition to the storyline.
Diablo 4: Season of Blood has arrived, and it brings with it a relentless horde of vampires sweeping through Sanctuary. Your mission: harness the power of blood magic to conquer this dark menace. Dive into this article to uncover the patch notes, giving you the inside scoop on all the thrilling updates in this brand-new season.
Tassets of the Dawning Sky (Generic Unique Pants): When you take damage from a Non-Physical damage type, you gain +6-10% Maximum Resistance to that damage type for 6 seconds. This effect can only apply to one damage type at a time.
Tuskhelm of Joritz the Mighty (Barbarian Unique Helm): When you gain Berserking while already Berserk, you have a 40-60% chance to become more enraged granting 15% (multiplicative damage) [x] increased damage, 2 Fury per second, and 10% Cooldown Reduction.
Dolmen Stone (Druid Unique Amulet): Casting Boulder while Hurricane is active will cause your boulders to rotate around you.
Scoundrel’s Leathers (Rogue Unique Chest): While you have unlimited Energy from Inner Sight, your Core Skills have a 60-80% chance to spawn Caltrops, Poison Trap, or Death Trap.
Blood Moon Breeches (Necromancer Unique Pants): Your Minions have a 3-7% chance to curse enemies. Enemies affected by at least 1 of your curses take 70% [x] (multiplicative damage) increased Overpower damage from you.
Blue Rose (Sorcerer Unique Ring): Lucky Hit: Damaging an enemy has up to a 30% chance of forming an exploding Ice Spike, dealing 0.25-0.35 Cold damage. Triple this chance if the enemy is Frozen.
Godslayer Crown (Generic Unique Helm): When you Stun, Freeze, or Immobilize an Elite enemy, or damage a Boss, it pulls in nearby enemies. You deal 30-60% [x] increased damage to them for 3 seconds. This effect can only occur once every 12 seconds.
Flickerstep (Generic Unique Boots): Each enemy you Evade through reduces your active Ultimate Cooldown by 2-4 seconds, up to 10 seconds.
Tibault’s Will (Generic Unique Pants): You deal 20-40% [x] increased damage while Unstoppable and for 4 seconds after. When you become Unstoppable, gain 50 of your Primary Resource.
X’Fal’s Corroded Signet (Generic Unique Ring) Lucky Hit: Your damage over time effects have up to a 50% chance to erupt, dealing 5.0-6.0 damage of the same type to Nearby enemies.
Soulbrand (Unique Generic Chest): Your Healing Potion no longer Heals instantly, instead it grants a Barrier for 200% of the healing for 4 seconds. While you have a Barrier, you gain 10-20% Damage Reduction.
Banished Lord’s Talisman (Unique Generic Amulet): After you spend 300 of your Primary Resource, your next Core Skill is guaranteed to Overpower. Your Critical Strikes that Overpower deal 80-120% [x] increased damage.
The Aspect below can be found on Boots and Amulets.
Aspect of Slaughter (Generic Mobility Aspect): You gain 20% Movement Speed. Lose this bonus for 2.5-5 seconds after taking damage.
The Aspects below can be found on Amulets, Gloves, Rings, and Weapons.
Aspect of Elements (Generic Offensive Aspect): Gain 20-30% (additive damage) [+] increased damage to a set of damage types for 7 seconds.
Wanton Rupture Aspect (Barbarian Offensive Aspect): Your Rupture does not remove the Bleeding damage from enemies. This can occur once every 30-40 seconds.
Raw Might Aspect (Druid Offensive Aspect): After you hit 15 enemies with your Werebear Skills, your next Werebear Skill will deal 30-50% (multiplicative damage) [x] more damage and Stun enemies for 2 seconds.
Aspect of Artful Initiative (Rogue Offensive Aspect): When you spend 100 Energy you release a cluster of exploding Stun Grenades that deal 0.2-0.3 total Physical damage and Stun enemies for 0.5 seconds. Your Grenade Skills deal 15% [x] more damage.
Aspect of the Long Shadow (Necromancer Offensive Aspect): Lucky Hit: Your Shadow Damage Over Time effects have a 10-30% chance to generate 3 Essence. Damage from your Shadowblight Key Passive will always generate 2 Essence.
Battle Caster’s Aspect (Sorcerer Offensive Aspect): Lucky Hit: When your Conjuration Skills hit you have up to a 30-40% chance to gain +1 Rank to your Conjuration skills for 12 seconds. This can stack up to 3 times.
The value ranges provided for the Paragon Glyphs below reflect them at Level I and at their maximum of Level 21.
For every 5 Strength purchased within range, your Dust Devils deal 13.2-39.6% [+] increased damage.
Additional Bonus: You deal 13% [x] increased damage for 4 seconds after creating a Dust Devil.
For every 5 Strength purchased within range, your Earthquakes deal 13.2-39.6% [+] increased damage.
Additional Bonus: You deal 10% [x] increased damage to Crowd Controlled enemies and Bosses for each active Earthquake.
For every 5 Willpower purchased within range, your Lightning Bolts and Dancing Bolts deal 13.2-39.6% [+] increased damage.
Additional Bonus: Enemies damaged by your Lightning Bolts or Dancing Bolts take 20%[x] increased damage from you for 5 seconds.
For every 5 Dexterity purchased within range, your Earth Skills gains 3.0-14.9%[+] Critical Strike Damage.
Additional Bonus: You gain 15% [+] Lucky Hit Chance.
For every 5 Dexterity purchased within range, your Earth Skills gains 3.0-14.9%[+] Critical Strike Damage.
Additional Bonus: Consuming a Corpse Fortifies you for 4% of your Maximum Life and grants 4% Damage Reduction for 4 seconds.
For every 5 Willpower purchased within range, your Desecrated Ground deals 19.8-59.4% [+] increased damage.
Additional Bonus: While standing in your Desecrated Ground, you deal 15%[x] increased Shadow Damage.
For every 5 Dexterity purchased within range, your Stun Grenades deal 13.2-39.6% [+] increased damage.
Additional Bonus: Dropping a Stun Grenade grants you 10% Damage Reduction for 2 seconds.
For every 5 Intelligence purchased within range, your deal 2.0-9.9% [+] increased Shadow damage.
Additional Bonus: Entering Stealth reduces the active cooldown of Shadow Imbuement by 4 seconds.
For every 5 Intelligence purchased within range, your Ice Spikes deal 2.0-9.9% [+] increased damage.
Additional Bonus: Your Ice Spikes gain 10% [+] Critical Strike Chance.
For every 5 Dexterity purchased within range, your Conjuration Skills gain 7.9-27.7% [+] Critical Strike Damage.
Additional Bonus: Enemies damaged by your Conjuration Skills deal 1% reduced damage to you for 6 seconds, stacking up to 12%.
We have added more cursor icon options, including higher contrast icons. These can be found in the Accessibility Options menu.
We have added an audio cue to signal when you are near a traversal (Ex: A ladder or broken bridge to jump over).
User Interface & User Experience
Items can now be marked as Favorite. Items marked this way cannot be sold or salvaged.
Items in the Stash can now be marked as Junk or Favorite.
The Stash can now be searched and filtered to more quickly find items.
Using the Sell all Junk option will now only sell Junk in the active Inventory tab.
Extracted Aspects with the same Legendary Power will now be grouped together when sorted in the Inventory and Stash.
The sorting of normal Affixes on items has been improved to be more consistent.
Dungeons that have active Whispers associated with them will now display the Aspect Name and Description on the map Tooltip.
Streamer mode has been implemented. Players that wish to hide identifying information—such as their character name or Battle.net username—can find these new settings in the Connect Options menu.
An additional option for hiding Combat Text is now available in the settings.
Auto-run has been added. When pressing the bound key/button, the player will continuously move in the direction they or their mouse cursor are facing until another movement action or Skill is initiated.
We have added an in-game announcement for upcoming World Boss spawns.
The visual effect on the Map to denote active Helltide is now also shown on the Minimap.
The Minimap has been zoomed out to display a wider area.
Three new icons have been added for Helltide Chests on the map. One each for Jewelry, Armor, and Weapons.
Two additional character slots have been added, totaling 12.
Enchant cost is now determined by a coefficient of Base Item Power and item type instead of the item’s sell value. For Rare items, this will generally result in a higher initial Enchant cost, but subsequent Enchanting will continue to escalate at a significantly reduced rate than prior. Enchant costs will be generally reduced across the board for Legendary items.
Gems will no longer drop from regular sources, and can instead be crafted at a Jeweler.
Previous Gem sources now drop Gem Fragments, which are stored in the Materials tab.
Crafted Gems can be Salvaged back into Gem Fragments at a Jeweler.
The equivalent number of Gem Fragments will drop less frequently than Gems did from regular sources, but more frequently from Whisper Caches.
The overall drop rate of elixirs has been reduced.
The 0.5% chance of dropping from any monster has been reduced to 0.02%
Whisper Caches will now always only reward items of the specified equipment slot instead of having a chance to include a random item of any equipment slot.
The drop chance of Scroll of Escape has been reduced from 0.1% to 0.025%.
Fiend Roses and Forgotten Souls are no longer required to upgrade non-Sacred or Ancestral items.
The item power ranges for Sacred and Ancestral items have been adjusted.
Teleporting to a Nightmare Dungeon now takes the player inside the Dungeon, instead of teleporting to its entrance.
Nightmare Sigils will now be rewarded upon completing a Nightmare Dungeon, instead of only after defeating the final boss.
Monsters in Season of Blood Nightmare Dungeons will spawn closer to the entrance. This is meant to help reduce the amount of walking needed before your first encounter in the Dungeon.
Nightmare Dungeon Affix Adjustments:
Direct Damage from Major Affixes can now be passively dodged (Ex: Blood Blister and Death Pulse).
Previous: Monsters deal X% more damage when attacking from behind.
New: Close monster attacks from behind cause you to become Vulnerable. Vulnerable damage taken is increased by X%.
Death Pulse will no longer trigger on monsters that already have death explosions.
Death Pulses will no longer spawn on top of each other. A Death Pulse will only occur if there is open space around the monster.
Glyph Experience has increased across the board, with a significant increase at earlier tiers. Overall glyph experience across all tiers is up 19%.
Many Dungeons have received visual updates and layout improvements.
Miscellaneous quality of life updates for various Dungeons.
The time between Legion Events has been reduced from 30 minutes to 25 minutes.
Every Legion Event will now have a Whisper objective associated with it.
Additional Life scaling for Legion Event monsters has been increased.
The experience reward for completing a Legion Event has been increased by 75%.
The time between World Boss spawns has been reduced from 6 hours to 3.5 hours.
World Boss health and damage has been increased.
The quality of rewards received for defeating a World Boss has been significantly increased.
The warning that indicates when a World Boss will spawn now broadcasts an hour in advance versus 30 minutes previously. Players are also notified 15 minutes before a World Boss spawns.
World Bosses now become immune 2 seconds after beginning their escape.
Silent Chests can now spawn in areas where Helltide is active.
The tier for Nightmare Sigils rewarded from Whisper Caches will now always be within 5 Levels of the highest-level Nightmare Dungeon the player has completed.
Various Quality of Life updates for Whispers, such as moving the altars to bring collected resources to a more central location and reducing the number of monsters needed to be slain to complete certain objectives.
Whisper Caches will now reward significantly more Gold and increased Gem Fragments.
The overall responsiveness of Mounts has been improved.
Mounts are now less likely to get stuck or slow down unexpectedly.
Mounts automatically jumping over traversals will work more consistently.
The mouse cursor no longer needs to be at the edge of the screen for keyboard and mouse players to achieve full Mount speed.
Base Mount Movement Speed has been increased by 14%. Your Mount’s top speed remains unchanged.
The speed boost from Spur has had its duration increased by 50%
Using Spur now allows mounts to break through barricades.
Manual Mount Cooldown has been reduced from 10 seconds to 5 seconds
The cooldown appearing after you’ve been forced to dismount from taking damage has been reduced from 30 seconds to 15 seconds.
The cooldown for the Mount Combat skill has been reduced from 10 to 3 seconds (Ex: Barbarian’s Bounding Slam).
All monsters and bosses across the game have been rebalanced around all the other changes slated for Season of Blood to ensure the overall difficulty of the game does not drastically change.
Level Scaling in the open world has been adjusted. Levels of the monsters encountered in the Open World will scale with the player’s Level, with a minimum and maximum Level determined by the World Tier.
We have generally reduced the evasiveness of many monsters.
The cooldown for Teleport cast by Knight monsters has been increased and the range has been decreased.
The Spider Host Cold Explosion now Chills instead of Freezes.
The Bloated Corpsefiend Death Explosion no longer has knockback.
Spider Hosts, Bloated Corpsefiends, and Fly Hosts will no longer spawn with the Fire Enchanted or Plaguebearer affixes.
The Seething Abomination’s Ground Slam ability now also spawns a poison pool under the player.
Ghost monsters have received a visual upgrade.
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