{"id":30865,"date":"2023-07-19T13:54:44","date_gmt":"2023-07-19T13:54:44","guid":{"rendered":"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/?p=30865"},"modified":"2023-07-19T13:55:57","modified_gmt":"2023-07-19T13:55:57","slug":"season-1-patch-notes","status":"publish","type":"post","link":"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/season-1-patch-notes\/","title":{"rendered":"Season 1 Patch Notes 1.1.0a"},"content":{"rendered":"<p>The anticipation among adventurers and heroes of Sanctuary reaches its peak as the latest update, version 1.1.0a, brings forth a wealth of newfound treasures. In the Eternal and Seasonal Realms, players are now blessed with a collection of powerful New Unique items and Legendary Aspects that promise to redefine the art of combat.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-30866\" src=\"https:\/\/gamingwithdaopa.ellatha.com\/diablo4\/wp-content\/uploads\/sites\/18\/2023\/07\/diablo-4-seaon-1-patch-notes.jpg\" alt=\"diablo 4 season 1 patch notes\" width=\"400\" height=\"263\" \/><\/p>\n<p style=\"text-align: center;\"><em>1.1.0a (All Platforms) Build #43333 (PC) and #43223 (Console) &#8211; July 18, 2023<\/em><\/p>\n<p>Unveiled within the update are six captivating Unique items, each tailored to a specific class, accompanied by Legendary Aspects that transcend the limitations of World Tiers. These mystical relics, obtainable from World Tier IV, and the Legendary Aspects, accessible from any World Tier, shall grant unimaginable power to those deemed worthy.<\/p>\n<p>Among the many treasures unveiled, the Ahavarion Spear of Lycander, an Uber Unique Staff, stands as a testament to rarity. With the power to imbue its wielder with a random Shrine effect for a fleeting 10-20 seconds after eliminating an Elite enemy, this spear promises moments of unparalleled prowess. However, such a blessing is limited, only manifesting once every 30 seconds.<\/p>\n<p>The Barbarian class, too, finds its fortune in the Azurewrath, a Unique Sword imbued with the essence of luck. Core Skills become a force to be reckoned with, freezing enemies for 3 seconds and unleashing 0.75-1.5 Cold damage upon them with a fortunate 20% chance.<\/p>\n<p>Druids, in their mystical bond with nature, shall wield the Fleshrender, a Unique One-Hand Mace crafted to deal debilitating damage. Both Debilitating Roar and Blood Howl shall inflict 0.5-1.0 damage upon Nearby Poisoned enemies, asserting dominance over their foes.<\/p>\n<p>Necromancers, harbingers of the undead, rejoice in the presence of Lidless Wall, a Unique Shield whose fortuitous nature births additional Bone Storms upon striking enemies outside the tempest. With each active Sacrifice bonus, the chances of spawning these Bone Storms rise by 25%, accompanied by a +1 increment in the total count.<\/p>\n<p>Rogues, renowned for their swift and stealthy strikes, now lay claim to Eaglehorn, a Unique Bow designed to strike fear into their adversaries. Penetrating Shot, fired with finesse, boasts a 30-80% chance of bouncing off walls and scenery. Hitting enemies from behind will render them Vulnerable for 3 seconds, leaving them exposed to a barrage of calculated attacks.<\/p>\n<p>Lastly, the Sorcerers&#8217; delight lies in the discovery of The Oculus, a Unique Wand imbued with teleportation magic. As they embrace the Teleport Enchantment, they gain its effects without cost. Evading through Teleport Enchantment will whisk them away to a mysterious and random location, confounding enemies and allies alike.<\/p>\n<p>The developers themselves acknowledge the potency of certain items, such as the Azurewrath and Fleshrender, whose flat damage effects scale with the wielder&#8217;s power. As adventurers march through the treacherous legions of the Burning Hells, they are encouraged to seek out these rare treasures and elevate their capabilities to new heights.<\/p>\n<p>With the latest update, the lands of Sanctuary transform into a realm of boundless potential and opportunities. As heroes delve into the unknown, these New Unique items and Legendary Aspects will undoubtedly carve their names into the annals of history. May the brave adventurers rise to the challenge and embrace the fortune that awaits them amidst the chaos of Sanctuary.<\/p>\n<h2>New Unique items and Legendary Aspects<\/h2>\n<p>New Unique items and Legendary Aspects have been discovered in Sanctuary. Use them to enhance your characters in the Eternal or Seasonal Realm. These Unique items can be obtained from World Tier IV and the Legendary Aspects can be obtained from any World Tier.<br \/>\n6 Unique Items<\/p>\n<h3>General<\/h3>\n<p>Ahavarion Spear of Lycander (Uber Unique Staff \u2013 World Tier 4): Gain a random Shrine effect for 10-20 seconds after killing an Elite enemy. Can only occur once every 30 seconds.<\/p>\n<p>Developer\u2019s Note: Ahavarion Spear of Lycander is an extremely rare drop. We wish you luck in recovering it from the armies of the Burning Hells.<\/p>\n<p><strong>Barbarian<\/strong><\/p>\n<p>Azurewrath (Unique Sword): Lucky Hit &#8211; Your Core Skills have up to a 20% chance to Freeze enemies for 3 seconds and deal 0.75-1.5 Cold damage to them.<\/p>\n<p><strong>Druid<\/strong><\/p>\n<p>Fleshrender (Unique One-Hand Mace): Debilitating Roar and Blood Howl deal 0.5-1.0 damage to Nearby Poisoned enemies.<\/p>\n<p><strong>Necromancer<\/strong><\/p>\n<p>Lidless Wall (Unique Shield): Lucky Hit &#8211; While you have an active Bone Storm, hitting an enemy outside of a Bone Storm has up to a 5-25% chance to spawn an additional Bone Storm at their location. Each of your active Sacrifice bonuses increases the chance by 25% and the total number of additional Bone Storms you can have by +1.<\/p>\n<p><strong>Rogue<\/strong><\/p>\n<p>Eaglehorn (Unique Bow): Penetrating Shot has a 30-80% chance to fire an arrow that bounces off walls and scenery. Hitting enemies from behind with Penetrating Shot will make them Vulnerable for 3 seconds.<\/p>\n<p><strong>Sorcerer<\/strong><\/p>\n<p>The Oculus (Unique Wand): Gain the effect of the Teleport Enchantment for free. When you Evade using Teleport Enchantment, you are taken to a random location.<\/p>\n<p><em>Developer\u2019s Note: The Azurewrath and Fleshrender Unique Items have flat damage effects, which scale with power. For example, at 820 Item Power, Azurewrath deals between 3359-6718 damage.<\/em><\/p>\n<hr size=\"1\">\n<p>Seven new Legendary Aspects have emerged, each designed to augment the abilities of heroes from all walks of life. From audacious feats of strength to calculated and strategic maneuvers, these Aspects promise to revolutionize the art of combat.<\/p>\n<p>The General Aspect, Audacity, bestows upon its bearer an awe-inspiring ability. When faced with a legion of at least five Close enemies, the wielder can stun them for a brief yet decisive 2-4 seconds, granting a momentary reprieve in the midst of battle. However, such a powerful display can only manifest once every 20 seconds, demanding strategic precision from its user.<\/p>\n<p>In the pursuit of agility and nimbleness, the Craven Mobility Aspect empowers adventurers to gain a remarkable 20-40% increased Movement Speed when retreating from Slowed or Chilled enemies. This newfound swiftness grants the means to outmaneuver adversaries and emerge unscathed from the most perilous situations.<\/p>\n<p>Barbarians, known for their relentless prowess, shall find valor in the Ancestral Charge Offensive Aspect. With the bellowing call of Charge, four mighty Ancients shall be summoned, mirroring the hero&#8217;s action, and dealing an astounding 50-100% of normal damage. United in a symphony of might, this fearsome charge shall leave the enemies in its wake trembling.<\/p>\n<p>The Druid class, harmonious with nature&#8217;s elements, discovers the Subterranean Offensive Aspect. In synergy with Poison Creeper&#8217;s active, this Aspect shall cast Landslide in a protective circle around the hero, bolstering the onslaught against adversaries. Additionally, Earth Skills shall manifest their prowess, dealing 10-20% increased damage to Poisoned enemies, enhancing the potency of nature&#8217;s fury.<\/p>\n<p>Necromancers, masters of the macabre, unveil the might of Gore Quills, an Offensive Aspect of unparalleled darkness. The dreaded Blood Lance shall now consume Blood Orbs to conjure lances from their very essence. Each additional Blood Lance, infused with 20-50% of normal damage, prioritizes targeting un-lanced enemies, enveloping the battlefield in an intricate web of unholy power.<\/p>\n<p>Rogues, cunning and stealthy, embrace the venomous grace of Pestilent Points, their Offensive Aspect. With every third cast of Puncture, the strike becomes Poison Imbued with 100-150% of normal potency. The art of precision and timing transforms the Rogue&#8217;s strikes into deadly afflictions, leaving adversaries at the mercy of poison&#8217;s embrace.<\/p>\n<p>Lastly, the Sorcerers revel in the mastery of Searing Wards, their awe-inspiring Offensive Aspect. After spending a substantial 200-100 Mana, their next Firewall shall be cast freely and carry the power to destroy incoming Small Missiles, warding off attacks and creating a shield of fire to protect allies.<\/p>\n<h2>7 New Legendary Aspects<\/h2>\n<p><strong>General<\/strong><\/p>\n<p>Audacity (Utility Aspect): When there are at least 5 Close enemies, Stun them for 2-4 seconds. This can only occur once every 20 seconds.<br \/>\nCraven (Mobility Aspect): You gain 20-40% increased Movement Speed when moving away from Slowed or Chilled enemies.<\/p>\n<p><strong>Barbarian<\/strong><\/p>\n<p>Ancestral Charge (Offensive Aspect): Charge calls forth 4 Ancients who also Charge, dealing 50-100% of normal damage.<\/p>\n<p><strong>Druid<\/strong><\/p>\n<p>Subterranean (Offensive Aspect): Poison Creeper\u2019s active also casts Landslide in a circle around you. Earth Skills deal 10-20% increased damage to Poisoned enemies.<\/p>\n<p><strong>Necromancer<\/strong><\/p>\n<p>Gore Quills (Offensive Aspect): Blood Lance will consume Blood Orbs to also conjure lances from them. Each additional Blood Lance deals 20-50% of normal damage and prioritizes targeting un-lanced enemies.<\/p>\n<p><strong>Rogue<\/strong><\/p>\n<p>Pestilent Points (Offensive Aspect): Every third cast of Puncture is Poison Imbued with 100-150% of normal potency.<\/p>\n<p><strong>Sorcerer<\/strong><\/p>\n<p>Searing Wards (Offensive Aspect): After spending 200-100 Mana your next Firewall is free to cast and will destroy incoming Small Missiles.<\/p>\n<hr size=\"1\">\n<p>From an accessibility perspective, numerous improvements have been made to the Screen Reader, enabling it to read specific elements that were previously overlooked, enhancing the gaming experience for players who rely on it.<\/p>\n<p>Challenges, a true test of heroes&#8217; mettle, have received their share of attention. Multiple issues that prevented players from receiving proper rewards or completing certain Challenges have been meticulously addressed. Moreover, exploits that allowed unintended progression and the influence of nearby players on Challenge progress have been quelled. Activities that were previously not counted towards Challenge criteria have been rectified, and players will now receive notifications when their friends conquer a Challenge. Additionally, Feats of Strength are now properly accounted for when calculating Challenge completion percentage, while certain Feats of Strength now display all the titles they reward.<\/p>\n<p>The spirit of cooperative play has been further strengthened by resolving several Co-Op issues. The camera now functions seamlessly, even when players are far apart in Local Co-Op. NPC conversation boxes no longer overlap in situations where multiple Local Co-Op players interact with the same NPC simultaneously. The Rogue&#8217;s Inner Sight ability will now fill up as intended for all players in a Co-Op session. The Dark Potential challenge will only be granted to the player who completed it, aligning with individual progress. Quest progression and synchronization have been harmonized, allowing for a smoother cooperative adventure. Cutscenes will no longer pose challenges for Co-Op players, offering a unified and immersive experience.<\/p>\n<p>Within the depths of dungeons, the resolve of adventurers is tested against newly addressed issues. Animus flow in the Hallowed Ossuary dungeon has been restored to ensure smooth progression. The Stone carving in the Fallen Temple capstone dungeon will no longer create unwanted duplicates. The Monster Regen affix in a Nightmare Dungeon will no longer affect structures within that dungeon. Respawn issues with the Goatman and Shambling Corpse enemies in the Forsaken Quarry dungeon have been resolved. Sentinels in the Bastion of Faith dungeon now wield their weapons as intended. Completion of the Bastion of Faith dungeon is now assured, and respawn barriers in the Fallen Temple capstone dungeon have been removed.<\/p>\n<p>Moreover, the map for the Crusader&#8217;s Cathedral dungeon is now complete, and curses will no longer stack while the player is dead in the Fallen Temple capstone dungeon. Dungeon progression has been smoothed, and the Fog Door will no longer pose obstacles in some dungeons. The Monster Thorns affix in Nightmare Dungeons has been calibrated to reflect non-physical damage accurately. Blood Boils will now spawn as expected in the Kor Dragan Barracks dungeon. Trap damage has been adjusted to the intended levels, and level scaling in the Level 100 Pinnacle dungeon is now consistent.<\/p>\n<p>Lastly, the elusive Awakened Glyphstone will spawn even if the party leader leaves the dungeon before completion, ensuring that no treasure is beyond the reach of dedicated adventurers.<\/p>\n<p>With these comprehensive bug fixes, the adventurers of Sanctuary can now march forward with renewed confidence and determination. As they continue to face the challenges that lie ahead, may their path be illuminated by the brilliance of a world free from the shackles of bugs and glitches. Let the journey to perfection begin anew!<\/p>\n<h2>Bug Fixes \/ Accessibility<\/h2>\n<p>Made various improvements from an accessibility perspective\u2014primarily, many fixes to the Screen Reader where it failed to read specific elements.<\/p>\n<p><strong>Challenges<\/strong><\/p>\n<p>Fixed multiple issues where specific Challenges wouldn\u2019t provide the proper proper rewards or could not be completed.<br \/>\nFixed multiple issues where certain Challenges could be progressed through unintended means.<br \/>\nFixed multiple issues where players could gain progress for certain Challenges through the actions of other nearby players.<br \/>\nFixed multiple instances where activities that should count towards the criteria for some Challenges were not counted.<br \/>\nFixed an issue where players would not receive notifications for when one of their friends completed a Challenge.<br \/>\nFixed an issue where Feats of Strength were not accounted for when calculating Challenge completion percentage.<br \/>\nThe Feat of Strength, Final Slayer of the First Mother, now requires you to slay the Level 100 Pinnacle boss solo. The Silence is Hellish challenge remains unchanged.<br \/>\nFixed an issue where The Feats of Strength, One of the First and Earliest Experience, did not display all the titles they rewarded.<\/p>\n<p><strong>Cooperative Play<\/strong><\/p>\n<p>Fixed an issue where the camera wasn\u2019t functioning properly when players were far apart in Local Co-Op.<br \/>\nFixed an issue where NPC conversation boxes would overlap if multiple Local Co-Op players talked to the same NPC at the same time.<br \/>\nFixed an issue where the Rogue&#8217;s Inner Sight would only fill up for one of the players in a Co-Op session.<br \/>\nFixed an issue where the Dark Potential challenge would be granted to both players when either player completed it, regardless of the other player&#8217;s progress.<br \/>\nFixed multiple instances where quest progress would not properly synchronize, or quest progression could be blocked for Local Co-Op players.<br \/>\nFixed multiple issues that occurred during cutscenes for Co-Op players.<\/p>\n<p><strong>Dungeons<\/strong><\/p>\n<p>Fixed an issue where the player would not be able to receive enough animus to progress through the Hallowed Ossuary dungeon.<br \/>\nFixed an issue where the Stone carving in the Fallen Temple capstone dungeon would duplicate.<br \/>\nFixed an issue where the Monster Regen affix in a Nightmare Dungeon would also affect structures in that dungeon.<br \/>\nFixed an issue where the Goatman and Shambling Corpse enemies would continuously respawn in the Forsaken Quarry dungeon.<br \/>\nFixed an issue where the Sentinel enemies would not have weapons in the Bastion of Faith dungeon.<br \/>\nFixed an issue where the Bastion of Faith dungeon could sometimes not be completed.<br \/>\nFixed an issue where the player could respawn behind a barrier in the Fallen Temple capstone dungeon.<br \/>\nFixed an issue where the map for the Crusader&#8217;s Cathedral dungeon was incomplete.<br \/>\nFixed an issue where the Curse of Indolence and the Curse of the Weak would stack even while the player was dead in the Fallen Temple capstone dungeon.<br \/>\nFixed multiple instances where the Fog Door could not be progressed through in some dungeons.<br \/>\nFixed an issue where the Monster Thorns affix in Nightmare Dungeons was reflecting Physical damage, it will now properly reflect non-physical damage.<br \/>\nFixed an issue where Blood Boils would not properly spawn in the Kor Dragan Barracks dungeon.<br \/>\nFixed an issue where Traps would deal more damage than intended.<br \/>\nFixed an issue where level scaling in the Level 100 Pinnacle dungeon was inconsistent.<br \/>\nFixed an issue where the Awakened Glyphstone wouldn\u2019t spawn if the party leader left the dungeon before the dungeon was completed.<\/p>\n<hr size=\"1\">\n<h2>Gameplay<\/h2>\n<p><strong>Barbarian<\/strong><\/p>\n<p>Fixed an issue where the number of enemies to defeat for the Barbarian Class quest Masters of Battle was not displayed.<br \/>\nFixed an issue where Iron Maelstrom could be cast more than 3 times rapidly casting War Cry.<br \/>\nFixed an issue where stacking the Berserk Ripping, Skullbreaker, and Anemia aspects would allow the player to deal extreme amounts of damage.<br \/>\nFixed an issue where the outer edge of the quakes granted to Hammer of the Ancients via The Aspect of Ancestral Echoes was dealing far more damage than intended.<\/p>\n<p>Developer\u2019s Note: We recognize this adjustment is a significant decrease to the Hammer of the Ancients Barbarian build, but we do not want its strength to be reliant on an underlying bug.<\/p>\n<p><strong>Druid<\/strong><\/p>\n<p>Fixed an issue where Earth skills and the Pulverize skill would consume two Overpower buffs simultaneously.<br \/>\nFixed an issue where the bonus effect on Blood Howl from Nighthowler&#8217;s Aspect would apply twice to Wolf companions but not at all for Ravens.<br \/>\nFixed an issue where Provocation passive stacks wouldn&#8217;t update properly after adding more points to it.<br \/>\nFixed an issue where the automatic transformation from Insatiable Fury would cause the Ursine Strength key passive to not proc consistently.<br \/>\nFixed an issue where the Enhanced Pulverize buff would not remove itself while in town.<br \/>\nFixed an issue where seeking Tornados produced by Stormchaser&#8217;s Aspect would not deal damage.<br \/>\nFixed an issue where Ravens&#8217; passive damage did not improve after the skill was upgraded.<br \/>\nFixed an issue where Rabies would deal no damage while standing very close to an enemy.<br \/>\nFixed an issue where Stormclaw&#8217;s Aspect allowed Shred to do extreme amounts of damage.<\/p>\n<p><strong>Necromancer<\/strong><\/p>\n<p>Fixed an issue where Necromancers could not obtain daggers from the Purveyor of Curiosities.<br \/>\nFixed an issue where the Necromancer\u2019s Minions would have their life bonuses deactivated while in town.<br \/>\nFixed an issue where Bone Spear cast through Chilling Wind from an Elite enemy would increase the number of generated Echoes for that cast.<br \/>\nFixed an issue where Enhanced Bone Spear could cause erratic movement.<br \/>\nFixed an issue where cancelling Blood Mist when it&#8217;s already off Cooldown would immediately recast it.<\/p>\n<p><strong>Rogue<\/strong><\/p>\n<p>Fixed an issue where Shadow Step wouldn\u2019t trigger the Aspect of Uncanny Treachery if the target was killed.<br \/>\nFixed an issue where Advanced Penetrating shot would not knock down other players in PvP play.<br \/>\nFixed an issue where Twisting Blades would not come back when the ability killed a Bloated Corpsefiend enemy.<br \/>\nFixed an issue where the Dash skill would not move the full distance if targeting an enemy while using a controller.<br \/>\nFixed an issue where the Eldritch Bounty Paragon node granted bonus resistances incorrectly.<br \/>\nFixed an issue where Rapid Fire had an extra arrow VFX that behaved erratically.<br \/>\nFixed an issue where the Awakened Glyphstone wouldn&#8217;t spawn for Rogue players using Improved Barrage.<\/p>\n<p><strong>Sorcerer<\/strong><\/p>\n<p>Fixed an issue where the Firebolt Enchantment effect did not contribute to the Combustion key passive.<br \/>\nFixed an issue where the passive stacks generated by Align the Elements could partially reset in an unexpected way.<br \/>\nFixed an issue where casting Deep Freeze would prevent the Ice Shard Enchantment effect from triggering.<br \/>\nFixed an issue where Aspect of Control was applying its damage bonus 3 times for Staggered bosses.<br \/>\nFixed an issue where the Gravitational Aspect was appearing weaker on two-handed weapons or amulets.<br \/>\nFixed an issue where the Enchantment effect for Chain Lightning had no visual tracking bonus and could also unexpectedly drop off.<br \/>\nFixed an issue where Incinerate would immediately cost 30 mana when cast in addition to the consistent channeling mana cost. Incinerate now properly only costs mana as it is being channeled.<\/p>\n<p><strong>General<\/strong><\/p>\n<p>Fixed multiple instances where players could unnaturally teleport during boss encounters.<br \/>\nFixed an issue where a chest in the Western Ways could be interacted with infinitely.<br \/>\nFixed an issue where the Eriman NPC couldn\u2019t be interacted with in certain situations.<br \/>\nFixed an issue where otherwise breakable objects in the world would not be broken when evading through them.<br \/>\nFixed multiple instances where the player could avoid damage from bosses if they positioned themselves in a specific location.<br \/>\nFixed an issue where Forged Relics could not be interacted with.<br \/>\nFixed an issue where monsters with a Cold, Bleeding, Burning, or Corruption affix would freeze players in 1 hit in Nightmare Dungeons with the Cold Enchanted affix.<br \/>\nFixed an issue where Cold Enchanted monsters froze players more often than intended in higher World Tiers.<br \/>\nFixed an issue where a chest could spawn that would provide infinite loot.<\/p>\n<p><strong>Helltide and the Fields of Hatred<\/strong><\/p>\n<p>Fixed an issue where the player could be damaged by the Helltide firestorm while standing in Jirandai.<br \/>\nFixed an issue where enemies resurrected by Shamans would continuously drop Aberrant Cinders in Helltide.<br \/>\nFixed an issue where Chain Lightning could bounce infinitely between the caster and other player characters standing in a Fields of Hatred town.<br \/>\nFixed an issue where Crackling Energy could hit other players in a Fields of Hatred town. (We know, shocking!)<br \/>\nFixed an issue where players could not see other players that they should when re-entering the Alzuuda Fields of Hatred Zone.<br \/>\nFixed an issue where certain areas in the Fields of Hatred would be incorrectly flagged as a Town, rendering players unable to cast Skills while still being able to be damaged.<\/p>\n<p><strong>Items and Aspects<\/strong><\/p>\n<p>Fixed an issue where the Cost reduction bonus from the Ring of Starless Skies could unexpectedly drop off.<br \/>\nFixed an issue where the Aspect of the Protector would trigger its barrier effect after destroying a breakable object.<br \/>\nFixed an issue where the Ring of Misfortune had incorrect stats.<br \/>\nFixed an issue where the Ember Staff weapon didn\u2019t apply the bonus damage to Crowd Controlled enemies, which is inherent for all Stave-type weapons.<br \/>\nFixed an issue where any character menu interaction would reset the bonus granted by the Inner Calm aspect.<br \/>\nFixed an issue where the Maximum Life affix on the Mark of the Conclave quest item was scaling improperly.<br \/>\nFixed an issue where Aspect power would also increase when upgrading an item at the Blacksmith.<br \/>\nThe level requirement for Sacred Items will now cap at level 60.<br \/>\nThe level requirement for Ancestral Items will now cap at level 80.<br \/>\nFixed an issue where the Mother&#8217;s Embrace Unique Ring did not trigger properly with several abilities.<\/p>\n<p><strong>Monsters<\/strong><\/p>\n<p>Fixed an issue where items of higher power than intended were dropping from rare monsters.<br \/>\nFixed an issue where the Warg&#8217;s jumping attack dealt no damage when passing through the player.<br \/>\nFixed an issue where the Pitiless Gur monster would endlessly run around in circles.<br \/>\nFixed an issue where the lightning-enhanced Champion Goatman would fail to deal damage to the player.<br \/>\nFixed an issue where monsters with the Suppressor Affix would be immune to damage from abilities that started initially outside the immunity circle (Ex: when a Barbarian started a Whirlwind cast before getting within proper range of the Suppressor monster).<br \/>\nFixed an issue where clones of a monster with the Suppressor affix could also have the Suppressor affix.<br \/>\nFixed an issue where Treasure Goblins would behave erratically if initially engaged from a long distance.<br \/>\nFixed multiple other issues where monster behavior could not perform properly and could be exploited in some cases.<\/p>\n<p><strong>Quests and Events<\/strong><\/p>\n<p>Fixed an issue where the progress bar could not fill during the Caravan Under Siege event.<br \/>\nFixed an issue where the Putrid Remains enemies could remain idle during the Defiled Ground event.<br \/>\nFixed an issue where Champion enemies could not spawn during the Ancient Obelisk event.<br \/>\nFixed multiple issues where using Traversals could cause Elite and Boss monsters to disappear during multiple events.<br \/>\nFixed an issue where Radiant and Greater Radiant chests would not spawn when completing the Fearful Bones event.<br \/>\nFixed an issue where the Cursed Chest event could not be completed.<br \/>\nFixed an issue where the Defiled Ground even in Hawezar would have a respawn point much further away than intended.<br \/>\nFixed an issue where unique drowned enemies spawned during events in the Forgotten Coastline could be invulnerable to damage.<br \/>\nFixed an issue where the Suppressor Monster Affix&#8217;s effects would be active on containers and furniture inside the dungeon during the Remnants quest.<br \/>\nFixed an issue where the player could teleport through the Ancient Gate and block progression during the Storming the Gates quest.<br \/>\nFixed an issue where progression could be blocked during the Flesh and Blood quest.<br \/>\nFixed an issue where quest dungeons did not reset if the associated quest was abandoned.<br \/>\nFixed an issue where the quest tracker would be missing if the player re-entered the game during the Picking Through the Bones quest.<br \/>\nFixed an issue where not enough monsters would spawn to fulfill the requirements for completing the Hungering Necrolyte&#8217;s Cache quest.<br \/>\nFixed an issue where an enemy was missing when progressing through the Lost Archives dungeon during the Legacy of the Magi quest.<br \/>\nFixed an issue where the Immemorial Inscription could not be read during the Augury of Bones quest.<br \/>\nFixed an issue where the player character couldn\u2019t face to speak to an NPC when initiating dialogue for multiple quests.<br \/>\nFixed an issue where the ghost body of Bakira could remain visible after being defeated during the True Potential Rogue class quest.<br \/>\nFixed an issue where outside party members could influence the progression of the Bad Blood quest.<br \/>\nFixed an issue where the player could be blocked from reentering the boss\u2019 area after dying during the fight against Elias in the Piercing the Veil quest.<br \/>\nFixed various other issues where quest progression could be blocked.<\/p>\n<p><strong>User interface and User Experience<\/strong><\/p>\n<p>Fixed an issue where the mini-map didn\u2019t accurately depict the game world during the The Blind Eye quest.<br \/>\nFixed an issue where the map was incomplete for the Loch Raeth region in Scosglen.<br \/>\nFixed an issue where a portion of the map was invisible in the Exalter Terrace dungeon.<br \/>\nFixed an issue where the Mad Bomber title would not display for enemies encountered through the Whisper of the same name.<br \/>\nFixed an issue where articles in the News Feed could not be opened using Mouse &amp; Keyboard.<br \/>\nFixed an issue where the You have cross network play enabled message was being sent to chat each time a campaign quest objective was completed.<br \/>\nThe Cult Leader Paragon passive no longer appears above hostile Minions in PvP.<br \/>\nFixed an issue where the bonus from the Ballistic Aspect displayed +0 to skills instead of +2 on the bonus bar.<br \/>\nFixed an issue where Sigil sorting was inconsistent between Inventory and the Stash.<br \/>\nFixed an issue where the Social tab on the Action Wheel editing window would be skipped when navigating on Controller.<br \/>\nFixed an issue where the amount of gold would not properly display when trading gold in large quantities.<br \/>\nFixed an issue where item comparison numbers would be inaccurate if the item in question had a Gem socketed that granted a stat that was also present on the base of the item.<br \/>\nFixed an issue where images would not properly load in the News Feed on the main menu.<br \/>\nFixed multiple issues with Map Pin functionality.<br \/>\nFixed multiple issues where Quest and Whisper markers weren&#8217;t displaying properly.<br \/>\nVarious improvements to the consistency and clarity of Messaging, Skill description, and Tooltips.<br \/>\nVarious other UI and UX Improvements.<\/p>\n<p><strong>Miscellaneous<\/strong><\/p>\n<p>Fixed an issue where the Completion music for defeating Avarice could start playing before the boss was defeated. (Always confirm your kills before celebrating, wanderers)<br \/>\nFixed an issue where players couldn&#8217;t send Battle.net friend requests to friends playing on console.<br \/>\nFixed an issue where players could confirm if Hardcore mode was enabled after logging in with a new character.<br \/>\nFixed an issue where players that haven&#8217;t unlocked a higher World Tier could be invited into a higher World Tier party.<br \/>\nFixed an issue where players couldn&#8217;t transfer leadership of a Clan.<br \/>\nFixed an issue where the sender of the party invite would not be informed that the invite failed due to incompatibility with campaign prologue progress.<br \/>\nFixed an issue where Nafain&#8217;s spear would duplicate in the cutscene where the player picks it up.<br \/>\nFixed an issue where Meshif&#8217;s camel made no noises.<br \/>\nFixed an issue where there was no sound when Lorath kicks Meshif awake.<br \/>\nVarious other Improvements.<\/p>\n<hr size=\"1\">\n<p><strong>Loading Screen Updates<\/strong><\/p>\n<p>We&#8217;ve added more dynamic loading screens with the release of Season of the Malignant. This includes adding more assets to the loading screen, such as your player character.<\/p>\n<hr size=\"1\">\n<p>The journey to greatness is now more accessible than ever, as Altar of Lilith Unlocks and Map discovery progress are now shared across all characters on an account. However, Sigil Dust will no longer be rewarded from Whispers, as it was deemed unsuitable for its intended purpose.<\/p>\n<p>A significant enhancement awaits adventurers in the realm of Silent Chests, where the overall loot quality has been greatly improved. More desirable treasures shall now await those who seek the hidden secrets.<\/p>\n<p>The Leave Dungeon ability now requires a longer channel time, increasing from 3 to 5 seconds. This adjustment ensures more thoughtful consideration before departing a dungeon.<\/p>\n<p>Furthermore, the world of Sanctuary has seen a change in the behavior of its inhabitants. Many monsters will now exhibit a reduced tendency to move around during combat, granting melee characters a more immersive and engaging experience. The relentless pursuit of foes will be a thing of the past.<\/p>\n<p>With an eye towards seamless gameplay, the introduction of DualSense Edge\u2122 wireless controller support for PC promises a smoother gaming experience, allowing players to fully immerse themselves in the world of Sanctuary.<\/p>\n<p>Renown values have been carefully evaluated, with Side Quest Renown rewards increased from 20 to 30 and Dungeon Renown rewards elevated from 30 to 40. Additionally, these changes are retroactive, rewarding characters who have already completed side quests and dungeons.<\/p>\n<p>World Tiers have undergone adjustments to ensure a balance between challenge and reward. World Tier II now boasts an increased Bonus Gold from 15% to 20%, along with a 15% increase in item drops from monsters. In World Tiers III and IV, level scaling within dungeons and most overworld territories has been fine-tuned. Monsters will trail behind the player&#8217;s Level up to a maximum of 5 Levels, allowing players to sense their growing mastery over the world while still facing formidable challenges in structured End Game activities. World Bosses, Legion Events, Fields of Hatred, Helltide, and Nightmare Dungeons remain unaffected by these changes.<\/p>\n<p>The quest for experience has also been adjusted, with Whispers in World Tiers III and IV now offering significantly increased reward experience. Experience bonuses for killing higher level monsters have been recalibrated, encouraging power leveling together instead of individual monster hunting. Bonuses will now be based on Level offsets for higher World Tiers, ensuring a more balanced experience gain.<\/p>\n<p>In the perilous realm of Helltide, monsters now stand 3 Levels higher than the player, increasing the challenge for those seeking greater rewards. The Tortured Gift of Mysteries chest has become more elusive, with its cost raised to 250 Aberrant Cinders. Fear not, for all interactable objects in Helltide zones now have a chance to drop Aberrant Cinders, further enticing adventurers to face the dangers that lie within.<\/p>\n<h3>Gameplay Updates<\/h3>\n<p><strong>General<\/strong><br \/>\nAltar of Lilith Unlocks are now account wide.<br \/>\nMap discovery is now account wide.<br \/>\nWhispers will no longer reward Sigil Dust.<br \/>\nOverall loot quality has been significantly improved for Silent Chests.<br \/>\nThe channel time for the Leave Dungeon ability has been increased from 3 to 5 seconds.<br \/>\nWe have generally reduced the tendency for many monsters to move around in combat, so that melee characters don&#8217;t have to chase down their enemies as much.<br \/>\nAdded DualSense Edge\u2122 wireless controller support for PC.<br \/>\nRenown Value Adjustments:<br \/>\nSide Quest Renown reward values increased from 20 to 30.<br \/>\nDungeon Renown reward values increased from 30 to 40<\/p>\n<p><em>Developer\u2019s Note: This change is retroactive and the additional renown gain will be applied to characters who have already completed side quests and dungeons.<\/em><\/p>\n<p><strong>World Tier<\/strong><\/p>\n<p>World Tier II has had the following bonuses added:<br \/>\nBonus Gold: Increased from 15% to 20%.<br \/>\nMonsters now drop 15% more items.<\/p>\n<p><em>Developer\u2019s Note: We like where World Tier II has landed overall but are increasing its reward pace to better align with its difficulty.<\/em><\/p>\n<p>Level scaling inside dungeons and most overworld territories has been adjusted in World Tiers III and IV. Monsters will begin to trail behind the player in Level after a certain point (up to a maximum of 5 Levels behind). This change does not affect World Bosses, Legion Events, Fields of Hatred, Helltide, or Nightmare Dungeons.<\/p>\n<p><em>Developer\u2019s Note: We want to give players a better sense of their power progression and mastery over the world while still challenging themselves with structured End Game activities.<\/em><\/p>\n<p><strong>World Tier III Example:<\/strong><\/p>\n<p>If the the player&#8217;s Level is below 55, the monster&#8217;s Level is 55.<br \/>\nIf the player\u2019s Level is 56-60, the monster\u2019s Level is 55.<br \/>\nIf the player\u2019s Level is 61, the monster\u2019s Level is 56.<br \/>\nIf the player\u2019s Level is 62, the monster\u2019s Level is 57, etc. (from this point the monsters will always be -5 until World Tier III&#8217;s max monster Level of 70).<\/p>\n<p><strong>World Tier IV Example:<\/strong><\/p>\n<p>If the player\u2019s Level is below 75, the monster\u2019s Level is 75.<br \/>\nIf the player\u2019s Level is 76-80, the monster Level is 75.<br \/>\nIf the player\u2019s Level is 81, the monster\u2019s Level is 76.<br \/>\nIf the player\u2019s Level is 82, the monster\u2019s Level is 77, etc. (from this point the monsters will always be -5).<\/p>\n<p><strong>Experience<\/strong><\/p>\n<p>Reward experience for completing Whispers in World Tiers III and IV has been significantly increased.<\/p>\n<p><em>Developer\u2019s Note: We have observed that the experience bonus rewarded for killing higher level monsters escalates too fast when compared to the relative challenge involved. We still want to reward players for taking on this challenge by encouraging them to participate in powerleveling together instead of one player killing enemies while another member of their Party waits at the dungeon\u2019s entrance.<\/em><\/p>\n<p>We are adjusting bonus experience rewards for killing monsters that are a higher Level than the player.<\/p>\n<p>Pre-Season of the Malignant bonuses:<\/p>\n<p>1 Level higher: +15%.<br \/>\n2 Levels higher: +20%.<br \/>\n3+ Levels higher: +25%.<\/p>\n<p>Post-Season of the Malignant:<\/p>\n<p>1.5% bonus per Level up to 10 Levels.<br \/>\nEx:<br \/>\n+1 level: +1.5%.<br \/>\n+2 levels: +3%.<br \/>\n+10 levels: +15%.<\/p>\n<p>We are also adjusting experience rewards for monster Level offsets for higher World Tiers.<\/p>\n<p>Current World Tier Level offsets<\/p>\n<p>World Tier II: Up to +3.<br \/>\nWorld Tier III: Up to +10.<br \/>\nWorld Tier IV: Up to +100.<\/p>\n<p>We are changing this to<\/p>\n<p>World Tier II: Up to +3 (Unchanged).<br \/>\nWorld Tier III: Up to +6.<br \/>\nWorld Tier IV: Up to +10.<\/p>\n<p>For Example:<br \/>\nYou are Level 1. Your friends bring you to World Tier IV and leave you at the entrance of a dungeon. They start killing Level 100 monsters.<br \/>\nPrior to Season of the Malignant, you get:<br \/>\n(Level 100 Monster XP) * (1 + 25%)<br \/>\nAfter Season of the Malignant, you get:<br \/>\n(Level 11 Monster XP) * (1 + 15%)<\/p>\n<p><strong>Helltide<\/strong><\/p>\n<p><em>Developer\u2019s Note: We&#8217;re looking to increase the danger in Helltide&#8217;s risk-reward gameplay by making the monsters a bit more challenging and the Tortured Gift of Mysteries harder to open.<\/em><\/p>\n<p>Helltide monsters are now 3 Levels higher than the player instead of 2.<br \/>\nThe Tortured Gift of Mysteries chest has had its cost increased to 250 Aberrant Cinders from 175.<br \/>\nAll interact able objects in Helltide zones now have a small chance of dropping Aberrant Cinders.<\/p>\n<hr size=\"1\">\n<h2>Balance Updates<\/h2>\n<p><em>Developer\u2019s Note: As our community continues to battle the Burning Hells, the builds emerging from new players have shocked and delighted us. We&#8217;ve chosen to focus Season of the Malignant\u2019s balance updates on clear itemization disparities over redesigns of Class features. The Class changes are largely focused on numeric increases to Skill Upgrades and Legendary Aspects that players haven&#8217;t yet found compelling. Additionally, we&#8217;re changing Critical Strike Damage Paragon Glyphs to empower all damage\u2014instead of only Core Skills\u2014to enable more build strategies.<br \/>\n<\/em><br \/>\n<em>There are also a few Class stat decreases on sources which grant extreme amounts of damage, healing, or Unstoppable. In general, we prefer build-specific changes to be bonuses instead of decreases, but we feel these changes are necessary for the overall health of the game. Diablo IV is a game that is continually evolving through its Seasons, thus the adjustments we make will evolve with them.<\/em><\/p>\n<p><strong>General<\/strong><\/p>\n<p>Aspects<\/p>\n<p>Aspect of Disobedience maximum stacks reduced from 100 to 60, reducing maximum Bonus Armor % from 25%-50% to 15%-30%.<br \/>\nAspect of Retribution bonus damage to Stunned reduced from 20-40% to 10-20%.<br \/>\nExploiter&#8217;s Aspect bonus damage to Unstoppable reduced from 20-50% to 20-40%.<br \/>\nStarlight Aspect Resource restore increased from 10-20 to 20-40.<\/p>\n<p>Items<\/p>\n<p>The Butcher&#8217;s Cleaver Slow increased from 40-75% to 61-75%.<br \/>\nDrop Rate Adjustments:<br \/>\nIncreased bonus to drop Ancestral and Sacred items in Nightmare Dungeons from +5% to +10%.<br \/>\nRemoved a 20% chance to drop an extra equipment item from Elite monsters outside of Nightmare Dungeons and Helltide.<br \/>\nIncreased chance to drop an extra equipment item from Elite monsters in Nightmare Dungeons and Helltide by +10%.<br \/>\nNightmare Dungeons now have a 50% chance to drop a 2nd Legendary item upon completion.<br \/>\nNightmare Dungeons now give 3 rare items upon completion, up from 1.<\/p>\n<p>Monsters<\/p>\n<p>Increased monster HP scaling from 85% to 100% bonus per extra player in a party.<\/p>\n<p>Miscellaneous<\/p>\n<p>Adjusted the scaling of the Greed Shrine to improve its effectiveness throughout the game.<br \/>\nWorld bosses now drop potions more often.<br \/>\nThere is no longer a limit to how many materials you can refine into higher materials at once.<\/p>\n<p><strong>Item Affixes<\/strong><\/p>\n<p><em>Developer\u2019s Note: Many Affixes are too efficient and are outshining alternatives. We\u2019re looking to refine the outliers, improve the number of meaningful choices on competitive slots, and increase the overall flexibility of items. We know these changes will reduce the total amount of possible power a character can possess, so we&#8217;ll be monitoring how these changes affect players\u2019 ability to conquer expected milestones throughout the Season.<\/em><\/p>\n<p>We\u2019re increasing the availability of the Affixes below to make them easier to include in different builds.<\/p>\n<p>Control Impaired Duration Reduction: Can now appear on Pants.<br \/>\nBarrier Generation: Can now appear for all Classes. It will also begin dropping later in the game.<br \/>\nLucky Hit Chance while You Have a Barrier: Can now appear for all Classes. Reduced by ~12% when on Helm and ~20% when on Amulet or Offhand.<br \/>\nMastery Skill Damage: Newly added; can appear on Sorcerer Weapons. Scales identically to Core Skill Damage.<br \/>\nResistance to All Elements: Can now appear on Shields.<\/p>\n<p><em>Developer\u2019s Note: The Core Stat bonus on Weapons has been overperforming, so we&#8217;re pulling back on this bonus.<\/em><\/p>\n<p>Strength: 50% Stronger when on Weapons -&gt; 25% Stronger when on Weapons.<br \/>\nDexterity: 50% Stronger when on Weapons -&gt; 25% Stronger when on Weapons.<br \/>\nIntelligence: 50% Stronger when on Weapons -&gt; 25% Stronger when on Weapons.<br \/>\nWillpower: 50% Stronger when on Weapons -&gt; 25% Stronger when on Weapons.<\/p>\n<p><em>Developer\u2019s Note: Cooldown Reduction affixes often felt mandatory due to their raw power. We imagine Cooldown Reduction will remain a highly desirable stat, but the penalty for not prioritizing it won\u2019t be as harsh.<\/em><\/p>\n<p>Cooldown Reduction: Reduced by ~30%.<br \/>\nImbuement Skill Cooldown Reduction: Reduced by ~30%.<br \/>\nTrap Skill Cooldown Reduction: Reduced by ~30%.<\/p>\n<p><em>Developer\u2019s Note: We&#8217;re seeing Critical Strike Damage and Vulnerable Damage often viewed as a hard requirement for a build&#8217;s success in Diablo IV. We believe this is a step towards allowing more builds to flourish and will continue to make changes in support of this goal.<\/em><\/p>\n<p>Critical Strike Damage: Reduced by ~17%.<br \/>\nLightning Critical Strike Damage: Reduced by ~17%.<br \/>\nCritical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%.<br \/>\nVulnerable Damage: Reduced by ~40%.<\/p>\n<p><em>Developer\u2019s Note: Disparities in inherent affixes can rule some Weapons out before the rest of their stats are even rolled. These are receiving harsher reductions than their normal affix counterparts to increase Weapon flexibility.<\/em><\/p>\n<p>Critical Strike Damage (Inherent on Swords): Reduced by ~50%.<br \/>\nVulnerable Damage (Inherent on Crossbows): Reduced by ~65%.<\/p>\n<p><em>Developer\u2019s Note: Damage Bonus to Crowd Controlled Enemies was overperforming relative to the ease of activating it versus stricter, Crowd Control type-specific affixes.<\/em><\/p>\n<p>Damage to Crowd Controlled Enemies: Decreased by ~30%.<br \/>\nDamage to Frozen Enemies: Increased by ~20%.<\/p>\n<p>Developer\u2019s Note: We have seen that skillful players are frequently slaughtering monsters many levels above their own. We want to support this, but the current situation is beyond what we believe is correct for the long-term health of the game. To chase this goal, we&#8217;re shifting power to many offensive Affixes from defensive Affixes. We know this will make our end game content more deadly, particularly for those chasing our pinnacle boss, an encounter not meant for the faint of heart. Overcoming the pinnacle boss will take every ounce of grit you can muster and all tools at your disposal. We will continue to evaluate feedback from the community and make changes to our combat mechanics.<\/p>\n<p>Physical Damage: Increased by ~25%.<br \/>\nFire Damage: Increased by ~25%.<br \/>\nCold Damage: Increased by ~25%.<br \/>\nLightning Damage: Increased by ~25%.<br \/>\nPoison Damage: Increased by ~25%.<br \/>\nShadow Damage: Increased by ~25%.<br \/>\nNon-Physical Damage: Increased by ~25%.<br \/>\nPhysical Damage Over Time: Increased by ~40%.<br \/>\nFire Damage Over Time: Increased by ~40%.<br \/>\nShadow Damage Over Time: Increased by ~40%.<br \/>\nDamage with Two-Handed Bludgeoning Weapons: Increased by ~25%.<br \/>\nDamage with Two-Handed Slashing Weapons: Increased by ~25%.<br \/>\nDamage with Dual-Wielded Weapons: Increased by ~25%.<br \/>\nDamage with Ranged Weapons: Increased by ~25%.<br \/>\nDamage with Skills that Swap to New Weapons: Increased by ~25%.<br \/>\nDamage while in Human Form: Increased by ~25%.<br \/>\nDamage while Shapeshifted: Increased by ~25%.<br \/>\nBlood Skill Damage: Increased by ~25%.<br \/>\nBone Skill Damage: Increased by ~25%.<br \/>\nBrawling Skill Damage: Increased by ~33%.<br \/>\nCompanion Skill Damage: Increased by ~33%.<br \/>\nConjuration Skill Damage: Increased by ~33%.<br \/>\nCutthroat Skill Damage: Increased by ~25%.<br \/>\nDarkness Skill Damage: Increased by ~25%.<br \/>\nEarth Skill Damage: Increased by ~25%.<br \/>\nFrost Skill Damage: Increased by ~25%.<br \/>\nImbued Skill Damage: Increased by ~25%.<br \/>\nImbuement Skill Damage: Increased by ~33%.<br \/>\nMarksman Skill Damage: Increased by ~25%.<br \/>\nPyromancy Skill Damage: Increased by ~25%.<br \/>\nShock Skill Damage: Increased by ~25%.<br \/>\nStorm Skill Damage: Increased by ~25%.<br \/>\nSummoning Skill Damage: Increased by ~25%.<br \/>\nTrap Skill Damage: Increased by ~33%.<br \/>\nWeapon Mastery Skill Damage: Increased by ~33%.<br \/>\nWerebear Skill Damage: Increased by ~25%.<br \/>\nWerewolf Skill Damage: Increased by ~25%.<br \/>\nTotal Armor: Reduced by ~30%.<br \/>\nAttack Speed for 4 Seconds after Dodging an Attack: Increased by ~20%.<br \/>\nDamage for 4 Seconds after Dodging an Attack: Increased by ~20%.<br \/>\nTotal Armor while in Werebear Form: Reduced by ~25%.<br \/>\nTotal Armor while in Werewolf Form: Reduced by ~25%.<br \/>\nDamage Reduction from Close Enemies: Reduced by ~20%.<br \/>\nDamage Reduction from Distant Enemies: Reduced by ~20%.<br \/>\nDamage Reduction from Enemies that are Bleeding: Reduced by ~25%.<br \/>\nDamage Reduction from Enemies that are Burning: Reduced by ~25%.<br \/>\nDamage Reduction from Enemies that are Poisoned: Reduced by ~25%.<br \/>\nDamage Reduction from Enemies that are affected by Shadow Over Time: Reduced by ~25%.<br \/>\nDamage Reduction while Fortified: Reduced by ~25%.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The anticipation among adventurers and heroes of Sanctuary reaches its peak as the latest update, version 1.1.0a, brings forth a wealth of newfound treasures. In the Eternal and Seasonal Realms, players are now blessed with a collection of powerful New Unique items and Legendary Aspects that promise to redefine the art of combat. 1.1.0a (All [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":30866,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[],"class_list":["post-30865","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"yoast_head":"<title>Diablo 4 Season 1 Patch Notes 1.1.0a<\/title>\r\n<meta name=\"description\" content=\"The anticipation among adventurers and heroes of Sanctuary reaches its peak as the latest update, version 1.1.0a, brings forth a wealth of newfound\" \/>\r\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\r\n<link rel=\"canonical\" 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