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Patch 2.0.4 Patchnotes

ladriel

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Patch 2.04 [Patchnotes]

Quelle: Patch 2.0.4 Now Live - Diablo III


GENERAL

-Greatly increased the survivability of pets summoned by several items and skills, including:
Skycutter
Maximus
The Gidbinn
Genzaniku
Litany of the Undaunted
Call of the Ancients
Falling Sword - Rise Brothers


-All Town hubs have had the placement of the Nephalem Rift Obelisk, Orek, and Kadala adjusted to help reduce the chance of accidental clicking
-The Blacksmith's Belongings box in Act I no longer has collision


CLASSES


Barbarian

Philosophy
Many skills that spend Fury feel great, but when it comes time to generate Fury the single-target options don't feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of those single-target generators to be more competitive.

Active Skills

Bash
Increased base damage from 170% to 215% weapon damage
Skill Rune - Clobber
Increased chance to stun for 1.5 seconds from 30% to 35%
Skill Rune - Onslaught
Increased additional damage from 80% to 100% weapon damage

Frenzy
Increased base damage from 120% to 155% weapon damage

War Cry
Bug Fix: Fixed an issue preventing the 5 seconds of paused Fury degeneration after casting War Cry from working.

Weapon Throw
Increased base damage from 150% to 185% weapon damage
Skill Rune - Mighty Throw
Increased damage from 210% to 270% weapon damage
Skill Rune - Throwing Hammer
Increased chance to stun from 30% to 40%


Crusader

Philosophy
Many of the Crusader's Wrath spenders are below where we would like, while Heaven's Fury - Fires of Heaven was over-performing. We are toning back Fires of Heaven while increasing the potency of most of the other Crusader spenders to encourage greater build exploration.
The single-target Wrath generator spells, Punish and Justice, don't feel meaty compared to generators that can hit more than one target at a time. As a result, we are increasing the potency of Punish and Justice to be more competitive.
We are making a few adjustments to improve Steed Charge. The cooldown and duration of the skill have both been reduced. Overall, this makes the total uptime for the skill slightly higher and, more importantly, you'll be able to hit the button more often. We're removing the ability for Steed Charge to break stuns, which allows us to focus on Steed Charge being primarily a mobility skill that can still get you out of root effects, such as Jailer. We still want Steed Charge to be useful in combat, so we're also increasing the damage on damage-focused runes.


General
Crusaders now take 15% less damage from all sources

Active Skills

Akarat's Champion
Skill Rune - Rally
Fixed an issue where Rally would not reduce the cooldown of Condemn

Blessed Hammer
Skill Rune - Burning Wrath
Increased radius from 5 to 8 yards
Increased pool damage from 95% to 150% weapon damage
Skill Rune - Icebound Hammer
Bug Fix: Fixed an issue where Icebound Hammer wasn't chilling enemies
Icebound Hammer no longer goes away when exploding

Blessed Shield
Increased base skill damage from 280% to 340% weapon damage
Skill Rune - Combust
Increased damage from 105% to 270% weapon damage
Skill Rune - Shattering Throw
Increased damage from 50% to 333% weapon damage
Known Issue: The tooltip for this skill rune does not reflect this change

Fist of the Heavens
Increased base skill's impact damage from 250% to 340% weapon damage
Increased base skill's bolt damage from 210% to 340% weapon damage
Skill Rune - Divine Well
Increased damage from 14% to 80% weapon damage
Increased bolt zap search radius from 12 to 18 yards
Skill Rune - Fissure
Increased area of effect damage from 80% to 400% weapon damage over 5 seconds
Increased Arc capsule damage radius from 3 to 6 yards
Skill Rune - Heaven's Tempest
Bug Fix: Fixed an issue where Heaven's Tempest was not moving around in its intended pattern

Heaven's Fury
Skill Rune - Fires of Heaven
Reduced damage from 950% to 735% weapon damage

Justice
Increased base skill damage from 175% to 240% weapon damage
Skill Rune - Burst
Increased damage from 25% to 30% weapon damage
Skill Rune - Hammer of Pursuit
Hammer of Pursuit now seeks targets more quickly after cast
Increased damage from 200% to 300% weapon damage

Phalanx
Increased base skill damage from 295% to 380% weapon damage
Skill Rune - Bowmen
Increased damage from 85% to 160% weapon damage
Skill Rune - Bodyguard
Increased damage from 200% to 285% weapon damage
Skill Rune - Shield Charge
Increased damage from 75% to 180% weapon damage
Skill Rune - Stampede
Increased Stun chance from 25% to 30%

Punish
Increased base skill damage from 200% to 270% weapon damage
Skill Rune - Retaliate
Increased damage from 70% to 94% weapon damage

Shield Bash
Increased base skill damage from 325% to 370% weapon damage
Skill Rune - Crumble
Increased on death proc damage from 550% to 660% weapon damage
Skill Rune - Pound
Increased damage from 550% to 740% weapon damage
Increased bonus damage from shield Block Chance from 150% to 500%

Steed Charge
Reduced base skill cooldown from 25 to 16 seconds
Reduced base skill duration from 2 to 1.5 seconds
No longer breaks Stun
Skill Rune - Endurance
Reduced duration from 3 to 2 seconds
Skill Rune - Ramming Speed
Increased damage from 475% to 515% weapon damage
Skill Rune - Nightmare
Bug Fix: Fixed an issue where the Fire pools were not lasting their full intended duration
Skill Rune - Draw and Quarter
Increased damage from 125% to 185% weapon damage

Sweep Attack
Increased base damage from 400% to 440% weapon damage

Passive Skills

Lord Commander
Now reduces the cooldown of Steed Charge by 25% and Bombardment by 35%


Demon Hunter

Philosophy
Many skills that spend Hatred feel great, but when it comes time to generate Hatred the single-target options don't feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of a few single-target generators to be more competitive.

Active Skills

Evasive Fire
Increased base middle shot damage from 160% to 200% weapon damage
Increased base side shot damage from 80% to 100% weapon damage
Skill Rune - Covering Fire
Bug Fix: Fixed a bug causing the side shot damage to be lower than the amount listed
Increased the damage of the side shots from 160% to 200% weapon damage
Increased the range of the side shots from 50% to 80% to match the range of the middle shot

Hungering Arrow
Increased base damage from 125% to 155% weapon damage
Sentry
Skill Rune - Guardian Turret
The damage reduction from this rune will now be reflected in the Toughness display


Monk

Philosophy
Monks are working as intended and Dashing Strike is perfectly balanced.
There are no Monk changes at this time. Monks are currently in a fairly comfortable place, but as with all aspects of the game, we will continue to monitor them and make changes as needed.



Witch Doctor

Philosophy
The Witch Doctor was lacking good options for when they were low on Mana. A lack of attractive Signature spells results in builds primarily focused on sustaining Mana for long periods of time. We are increasing the potency of a few single-target Signature spells to be more competitive so that there are still aggressive options while waiting for Mana to regenerate.
Haunt has received some changes to provide a low-Mana option as well as to emphasize options for a damage-over-time (DOT) play style.


Active Skills

Poison Dart
Increased base skill damage from 155% + 40% to 185% + 40% weapon damage
Skill Rune - Splinters
Increased damage from 65% to 105% weapon damage per dart
Skill Rune - Spined Dart
Increased amount of Mana returned from 25 to 50
Skill Rune - Flaming Dart
Increased damage from 275% to 425% weapon damage over 4 seconds
Damage over time from Flaming Dart can now stack with itself
Skill Rune - Snake to the Face
Stun chance increased from 25% to 33%-35%

Corpse Spiders
Increased base skill damage from 216% to 324% weapon damage
Skill Rune - Leaping Spiders
Increased damage from 238% to 383% weapon damage
Skill Rune - Blazing Spiders
Increased damage from 259% to 400% weapon damage

Firebomb
Skill Rune - Pyrogeist
Increased damage from 560% to 880% weapon damage

Haunt
Reduced Mana cost from 200 to 50
Increased base skill damage from 1465% over 6 seconds to 4000% over 12 seconds


Wizard

Philosophy
Two skills on the Wizard, Arcane Orb - Frozen Orb and Electrocute, have bugs with their implementation. Unfortunately, these bug fixes do have the side effect of weakening these skills. Ultimately, this brings these skills back in line with other Wizard skills, which is why we chose to implement these fixes.
Teleport is receiving some changes to allow it to work in more situations. The range is being increased overall for each cast of Teleport. As a result, the Wormhole rune is receiving a reduction in the number of successive casts that can be completed. Previously, you could cover 140 yards in 4 casts and now you can cover 150 yards in 3 casts. Overall, this is a buff.


Active Skills

Arcane Orb
Frozen Orb
Bug Fix: Fixed an issue where Frozen Orb was chilling for longer than intended
Bug Fix: Fixed an issue where the Frozen Orb bonus damage radius was hitting a larger area than intended

Electrocute
Skill Rune - Surge of Power
Reduced proc scalar from 0.25 to 0.166

Teleport
Increased range from 35 to 50 yards
Skill Rune - Wormhole
Reduced maximum allowed teleports from 4 to 3

Passive Skills

Arcane Dynamo
Bug Fix: Arcane Dynamo now properly grants bonus damage to channeled spells
Prodigy
Bug Fix: Fixed an issue where Electrocute was granting double the intended amount of Arcane Power when used with Prodigy

ADVENTURE MODE
Nephalem Rifts
Nephalem Obelisks now have a short cast time before they activate
Adjusted the potential layouts for Sewer and Aqueduct style dungeons to include more randomized options

CRAFTING
Level 70 crafted sets no longer require Flawless Royal gems and instead now require Marquise gems
The drop rate of unique Legendary crafting materials has been significantly increased
This matches the drop rate of Death's Breaths
Death's Breaths are no longer required for level 61-70 Rare crafting recipes
Bug Fixes
Legendary crafted shields now provide the correct amount of Block Value for their level

ITEMS
The treasure from Resplendent Chests has been improved to feel more resplendent
Malthael is now much more afraid, and will more consistently drop the Reaper's Fear Legendary crafting material

Bug Fixes
Legendary Follower relics will no longer roll incorrect Primary stats
Gloves of Worship no longer grant 60 minute buffs for Empowered or Fleeting Shrines

MONSTERS
Damage from ghosts with the Soul Siphon ability has been reduced
Poison Enchanted:
Duration of each Poison Enchanted globule reduced from 8 to 6 seconds.
Maximum number of Poison Enchanted globules has been reduced from 4 to 3 per cast
Poison Enchanted is now triggered with more variation in timing from Champion packs
The "Kill Malthael" quest is now required to be completed before Malthael will drop loot

QUESTS
The Crazy Climber event now requires players to kill the monsters spawned during the event to complete
The Jar of Souls event now spawns additional monsters in Torment I and higher
The Matriarch's Bones event now spawns additional monsters in Torment I and higher
In Campaign Mode, Manglemaw now only drops loot and gives XP before the player progresses to the Chancellor's Tomb quest

USER INTERFACE
Bug Fixes
Fixed an issue where game objects were prioritized over chat links in the chat window
Fixed an issue where players were sometimes unable to click on chat links at the bottom of the chat window
 
Zuletzt bearbeitet:
Also doch ein kleiner Frost-Orb Nerf. Bin mal gespannt, wie es sich danach spielt.
 
Monks are working as intended and Dashing Strike is perfectly balanced.

genialer troll :D
 
In Campaign Mode, Manglemaw now only drops loot and gives XP before the player progresses to the Chancellor's Tomb quest
:(
Und kistenruns sind weiterhin möglich?
Hab da lieber den Klops auf T6 umgehauen...
 
Frostorb also...bin auch sehr gespannt, wie es sich dann spielt. FO war einfach zu stark. Offentlich ist es auch weiterhin gut nutzbar, der Skill macht doch ordentlich Spaß.

Rifts kommen woanders hin und haben Aktivierzungszeit....gute Änderung. Missklick und 5 Portalschlüssel sind weg. Gerade A1 ist doch sehr arg platziert.

Die Kiste beim Schmied in A1 verliet die Kollisionsabfrage. :D

Gerade jetzt, wo ich endlich den makell. königlichen Rubin fertig hab und Cains Schuhe gecraftet. -.- Aber ok, zumindest für zukünftige wird es dadurch leichter. Wohl aber zu leicht, wenn ein Marquise benötigt wird und die Droprate für leg. Material drastisch erhöht. Atem des Todes wird erst gar nicht mehr benötigt, was ich Schade finde, musste man sich bei denen Entscheiden, wo man sie einsetzt.

Zu guter Schluss: Trüber Kristall wird immer noch in Mengen gebraucht. Ansonsten ein guter Patch. Setzt an den richtigen Stellen an, große wie kleine.
 
Wieso das immer so lange dauert? ;)

Dass die Skills vom DH zB gebufft gehören sah ich nach 5min Spielzeit im Fertigkeiten Menü. War ja absolut witzlos wie diese Skills untereinander gebalanced waren.
 
Ich freue mich darüber, dass die blöde Kiste beim Schmied nicht mehr im Weg ist. Ständig habe ich mich darin verrannt.

Auch, dass die Portale nicht mehr sofort aufgehen, begrüße ich sehr - wie oft ich in letzter Zeit zu spät gekommen bin, weil ich falsch geklickt habe und "noch eben das Portal machen" wollte ...

Insgesamt finde ich, gehen die Änderungen in die richtige Richtung. (Das mit dem Wizzard nervt natürlich, aber es war echt zu stark).
 
Aber innerhalb von 10 Minuten hat man doch gute Chancen, nochmal einen neuen zu finden.
Stelle ich mir jedenfalls so vor, mir wollen diese Handschuhe einfach nicht droppen -.-
 
ich habe bisher den Eindruck dass der Schneller-Laufen-Schrein weniger oft spawnt als die anderen.
Mag aber auch subjektiv sein bzw. innerhalb "der normalen statistischen Schwankung" liegen :)

Aber du hast schon recht, wenn man ein normales Spieltempo anschlägt und größere Runs macht, geht sich das idR aus dass man nach ner Weile mit allen Schreinen aktiv rumläuft
 
Aber innerhalb von 10 Minuten hat man doch gute Chancen, nochmal einen neuen zu finden.
Stelle ich mir jedenfalls so vor, mir wollen diese Handschuhe einfach nicht droppen -.-
Oder das Game geht gar nicht länger als 10 Minuten. Finde 10 Minuten absolut angemessen, ist schon stark genug. Eine Stunde mit X Buffs rumzurennen ist einfach absurd und daher zurecht generfed.
 
die Neuerung, über die ich mich am meistne freue:

Die Schatulle mit den Habseligkeiten des Schmieds in Akt I hat keine Kollision mehr.

ich hatte mich jedesmal wieder darüber aufgeregt :ugly:
 
Ich weiß um ehrlich zu sein nicht mal, was damit gemeint ist. Ich hatte da nie irgendwelche Probleme. Konnte man an der Kiste hängen bleiben?
Was mich mehr nervt (bzw früher genervt hat, heute ist man da nicht mehr so oft):
Im Kern des Arreak gibt es eine Stelle, an der man einfach gegen eine unsichtbare "Wand" rennt, die man dann umschiffen muss. Das könnte man mal fixen.
 
Das ist eigentlich immer passiert, wenn man vom Amboss direkt zum Händler wollte. Dann ist man an der Kiste hängen geblieben. Umgehen konnte man das nur wenn man einen größeren Bogen lief oder nicht zum Amboss ging, sondern an den Rüstungsständer (oder Waffenständer? Das linke Ding jedenfalls) und dann zum Amboss-Tab wechselte.
 
Das ist eigentlich immer passiert, wenn man vom Amboss direkt zum Händler wollte. Dann ist man an der Kiste hängen geblieben. Umgehen konnte man das nur wenn man einen größeren Bogen lief oder nicht zum Amboss ging, sondern an den Rüstungsständer (oder Waffenständer? Das linke Ding jedenfalls) und dann zum Amboss-Tab wechselte.

ich mach das immer so weils der kürzere Weg ist und das ding größer zum anklicken :ugly: :D
 
Heute morgen hat Blizzard Patch 2.0.4 auf die Server gespielt. Wie man anhand von Datamining bereits erahnen konnte, bringt Patch 2.0.4 umfassende Änderungen am Balancing mit sich.


Hier könnt ihr den ganzen Artikel lesen: Patch 2.0.4 Patchnotes
 
Also FO scheint stärker generft worden zu sein als angegeben. Während ich vor dem Patch noch andauernd kritische Treffer mit 7-8 Millionen Schaden hatte, seh ich jetzt höchstens noch ab und zu knapp über 4 Millionen. Das kann ja nun schlecht am Radius oder der Kältedauer liegen.
 
Ultimately, this brings these skills back in line with other Wizard skills, which is why we chose to implement these fixes.

Ein Nerf ist es, ja. Ich glaube, dass auch die Schadenszahlen aufgrund der höheren Reichweite entstanden sind, die hohen Crits gingen also nicht (nur) auf einzelne Monster, sondern erfassten auch kleinere Schäden/berechnete diese mit ein. Bin mir da aber natürlich nicht sicher.
 
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