The 1.1.1 Patch we wanted

While the currently planned 1.1.1 patch has many interesting improvements, I think many players would agree that many essentials are missing. Here’s the patch notes I wish we would’ve seen, as well as a longer discussion on particular aspects of the game that I believe need improvement in order to prevent an exodus of players. This is a great game for the first 50-100 hours in a season, but it has the potential to becoming a game that stays great for 1000s of hours with the right improvements.

Leave your comments of what you wish patch 1.1.1 would have contained.

Sorcerer

  • Defence of Sorc armor has been increased by 25%.
  • Unstable Currents cooldown has been decreased from 70 secs to 25 secs.
  • Ice Armor and Fire Shield cooldown has been reduced from 20 secs to 10 secs, so you no longer require 4 defensive skills on your hotbar.
  • Damage of single-target attacks increased to 100% + 10% per skill level. (Similar changes to damage should be done to each class based on their attack speed / reuse time)
  • Damage of AoE attacks increased to 70% + 5% per skill level. (Similar changes to damage should be done to each class based on their attack speed / reuse time)
  • Damage of DoT attacks increased to 30% per second for 8 seconds. (Similar changes to damage should be done to each class based on their attack speed / reuse time)

Necromancer

  • Hit points and defences of minions have been increased by 30%.
  • A maximum of 20% of a minion’s total life can be taken away by any attack.

Barbarian

  • Barbarian damage has been increased.

Druid

  • Druid followers will now buff the Druid and surrounding players.

Bug Fixes

  • Resistances have been fixed to reduce incoming damage as per your stats page. For example, if an attack would’ve done 100 lightning damage, and you have 50% lightning resistance, the attack will only hit by for 50.

Quality of Life

  • Stash space has been increased to have 5 private stash pages per character, plus 10 shared stash pages per world.
  • Character page has been redesigned, giving 10 x 10 inventory spots instead of the current 3 x 11.
  • Horse reuse time has been changed to 10 seconds if you were forced to dismount due to enemy attacks, 5 seconds if you dismounted by using your attack skill, and 2 seconds if dismounting using the dismount keybind.
  • Barricades have been repositioned so you can run around them.
  • An icon will appear on the mini-map if a world boss or legion is visible. The icon will remain visible until the boss or legion spawns.
  • World bosses will now spawn every 2 hours. Legions will now spawn every 30 minutes.

Nightmare Dungeons / Sigils

  • Sigils have been redesigned to no longer be tied to a particular dungeon.
  • Sigils of the same level are now stackable.
  • Affixes are no longer attached to the dungeon. Instead, when activating a nightmare dungeon, you are given a random choice of a few positive and negative affixes to chose from.

World Experience
Experience and drops gained from various activities should now give about 90% of the experience from doing nightmare dungeons.

This includes the following:

  • World Events
  • Hell Tides
  • World Bosses
  • Tree of Whispers

Crowd Control

  • In order to prevent chain-CCs, when the effects of a CC ends, you will become immune to that type of CC for 5 seconds.
  • Regular monsters will no longer use Crowd Control attacks.
  • Elite monsters will have a 10% chance of having the ability to use crowd control attacks if their type of monster has one.
  • Bosses will have a 20% chance of having the ability to use crowd control attacks if their type of monsters has one.

** On-death effects **

  • Regular monsters will no longer use on-death effects.
  • Elite monsters will have a 10% chance of using an on-death effect if their monster type has access to one.
  • Bosses will have a 50% chance of using an on-death effect if their monster type has access to one.
  • An icon has been added below the health bar of monsters if they will be using an on-death effect.
  • On-death effect visuals will now receive priority and will always be visible.

Renown
The following activities will now grant renown points in the respective region:

  • Completing a Legion Invasion
  • Killing a World Boss
  • Completing a Tree of Whispers Quest
  • Opening a Hell Tide Chest

General discussion

1. Sorc issues
While patch 1.1.1 will bring a lot of improvements to the Sorc class, it is falling short in a few ways, namely survivability and damage. Instead of a glass cannon, Sorcs feel like a paper nerf gun. They crumble like a piece of paper, and paper cuts would hurt more than the little plastic nerf bullets they are throwing at monsters.

1.1 Sorc Survivability
Sorcs are currently too weak from a survivability point of view. On a mid-70s Sorc, I can go out of town and get one-shot by most mobs unless I use one of the 4 defensive skills on my bar. Yes, if you look at most Sorc builds, you’ll see either 3 or 4 defensive skills out of 6. Basically you’re either invulnerable, or you die in a few hits.

During levels 1-50, Sorcs felt pretty decent, but as you get near level 70, things become much worse. Adding damage resistance in the paragon board will not help much, because it’s forcing us to spend even more of our build and focusing it on surviving. Sorcs need a NATIVE boost to defences. I’m not sure what makes other classes survive more, if it’s higher innate hp/def, or if Sorc gear is built squishier, but something must be done so you don’t spend 90% of your time casting defensive spells.

1.2 Buffing unpopular playstyles
Buffing call lightning will possibly allow the call lightning build to be used more in end-game, which is great to see. Then you have the buffs to the fire builds, which we’ll see if they’re enough to make something viable out of. But what’s massively missing are buffs to the existing lightning builds and ice builds which are weaker than other classes.

Don’t only buff what’s not getting used, in some cases buffing skills that are used to make them on par with other classes would be better.

1.3 Sorc Current Rotation
One of the few half-decent builds (in my book no Sorc build currently deserves higher than a C on the tier-lists), is arc lightning. Using this build, you spend most of your time casting defensive skills. Once per minute or so, you use your ultimate to do a burst of damage for a few seconds, then you spend the next 50 seconds or so using defensive skills and waiting for your cooldown to

Sorcs are damage-dealers, their rotation shouldn’t feel like a tank’s, spamming mostly defensive skills.

2. Farming locations / Time Distribution
Thanks to having to re-farm renown, the first 100 or so hours of every season is spent doing boring things, such as re-completing quests that give you minimal xp/loot, or redoing dungeons.

Once your renown farming is complete, the only end-game activity that gets any focus is nightmare dungeons, which I’m sure some players are having fun with, but most players see them as a necessary evil if you want to get xp / level up your glyphs.

The over world in Diablo 4 is absolutely fantastic, but other than Legions giving decent XP, everything else feels like you are wasting your time. I feel the xp/drops of the fun activities (random events, hell tides, world bosses, Tree of Whispers) should be increased so they are at or near parity to doing nightmare dungeons.

3. Frustrating Mechanics
There are a number of frustrating mechanics in the game that greatly stop the fun right in it’s tracks. These need to be prioritized higher. As a product owner in a different industry, I know better than most the hard decisions that need to be taken, but having these issues remain in the game many months after they were reported during open beta is inexcusable. Many of these fall in the “drop everything and get these fixed ASAP”.

3.1 On Death Triggers
On-death triggers in this game are getting a bad rap for multiple reasons:

  • They do too much damage
  • They are too hard to see
  • They are much too frequent

Having some bosses have strong on-death events is good, and is what we’re used to expect from ARPGs. The elites you fight every 10-15 seconds (or every 1 minute if you’re a Sorc) either shouldn’t have on-death triggers, or they should be much weakened, or much less frequent. Visibility should be increased to they are on top of all of the action.

3.2 Crowd Control
There are too many crowd control effects happening in the game. Reduce the types and quantity of monsters (for example only elites or super-elites should be able to use them, and not every elite you encounter should have a CC). Once a CC effect leaves, you should be immune to that effect for 5 seconds to prevent chain-CCs.

3.2 Inventory/Storage Space
Thank you for sharing the challenges around stash spaces. It’s ridiculous that the game went live with such an architecture, but I think it’s almost more ridiculous that it’ll take months to get a proper fix.

3.3 Survival of NPCs during events
Events where you have to keep x NPCs alive usually end up with them dying in a cheesy mechanic, such as an on-death skill that kills them in one hit. Just like Sorcs, NPCs need a large survivability boost.

3.4 Horse Reuse Time
The time required to get back on your horse means you spend too much time walking when you should be riding to you destination. Change the CD timers.

4 Items
As you are hunting, your inventory fills too quickly with worthless items. Please make it so you can sell / salvage items without having to waste time going back to town. Also reduce the quantity of items that drop by half, but increase the quality / value of items that do drop accordingly, which would greatly help reduce clutter.

Item filters is a bad solution to an even worse design. Make it so we don’t feel the need to filter out item drops, but instead make it feel like a good thing whenever something drops. Gear should drop at the appropriate level of the difficulty level you are in.

4 Likes

Sorc’s Incinerate enchant rework:

Graphical rework so it’s on par with inferno on not that weird ass transparent bs.

First cast of incinerate now spawns snakes that clings on the mobs in the area, then burn them and root them for x second.

Something like that?

Currently incinerate ench is unusable on a serious build.

2 Likes

The major problem will be the same…
Nothing to do after campaign except farm those boring dungeons forever…

3 Likes

Sorcs dying to everything is mostly caused by the glass cannon passive, people pick that over defensive things and then complain. Glass canon passive is a trap, and a joke on the class with lowest defensive stats. They should change that passive into something else, and make single element sorc possible.

2 Likes

Add a damned spaghetti-code keybind in command options and let us to control our minions, to force them to attack one damned target or to follow us.
It is not hard.
I am the summoner, they are my minions, I command them to attack what I want.
Easy.
In 2023 I cannot force my damned minions to attack a damned Blood Blister because…because a company like Activision-Blizzard can’t do such a stupid thing.
Even the Shrine that makes you invulnerable works only on you!
And when I finish a NM and you’re under the dome the affixes still damage minions.
This makes it clear that Blizzard doesn’t give a damn about minions.
Then I see videos on YT of people with that goddamn Bone Spear (I hate it) doing trillions of damage.

3 Likes

Sorry but a patch that mainly buffs pretty much everything and just bloats and creates power creep is not what i expected from a game like diablo. It feels like they are increasing everything across the board just to stop losing customers. But this is not the way to deal with it (it’s just patch work and they will need to address it again in a couple of months if not sooner).

farm for what exactly? glyphs are maxed, level is maxed, nothing to gain but the possibility toget some ekstra % on some gear, which is damn near impossibly if you have pretty good gear already. getting the 4 stats you want on an item, then getting them better than what you have is pretty bad odds.
worse idea ever to make the guaranteed stat increases(ie paragon or glyphs) have a max level.

2 Likes

There are too many positive changes here that would make the game a million times more enjoyable. So it is physically impossible for a blizzard dev to add them.

Whatever comes with Sorc, but as a casual that’s not braindead trying own builds/setups running lvl 92 I cannot even survive a tier 34 nm dungeon in ethernal realm, while building with barriers and huge life on kill incl. dmg reductions.

Such double standard in classes enrages me. How can someone with a salary produce so much garbage.

^ This.
There was a version of D, where you at least could go hard in the paint farming those enjoyable, short-to-run, enemie-flooded Rifts to get Primal Ancients with max rolls on each buff… No clue why B did not integrate this here. Call it whatever, give it a nice color, easy. But no… I’m farming from LVL65 approx to LVL92 for crap that’s not worth anything.

Hmm, interesting. While I am only experienced with Sorc, I must admit that its survivability mainly depends on the right choice of items, if you have access to them, like the temerity unique. Always having a barrier is a nice thing, and having two other items with +xxx health and life-on-kill, made my lvl 75 sorc pretty good and far from one-shoot-death. I don’t know how it will perform on further levels, but now I can be a bit more optimistic. But I admit that it needed luck and a huge rearrangement among my items.
My problem is more about the mechanics. The chain lighting prioritizes a barrel or the environment above the enemies. The NM dungeon often has effects, which are rather frustrating instead of making the dungeon more difficult, like the lightning bubble thing. It breaks the gameplay completely, at least for me.
Sorc also has many other skills, which are not useful at all, etc.

So, I think that the typical issues with this game are quite deep, they need some redesign on characters, items, mechanics, and end game part, too. I do not expect quick solutions here. Probably this upcoming patch can help a bit, especially with the relatively long empty spaces without enemies, but I also don’t expect much as no deep changes are announced (as far as I know, but correct me if necessary).

and you might wonder who’s bright idea it was to make sorc andranged classes HAVE to work as tanks vs a lot of elites, suppressor makes your ranged be useless and going close to something that oneshots you if you dont have an immunity shield on is a god damn joke…

sacred, white and blue items shouldnt even drop in wt4, there is absolutely no need for them. the item drop design where its based on your relative level and not the actual monster is just badly designed, uniques with a lvl requirement like in D2 works much better than not being able to find something until you are X lvl. kind of sucks the fun out of it when you know that there is no chance to find an item you want until you are that level no matter how high lvl dungeon you can complete…

You don’t have to tank, but the range is not far anyway.

the range of the trees and champion ravagers is outside of the suppression field, so you do have to quite a lot, if you have to kill them, and quite often you do.

Rogue:

  • Siphoning strikes has been modified back to its old version.

Who said you need to kill everything? Aside from stupid dungeon task, you can just walk away from those enemies with shields.

like half the dungeons is exactly that…

They dont listen to the comunity