Diablo 4 Season 2 Full Patch Notes Revealed

10/10/2023 08:22 pm EDT

Diablo 4 Season 2 is set to launch on October 17, bringing the Season of Blood to players. Last week, Blizzard gave fans their first glance at what's coming with the update but held back the full patch notes until today. Right after the Campfire Chat, Blizzard dropped the full patch notes on the official site. As expected, this Diablo 4 patch is enormous. it details all of the many bug fixes and updates Blizzard is making, while also giving players a breakdown on all of the new Unique Items coming to the game later this month.

There are six new Uniques coming to Diablo 4 in Season 2. You'll need to be on World Tier IV to earn any of them, so don't expect to walk in and get them immediately. Blizzard has made getting Uniques a bit easier this season, but "easier" doesn't exactly mean easy, in this case. There will also be several new Legendary Aspects that you can use to further augment your gear, particularly for new Amulets, Gloves, Rings, and Weapons.

One of the biggest advances with Season 2 is all of the changes to endgame activities. The team has reworked Legion Events and World Bosses to make them spawn more frequently. Hopefully, that will make it easier for players to fit them into their day. Blizzard has also made significant increases to Experience gains, making it easier for players to reach Level 100 before the end of the season.

Below, you can find the full patch notes for Diablo 4's Season 2 update. The game is available now on PlayStation, Xbox, and PC platforms.

Diablo 4 Season 2 Patch Notes

New Unique Items and Legendary Aspects

New Unique items harboring immense power have been unearthed just in time for Season of Blood. The Unique items below can only be acquired from playing on World Tier IV in either the Eternal or Seasonal Realms.

Unique Items

Legendary Aspects

The Aspect below can be found on Boots and Amulets.

The Aspects below can be found on Amulets, Gloves, Rings, and Weapons.

Gameplay Updates

Accessibility

User Interface & User Experience

Developer's Note: Affix sorting has been curated to more deliberately sort similar Affixes together.

Items

Developer's Note: Enchant being determined by sell value encouraged players to re-roll a Rare item before upgrading it at the Blacksmith or imprinting an aspect on it. The overall formula for Enchant cost has been adjusted so item adjustments need not be done in a specific order to be the most cost-effective. Additionally, this change reduces overall costs incurred when re-rolling an item.

Gems will no longer drop from regular sources, and can instead be crafted at a Jeweler.

Developer's Note: By moving Gem acquisition to an active player action, they will no longer passively fill your inventory, reducing stress on overall space. We're also weighing the equivalent drops more towards targeted rewards to reduce the potential frequency of checking the Materials tab during regular play.

Developer's Note: We are trying to reduce stress on players' Consumable Inventory tab. Similar to our changes made for Gems, we hope players will be interacting with Elixirs they purposefully crafted.

Developer's Note: Forgotten souls became much easier to get in Season of the Malignant. Helltide was designed to be the primary source of Forgotten Souls, but being able to acquire them through other means disincentivized players from playing Helltide. We want to encourage players to participate in Helltide more, but do not want to completely shut down alternative sources of Forgotten Souls. So, we have broadened the types of items that can grant Forgotten Souls when salvaged but decreased the drop rate. Previously, only weapons could provide them when salvaged but it was a guarantee.

Dungeons

Developer's Note: We've received feedback that some Dungeons lacked visual diversity and required quite a bit of backtracking to complete, making them feel cumbersome. We believe our adjustments to Dungeons in these areas will remedy player frustration but will continue to listen to community feedback and make additional changes as needed.

Endgame Activities

Legion Events

Developer's Note: We have received feedback that players don't often fight monsters during Legion Events because of the monsters dying too quickly. We have increased the health of these monsters to compensate, adding a little bit of extra difficulty for Legion Events.

World Bosses

General

Developer's Note: Sigil Levels will still respect the maximum and minimum levels determined by World Tier.

Mounts

Town Adjustments

Monsters

Experience Updates

Developer's Note: Whisper Tiers refers to how many Grim Favors the Whisper grants upon completion.

Miscellaneous

Developer's Note: Players are free to attempt the capstone dungeons at any Level, but we have raised the Level at which the player is prompted to attempt them. This is so players don't feel encouraged to attempt challenges that might be too difficult for them at that point in the game.

Balance Updates

Developer's Note: Our goal for Unique items is that they feel impactful to your build and create a moment of excitement upon dropping. Some Unique items were falling short of this goal, so we are updating them in a few ways to ensure that these items feel distinctly different from other items and are appealing:

Resistances

Armor

Attributes and Affixes

Damage Bucket Updates

Developer's Note: Builds that utilized Critical Strike Damage and Vulnerable Damage have been disproportionately powerful. This is because these stats were previously calculated as part of separate damage buckets that were fully multiplicative when combined with other damage bonuses. In order to promote greater build diversity, we are changing how Critical Strike, Vulnerable, and Overpower damage is calculated. These damage types will now always have a baseline multiplicative bonus. Additional sources of bonus Critical Strike Damage, Vulnerable Damage, or Overpower Damage will be additive to your other damage bonuses. Overpower will also receive additional additive damage based on your Maximum Health and Fortify amounts. This change represents an overall decrease in damage output, so we are adjusting monster scaling to ensure that the best Class builds are still as powerful as before. This change is not intended to lower the power of the best builds, but rather allow more builds to reach that same level of power. We have also added a variety of mechanics to classes that encourage them to chase other stats for multiplicative bonuses, rather than always chasing Critical Strike and Vulnerable Damage.

Class Balance Updates

Developer's Note: The loot chase to find an item with ideal stats for your build is core to the Diablo experience. We want to encourage increased diversity in itemization and make creating your build more interesting. To achieve this, we are adding a variety of ways for Classes to scale with specific stats in interesting ways, particularly through using Key Passives and Paragon. For example, Barbarian's Hemorrhage Legendary Paragon Node will now multiplicatively increase your Bleeding damage by a portion of your Damage to Vulnerable Enemies stat. The remainder of the Class changes were aimed at improving underused Skills, Legendary Aspects, and powers, as well as addressing other pressing issues. For example, we have reworked several Paragon Glyphs for the Sorcerer and Necromancer, who did not have appropriate places on their Paragon Boards to properly utilize these Glyphs.

Barbarian

Skills

Passives

Paragon

Legendary Aspects

Developer's Note: Instead of containing a separate source of damage, this aspect now directly increases the total damage and Area of Effect of Hammer of the Ancients.

Unique Items

Developer's Note: Improving the Attack Speed of Whirlwind is a fantasy we want players to be able to chase. However, the interaction between the stat and Skill is inconsistent. We are replacing the Affix so it is more functional.

Druid

Developer's Note: Actual spread speed remains unchanged due to base spread speed increase for Rabies.

Necromancer

Developer's Note: We've redesigned the Death's Defense passive, and its previous functionality, when at max Rank, now serves as a baseline for all Minions.

Developer's Note: We've reworked the Transfusion passive. Its previous functionality is now the default effect of blood orbs.

Developer's Note: This is an adjustment to match the update to Skeletal Priests, which can be seen below.

Book of the Dead

Rogue

Sorcerer

Battle Pass Updates

Bug Fixes

Classes

Barbarian

Druid

Developer's Note: Innate Earthen Bulwark now scales with the player's weapon, which is consistent with other skills.

Necromancer

Rogue

Sorcerer

Developer's Note: The previous tooltip stated: Ice Shards would behave as if the target was Frozen if the player had an active barrier. This is potentially confusing because it suggested that the enemy would be treated as Frozen for all other effects applied by Ice Shards, such as the Aspect of Control.

Developer's Note: The Hydra's Burning Damage now scales with the player's weapon, which is consistent with other Skills.

Cooperative Play

Nightmare Dungeons

Developer's Note: This bug fix is relevant for Nightmare Dungeons, as it means Awakened Glyphstone will generally spawn quicker. This does affect normal Dungeons.

Events and Whispers

Gameplay

Monsters

Miscellaneous

Developer's Note: This is not limiting the new functionality of breaking barricades while mounted. Rather, this is specifically referring to instances where the barricade could be passed through without breaking it.

Strongholds

Quests

User Interface

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