Monday, 17 August 2026

Diablo Immortal Player Says a Faction Reset Wiped 3.6 Million Stored Tower XP


Diablo Immortal players have discovered many creative ways to lose experience over the years.

Dying is the traditional method.

Logging in after a faction reset and discovering that roughly 3.6 million XP has apparently vanished from your Accursed Towers is considerably more unusual.

That is exactly what one player is reporting after Diablo Immortal's weekly reset on August 17. According to a newly filed bug report, three Legendary Accursed Towers that should have been almost completely full of accumulated Experience instead appeared to have reset at the same time the player's clan changed factions.

Blizzard has not confirmed the issue, so for now this is a single detailed player report rather than an established game-wide bug.

Three Towers Should Have Held Around 3.6 Million XP

The player, Meteorblade, says their clan controls three Legendary Accursed Towers: Tower of Secrets, Tower of Fortitude and Tower of Blessings.

According to the report, each tower takes roughly 36 hours to completely fill its stored XP bar and contains around 1.2 million XP when full.

The player had last collected the XP around midday on Saturday.

By Monday's weekly reset at 3:00 a.m. server time, approximately 39 hours had passed.

In other words, all three towers should have been full.

Three towers.

Approximately 1.2 million XP each.

Roughly 3.6 million XP waiting to be claimed.

At least, that was the plan.

The Faction Reset Happened at the Same Time

There was one additional complication that night.

The player's server had reached the end of an Immortal reign.

The clan had previously been Shadows and, according to the report, briefly returned to Adventurer status during the reset before subsequently joining the new Immortal alliance and becoming Immortals.

When the player logged in at approximately 3:15 a.m. server time and checked the towers, the stored XP was nowhere near full.

Instead, the amount available reportedly looked like only around 15 minutes of accumulation.

The player estimates the missing total at roughly 3.6 million XP.

Sanctuary apparently has taxation now.

The rate is concerning.

The Player Says It Happens When Reset and Faction Change Coincide

The most interesting part of the report is that the player does not describe this as a completely random disappearance.

They specifically claim the stored Tower XP is lost when the normal weekly reset coincides with a faction change.

That would suggest the problem may involve the transition between Shadow, Adventurer and Immortal states rather than Accursed Tower XP accumulation itself.

That is still speculation.

Blizzard has not identified the cause, confirmed that those systems are interacting incorrectly or announced a fix.

Accursed Towers Are Built Around Long-Term Clan Rewards

Accursed Towers were introduced as a clan-based system in which groups compete to claim and control towers around Sanctuary. Holding towers provides clan-wide benefits and recurring rewards, making ownership something players maintain over time rather than a one-off dungeon completion.

That is what makes an accumulation problem particularly irritating.

The reward is specifically something that builds while the player is away.

You leave it alone.

You let it fill.

You return later.

Finding the meter unexpectedly near empty rather defeats the administrative elegance of the arrangement.

This Could Matter During Paragon Pushes

Stored Tower XP is not trivial for players deliberately preparing for new Paragon thresholds.

Earlier this year, players openly discussed saving around 3.6 million XP from Accursed Towers as part of planned Paragon progression pushes.

That makes the amount in this new report particularly believable as something players intentionally bank rather than claim immediately.

If a faction transition can wipe that reserve, the safest time to discover it is definitely not after spending the weekend carefully saving everything.

For Now, This Is One Report

There is an important reason not to overstate this story.

As of August 17, the bug report has no replies and only a handful of views. The official Bug Report index confirms that it was filed today, but there is not yet a wave of other players reproducing the same behavior.

So we cannot say faction resets definitely erase Accursed Tower XP for everyone.

We can say one experienced player has documented a very specific sequence with exact tower names, timings, faction changes, expected accumulation and resulting XP loss.

That makes it worth watching.

Maybe Collect Before the Next Faction Change

Until more players reproduce the issue or Blizzard responds, there is no confirmed workaround.

But if your clan is approaching a faction transition and your Accursed Towers are sitting on a large amount of unclaimed XP, this report gives players at least one reason to consider collecting it beforehand.

Three million experience is difficult enough to earn.

It should not need an evacuation plan.

Sources

Diablo Immortal Forums: Faction Reset Causes XP Stored in Accursed Towers to Be Lost

Blizzard Entertainment: Reign Supreme in the Age of Falling Towers

Diablo 4 Players Say Greater Affixes and Masterworking Still Can’t Improve Block Chance

Diablo 4 players have found a remarkably stubborn problem with Block Chance.

Greater Affixes apparently do not improve it.

Masterworking apparently does not improve it either.

And according to a bug report that has now survived from December 2025 into August 2026, the problem is still happening in Season 14.

For most characters, that may sound like an obscure stat problem.

For builds actually designed around blocking attacks, it is considerably less academic.

A 5% Roll Apparently Stays at 5%

The original report was posted on December 16, 2025.

The player tempered 5% Block Chance onto Ancestral pants with a Greater Affix.

The expectation was that the Greater Affix would improve the value beyond the normal maximum roll.

It did not.

The item still displayed 5% Block Chance.

The player then Masterworked the item to 25 Quality.

Still 5%.

Even after hitting a Masterworking capstone bonus, the Block Chance remained unchanged.

At that point, the stat has achieved a level of stability normally reserved for geological formations.

The Bug Was Still There in Season 13

The report did not disappear with a new season.

On May 4, another player returned to the thread and said the issue still persisted in Season 13.

Another report followed on May 13 involving Heir of Perdition, with the player asking whether there was any workaround or whether Greater Affixes and upgrades were simply pointless for Block Chance.

There was no confirmed workaround in the thread.

Now It Is Being Reported in Season 14

On August 17, the same thread became active again.

A player said they had encountered the bug only a few days earlier in Season 14.

The timing matters because the player was using an Evade Hammerdin build that specifically relies on Block Chance.

According to their report, discovering that the stat could not be improved through Greater Affixes or Masterworking left the build effectively dead in the water.

That moves the issue beyond an ugly tooltip.

If Block Chance genuinely fails to scale when the item system says it should, players can invest substantial time into finding and upgrading the correct gear before realizing the central defensive stat never improved.

Why Block Chance Matters More Now

Diablo 4 has continued expanding itemization systems around Greater Affixes, Tempering and Masterworking, making high-end gear increasingly dependent on improving specific affixes rather than merely finding the right item base.

Blizzard continues to patch class, item and War Plan bugs regularly, with the latest August 12 update fixing issues across multiple classes and systems. But the current published patch notes do not list a specific correction for Block Chance failing to scale with Greater Affixes or Masterworking.

That is why this old report suddenly feels relevant again.

A stat that behaved strangely on an obscure build in 2025 can become much more important when a newer build starts depending on it.

This Looks Different From a Simple Display Error

There is one important uncertainty.

Blizzard has not officially confirmed whether the problem is purely visual or whether the underlying Block Chance calculation is genuinely failing to increase.

The players reporting the issue believe the stat itself is not scaling correctly, but we do not have a developer explanation confirming the exact technical cause.

That distinction matters.

A broken tooltip is irritating.

A broken defensive stat can ruin an entire build.

Until Blizzard comments on the issue, players should treat the community reports as evidence rather than final diagnosis.

Players May Want to Test Before Investing Heavily

If your Diablo 4 build depends on pushing Block Chance through Greater Affixes or Masterworking, this may be one stat worth checking carefully before pouring large amounts of resources into the item.

The same basic problem has now been reported across multiple seasons, from December 2025 through August 2026.

That does not prove every item, platform or Block Chance source is affected identically.

But it does make the issue difficult to dismiss as a single bad roll.

Diablo 4 asks players to hunt the perfect item.

Then it asks them to find the Greater Affix.

Then Temper it.

Then Masterwork it.

If the number at the end remains exactly 5%, somebody should probably have a look at that.

Sources

Diablo IV Forums: Block Chance Cannot Be Improved by GA or Masterworking

Blizzard Entertainment: Diablo IV Patch Notes

Diablo 4 Players Are Reaching the Ultimate Nemesis — Then Party Members Get No Loot

Diablo 4 has a fairly straightforward agreement with its players.

You kill the horrible thing.

The horrible thing drops loot.

It is one of gaming's more successful economic systems.

Unfortunately, players are still reporting that Diablo 4's Ultimate Nemesis Lair occasionally forgets the second half when played in a party.

A bug report that began in May has resurfaced again in August, with groups saying they can complete the entire Ultimate Nemesis encounter while only one party member receives the proper rewards.

Everyone else gets the satisfaction of having helped.

Which is lovely.

But traditionally not why people farm Diablo bosses.

The Bug Has Been Reported Since May

The original report appeared on May 4.

Two players had unlocked the relevant War Plan progression, including Two by Two, Greater Nemesis and Ultimate Nemesis.

According to the report, both players received loot normally from the earlier Nemesis and Greater Nemesis encounters.

Then they reached Ultimate Nemesis.

Only one received the expected loot.

The player said the same sequence happened three times in a row.

Other groups quickly reported similar results.

It Is Not Even Completely Clear Who Gets the Loot

The first theory was that the player who paid the required keys at the altar was the only one receiving rewards.

Several reports support that idea.

One group of three said only the player who spent the keys received loot.

Another player described opening the encounter personally and receiving the main rewards while their friend got only minor materials.

But other reports complicate the picture.

One player said their friend paid the keys while they entered the portal first, yet the person who did not pay received the reward.

So even the community has not found a perfectly consistent trigger.

Diablo loot science remains an exciting field.

The Problem Was Still Happening on August 15

This is what makes the issue current rather than an old launch-week curiosity.

On August 15, another player returned to the same bug thread and confirmed that the problem was still happening.

The group reportedly had enough Superior Lair Keys, but only the party member opening the Ultimate Nemesis portal received the proper loot while the others reached the end without the expected rewards.

The player suggested that Diablo 4 could simply deduct the required keys from every eligible party member, similar to other group activities where each player pays their own entry cost.

At the very least, that would make the rules understandable.

The Key Names Have Changed, but the Problem Hasn’t

Older reports refer to Betrayer's Husks.

Blizzard later renamed these Tier 3 boss keys to Superior Lair Keys, because Belial is no longer the only boss using that tier of key.

The terminology changed.

The August report suggests the party-loot problem did not.

Some Players Are Missing the Reward Chests Entirely

There may also be a related but slightly different Ultimate Nemesis reward problem.

Separate reports describe completing the encounter and finding that the expected reward chest simply never appears.

That has happened in parties, and some players have even reported it while playing solo.

One July player described defeating the Ultimate Nemesis and receiving only a handful of ordinary items, with none of the expected reward chests appearing afterward.

That does not necessarily have the same cause as the party-specific problem.

But it adds to the broader impression that the final reward state of Ultimate Nemesis is not behaving consistently.

Blizzard Has Fixed Other Nemesis and War Plan Bugs

Blizzard has already repaired several War Plan and Nemesis issues since Lord of Hatred launched.

Patch notes have included fixes for Nemesis Lairs failing to trigger, Nemesis Lairs becoming infinitely farmable and War Plan activities failing to grant rewards or progress correctly.

More recent updates have also clarified how party-based War Plan board generation works.

So the surrounding system has received attention.

What we have not found in Blizzard's published notes is a specific fix for the recurring Ultimate Nemesis party-loot problem described in these reports.

This Is Exactly Where a Loot Bug Hurts Most

An Ultimate Nemesis Lair is not something players accidentally wander into while looking for a cellar.

It sits at the end of War Plan progression and requires players to work through the preceding Nemesis structure before reaching the final encounter.

That makes losing the reward considerably more frustrating than missing a random chest in the overworld.

Players have already invested time.

They have invested keys.

They have completed the bosses.

Then one member of the party gets paid.

The others apparently participated in a very elaborate volunteer program.

For Now, Parties Should Know the Risk

Blizzard has not publicly confirmed the exact cause of this specific issue or stated that Ultimate Nemesis is intended to reward only one party member.

Given how the preceding Nemesis encounters reward multiple eligible players, the people reporting the problem understandably believe the final behavior is a bug.

But until Blizzard clarifies or fixes it, groups attempting Ultimate Nemesis should at least know that the problem is still being reported.

Because there is one thing worse than finally reaching Diablo 4's ultimate boss encounter and getting terrible loot.

Getting no loot gives you nothing to complain about statistically.

Sources

Diablo IV Forums: Ultimate Nemesis Lair Not Providing Loot Despite Having the Node in the War Plan When in a Party

Diablo IV Forums: Ultimate Nemesis Lair Is Bugged/Broken

Diablo IV Forums: Is the Ultimate Nemesis Lair No Loot?

Blizzard Entertainment: Diablo IV Patch Notes

Diablo 4 Players Say a Campaign Skip Bug Has Trapped Eternal Characters for Months


Diablo 4 players are still reporting a particularly irritating Eternal Realm problem more than three months after Lord of Hatred launched.

Some existing characters simply cannot skip the expansion campaign.

That is despite the player already completing Lord of Hatred on another character.

Blizzard’s own pre-launch guidance says completing the campaign once should unlock the Skip Campaign option for all other characters, regardless of whether they are Seasonal or Eternal.

For some Eternal players, that is apparently not happening.

Some Characters Can Skip. Others Cannot.

The original bug report appeared on May 1.

The player had seven level 60 Eternal characters prepared for Lord of Hatred and completed the entire expansion campaign on one of them, including defeating Mephisto and progressing into War Plans. Yet six other Eternal characters still had no option to change their campaign state.

Other players quickly reported similar behavior.

One had six Eternal characters and found that three could skip while a Paladin and Barbarian could not. Another reported that some classes worked and others did not, making it difficult to identify any obvious class-specific pattern.

That is perhaps the most annoying version of a bug.

The button exists.

Just apparently not for Steve.

Players Suspect Older Campaign States Are Involved

Several affected players noticed a possible connection with characters that previously used the Vessel of Hatred campaign skip.

One player tested four old Eternal characters that had skipped Vessel of Hatred, completed Lord of Hatred on both Seasonal and Eternal characters and even leveled one Eternal alt to 70.

The skip option still did not appear on the remaining characters.

That does not prove the old Vessel of Hatred campaign state is the cause.

It does suggest the problem may involve how Diablo 4 stores campaign-completion data on older characters.

Blizzard Already Fixed a Campaign-State Display Bug

There was briefly hope that a May patch would solve the problem.

Blizzard’s patch notes included a fix for an issue where Character Select displayed incorrect campaign completion states.

Players in the original thread immediately tested again.

Several reported that the patch did not restore their missing Skip Campaign option.

Blizzard later expanded campaign-state information further, adding each character’s current campaign progression directly to Character Select.

Useful information.

Slightly less useful if the character is still being informed that it must complete a campaign you already completed elsewhere.

The Thread Is Still Active on August 17

This is what turns an old bug report into a current story.

The forum thread has continued receiving replies and, as of August 17, has reached 37 responses and more than 1,600 views. It remains one of the active PC Bug Report topics today.

There is also a separate fresh report from August 16 specifically concerning a level 60 Paladin with the Skip Campaign option missing, suggesting the general issue has not completely disappeared.

Why Eternal Players Care So Much

Seasonal players are used to creating fresh characters.

Eternal players often are not.

These are frequently characters with hundreds of hours behind them, carefully assembled gear and years of history.

The entire point of the Eternal Realm is that you can continue playing those characters rather than starting over every few months.

Blizzard explicitly positioned Lord of Hatred that way too, telling players they could return to an existing Eternal character and continue their journey.

If six old characters are unexpectedly required to replay the full expansion campaign, that undermines one of the Eternal Realm’s main attractions.

There Is Still No Confirmed Fix

At the time of writing, Blizzard has not publicly identified the precise cause of this specific long-running campaign-skip problem or announced a dedicated fix for the affected Eternal characters.

That distinction matters.

There have been several campaign-state and Character Select fixes since Lord of Hatred launched, and campaign skipping itself continues to receive updates. For example, the current patch notes state that skipping Lord of Hatred now automatically clears Fog of War around Capstone Dungeon locations.

The skip system clearly still exists.

The problem is getting every eligible Eternal character to actually see it.

For players sitting on six old characters and one completed campaign, the desired solution is not especially exotic.

They do not need another multiplier.

They do not need a new currency.

They just need the button Blizzard says they should already have.

Sources

Blizzard Entertainment: Prepare for the Reckoning — Lord of Hatred Draws Near

Blizzard Entertainment: Diablo IV Patch Notes

Diablo IV Forums: Can't Skip Campaign on Subsequent Eternal Characters

Diablo 2 Season 15 Is Bringing Eight Ladder-Only Items to Non-Ladder


Diablo II: Resurrected Ladder Season 15 is not only bringing another fresh race to level 99.

It is also freeing eight previously Ladder-only items.

When the new season transition is complete, the following items will become available in Non-Ladder:

  • Mania
  • Hysteria
  • Metamorphosis
  • Ground
  • Temper
  • Hearth
  • Cure
  • Bulwark

Blizzard confirms the change directly in the Patch 3.3 notes, saying previous Ladder-only items will become available in Non-Ladder with the new season.

For players who prefer keeping long-term characters rather than starting from nothing every few months, that is a surprisingly nice Season 15 bonus.

Several Familiar Rune Words Are Finally Escaping Ladder

Five names on that list will be particularly familiar to players who followed Diablo II: Resurrected's earlier seasonal additions:

Bulwark, Cure, Ground, Hearth and Temper.

Blizzard originally introduced these defensive Rune Words during the Patch 2.6 era, with each designed around different survivability needs. Bulwark focuses on physical protection and sustain, Cure helps against poison, while Ground, Hearth and Temper provide specialized protection against Lightning, Cold and Fire respectively.

Metamorphosis was introduced during the same period as an endgame option for shapeshifting Druids, built around separate Werewolf and Werebear marks.

These items have spent years associated with seasonal progression.

Season 15 finally loosens that restriction.

Why This Matters for Non-Ladder Players

Non-Ladder Diablo II is where characters go to become permanent projects.

You keep the gear.

You keep the levels.

You keep the stash tab containing seventeen items you absolutely intend to organize one day.

The tradeoff has traditionally been that the newest seasonal toys remain on Ladder for a while before eventually becoming available elsewhere.

Patch 3.3 moves another batch across that line.

That means players maintaining established Non-Ladder characters gain access to several build options without having to abandon years of accumulated gear and start over.

Season 15’s Newly Changed Items Are Staying Ladder-Only

There is an important distinction.

The older items are moving to Non-Ladder.

The newly changed items in Patch 3.3 are not.

Blizzard says the modified versions of items including Bloodletter, Battlebranch, Rogue's Bow, Pluckeye, Bane Ash, Gravenspine, Blinkbat's Form, The Ward, Manald Heal and Angelic Raiment will only be available in the Reign of the Warlock Ladder.

So Non-Ladder players are getting yesterday's exclusives.

Ladder players still get first access to tomorrow's experiments.

The ancient seasonal circle of life continues.

That Includes the New Manald Heal

This distinction is especially relevant because Blizzard has been tinkering with several forgotten Diablo II items ahead of Season 15.

We recently covered the last-minute change to Manald Heal, where Blizzard replaced its originally announced Faster Run/Walk buff with 10% Faster Cast Rate.

That modified Manald Heal will remain a Ladder item for now. The same applies to The Ward gaining a socket, Bloodletter gaining Faster Run/Walk and the various other Patch 3.3 item updates.

Season 14 Ends Today

The timing is important.

Ladder Season 14 ends today, August 17 at 11:00 a.m. PDT, which is 20:00 CEST for European players.

Patch 3.3 begins rolling out tomorrow, August 18.

The actual Season 15 Ladder race does not begin until August 21 at 5:00 p.m. PDT, or August 22 at 2:00 a.m. CEST in Europe. Blizzard says future seasons will use a similar separated Patch-and-Ladder schedule.

So there is now a small transition period between the old Ladder ending and the new one beginning.

Don’t Forget the Old Withdraw-Only Stash

There is also one last piece of housekeeping to handle before Season 14 disappears.

When Season 14 ends, its characters move into their appropriate Non-Ladder groups, and their Shared Stash becomes a new set of Withdraw Only tabs.

But anything still sitting inside the older Season 13 Withdraw Only tabs will be permanently lost when that happens.

If you have been ignoring that little Past checkbox for months, today would therefore be an excellent time to stop ignoring it.

Diablo II has many legitimate ways to lose valuable items.

Letting a calendar delete them is one of the less heroic ones.

Non-Ladder Gets a Little Bigger With Season 15

Season 15 is primarily about the new Ladder, Patch 3.3 balance changes and another race through Sanctuary.

But the movement of eight older Ladder-only items into Non-Ladder is a useful reminder that seasonal content does not always remain trapped there forever.

Mania.

Hysteria.

Metamorphosis.

Ground.

Temper.

Hearth.

Cure.

Bulwark.

Eight more pieces of Diablo II's expanding modern item pool are about to become available to characters who have absolutely no intention of starting over again.

Some heroes race to level 99.

Others have been wearing the same boots since 2023.

Sanctuary has room for both.

Sources

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 15 Coming Soon

Blizzard Entertainment: Diablo II: Resurrected PTR 2.6

Sunday, 16 August 2026

Diablo 4 Players Are Finding Random Free Cosmetics in the Shop — But Not Everyone Gets One

If you are playing Diablo 4 this weekend, there may be one more activity worth adding to your routine.

Check the shop.

Not because Blizzard has released another enormous armor bundle containing enough decorative spikes to endanger nearby pedestrians.

Because some players are finding completely free cosmetic items waiting for them.

The strange part is that not everyone is getting one.

Players on the official Diablo IV forums have reported different free weapon cosmetics appearing in their individual shops over the last few days, suggesting Diablo 4's personalized shop system may once again be quietly distributing account-specific gifts.

One Player Found a Free Wand

The discussion began on August 14 when a player noticed a weapon cosmetic in the shop priced at exactly the best possible amount:

Free.

The item was a simple wand cosmetic.

The player had no idea why it had appeared and wondered whether it might have been related to not logging into Diablo 4 for a while.

Other players immediately went to check their own shops.

Some found nothing.

Which is where things became interesting.

Another Player Got a Bow Instead

A second player reported receiving a free bow cosmetic earlier in the week.

This was particularly useful because, according to the player, they had only played Paladin and Barbarian.

Neither class is famously dependent on bows.

Still.

Free is free.

By August 16, another player said they had noticed a couple of similar freebies during the previous week and had assumed everyone was receiving them.

Apparently not.

These Appear to Be Account-Specific

The inconsistent reports strongly suggest this is not a traditional Diablo 4 giveaway where every player receives the same cosmetic on the same day.

Instead, the items appear to be associated with Diablo 4's personalized shop system.

That would not be unprecedented.

Blizzard has officially used personalized free gifts before.

In November 2024, Blizzard specifically told players to check the in-game shop for free personalized gifts alongside discounted Fortunate Finds.

The wording matters.

Personalized.

Different accounts can receive different offers.

One player gets a wand.

Another gets a bow.

A third gets the ancient and respected Diablo reward known as absolutely nothing.

This Is Different From the Anniversary Giveaway

Diablo 4 has also distributed universal free cosmetics through the shop this year.

During the game's June 2026 anniversary celebration, Blizzard released a new free weapon skin each day between June 2 and June 6.

Those included Blood Raven's Talon, King Kanai's Last Stand, Nangari Wounder, Overlord's Odium and Flamefinger's Claws.

Everyone had the same opportunity to claim those items before the event ended.

What players are seeing now appears different.

There is no matching August announcement listing a new set of universal free cosmetics, and the reported rewards are not identical across accounts.

Fortunate Finds May Explain Part of It

Players in the current discussion have also connected the freebies with Fortunate Finds, Diablo 4's personalized shop selections.

Those offers can vary between accounts, which would explain why checking somebody else's shop does not necessarily tell you what will appear in yours.

Blizzard has previously paired Fortunate Finds with free personalized gifts, so the current reports fit an established system.

What we do not currently have is an official Blizzard announcement explaining why these particular free items are appearing in August 2026, how accounts are selected or how frequently the offers rotate.

There May Be No Notification

This is the useful part.

If these freebies are being delivered through personalized shop rotations, waiting for Blizzard to send you a giant notification may not be the best strategy.

The players discussing them found the items by looking through the shop.

That makes this one of those rare Diablo situations where opening the premium store without intending to spend money may actually be financially responsible.

Do not tell anyone we said that.

Check Before the Shop Rotates

We do not yet know how long individual free offers remain available.

And because Blizzard has not announced a dedicated August giveaway, there is no confirmed event end date to work from.

So if you are logging into Diablo 4 anyway, checking the cosmetic shop costs very little.

You may find nothing.

You may find a weapon your class cannot use.

Or you may discover Blizzard has quietly left you a free cosmetic.

Sanctuary does not hand out many gifts without eventually asking you to kill something.

Take the victories where you can get them.

Sources

Diablo IV Forums: Free Item in Shop Today (At Least for Me)

Blizzard Entertainment: Return to Sanctuary for a Brilliant Boost

Blizzard Entertainment: Celebrate the DIV Anniversary

Diablo Immortal Players Say the New Warlock Essence Overwrote an Old One


Diablo Immortal's August 12 update added a new Warlock Essence called Itinerant Spite.

Some Warlock players now think it may have accidentally moved into somebody else's house.

Players are reporting that an existing Spiteful Sacrifice setup has suddenly changed its tooltip after the update and now describes mechanics belonging to the brand-new Inferno XIV Essence, even when the new Essence has never been acquired or equipped.

The old skill configuration still appears to behave partly like the old version.

Unfortunately, players say it no longer deals the damage they expect either.

The New Tooltip Looks Suspiciously Familiar

The new Inferno XIV Pants Essence is called Itinerant Spite.

Blizzard says it changes Spiteful Sacrifice so that Primary Attacks hurl swords of dark magic, damage enemies and apply Malignant Shadows. Every third Primary Attack also causes the Warlock to blink forward in the direction of movement.

That is a fairly specific collection of mechanics.

Which is why players became suspicious when essentially the same description suddenly appeared on an older Spite Bolts setup after the August 12 patch.

The original bug reporter specifically says they do not own or have the new Itinerant Spite Essence equipped.

Yet their existing Spiteful Sacrifice setup now describes Primary Attacks, piercing dark blades, Malignant Shadows and a teleport on every third attack.

Diablo Immortal appears to have handed one Essence another Essence's instruction manual.

The Old Skill Has Not Completely Become the New One

That would almost be simpler.

According to the report, the existing skill still appears as a three-charge ability, rather than becoming the five-second Primary Attack empowerment expected from the new mechanic.

The player's Primary Attack also continues to fire Lunatic Rush instead of the dark swords described in the new tooltip.

So the game is apparently displaying one mechanic while running something else underneath.

And neither side seems especially happy about the arrangement.

Damage Appears to Be Missing Too

The problem is not purely cosmetic.

The original reporter says using their old Spiteful Sacrifice / Spite Bolts charges now deals little or none of the expected damage, while Malignant Shadow damage on the training dummy appears missing, inconsistent or dramatically lower than before.

Another Warlock player replied on August 15 and reported the same basic problem, saying their existing Pyrestorm pants now display the description of the newly introduced Essence instead.

That gives the bug a little more weight than a single corrupted tooltip.

Two players are describing an existing Essence changing after the same patch, and both connect the new description to Itinerant Spite.

The August 12 Update Changed a Lot of Warlock Powers

The timing is important.

Blizzard added six new Warlock Legendary Affixes in the August 12 update, including Itinerant Spite, Hardened Heart, Harmonized Screams, Unending Darkness, Griefmuzzle and Undreamt Calamity.

The same patch also retired a large number of older Legendary Essences across every class as part of Blizzard's ongoing attempt to keep the Essence pool manageable.

That is a substantial amount of data moving around in the same system at once.

We have already seen another consequence of that update, with retired Essences accidentally continuing to appear inside Fractured Plane after their powers had been disabled.

Now Warlock players may be looking at another migration problem.

We Still Don’t Know the Exact Cause

Blizzard has not yet replied publicly to this Warlock bug report or confirmed that Itinerant Spite literally overwrote another Essence.

That means the headline remains a player interpretation of what the symptoms suggest, not an established technical diagnosis.

The issue could involve a mismatched tooltip.

It could involve the wrong Essence data being referenced.

It could be a separate mechanical problem that merely happens to display the new description.

Until Blizzard investigates, we do not know.

Warlock Players Should Check Their Old Spite Builds

If you were using Spiteful Sacrifice before August 12, it may be worth checking the Essence description and testing the build against the training dummy.

The problem currently appears limited to player reports rather than a confirmed widespread bug, so there is no reason to assume every Warlock setup is affected.

But if your old Spite build suddenly starts describing magical swords you never equipped and dealing considerably less damage than yesterday, you are probably not imagining things.

The August update gave Warlocks a new Essence.

It may just have given it to the wrong pair of pants.

Sources

Blizzard Entertainment: Burn Through the Darkening Decades

Diablo Immortal Forums: Warlock Spite Bolts / Pyrestorm Not Working After Aug 12 Patch

Diablo 2 Season 15 Is Nerfing Worldstone Shard and Ancient Statue Drops

Diablo II: Resurrected Season 15 is about to make two pieces of Reign of the Warlock's endgame economy harder to find.

Worldstone Shards.

Ancient Statues.

Patch 3.3 reduces the drop rate of both when it arrives on August 18, just a few days before Ladder Season 15 begins. Blizzard has not revealed the new percentages, so we do not yet know how severe either reduction will be.

But players planning to spend another season farming Colossal Ancients may want to prepare for a little more actual farming.

Worldstone Shards Are Getting Rarer

Worldstone Shards are central to the modern Terror Zone system introduced with Reign of the Warlock. Patch 3.3 simply states that their drop rate is being reduced.

There is one consolation.

Whenever a Worldstone Shard does drop, an additional item will now drop alongside it.

So Blizzard appears to be moving the system toward fewer Shard drops with slightly more value attached to each successful drop.

Less frequent button.

Slightly better confetti.

This Comes After Blizzard Previously Helped Solo Players

The change is interesting because Worldstone Shards were adjusted in the opposite direction earlier this year.

Season 14 removed player-count scaling from their drop chance, which Blizzard described as an effective increase for solo players. Patch 3.2 also fixed Western Worldstone Shards dropping more frequently than the other variants from high-level Terrorized monsters.

Season 15 now pulls the overall rate back down.

Blizzard has not explained exactly why, although community reaction suggests some players felt Shards had become plentiful enough to justify a reduction. Others are already happily mentioning that they stocked up before the patch.

Ancient Statues May Be the More Controversial Nerf

The second change is potentially more painful.

Patch 3.3 also reduces the drop rate of Ancient Statues.

These statues are required to open the Colossal Ancients encounter. Reign of the Warlock introduced five statues tied to the Act bosses, which are combined through the Horadric Cube to access the pinnacle fight.

Season 14 made statues somewhat easier to acquire by allowing them to drop from non-Terrorized Act bosses at a reduced rate.

Now Blizzard is reducing their overall drop rate again.

And that has already made some players nervous.

Diablo and Baal Statues Are the Ones Players Worry About

Community reaction is not uniformly negative.

Some players feel Worldstone Shards became too common and welcome that adjustment. Ancient Statues are receiving considerably more skepticism.

Several players specifically point to the Diablo and Baal statues as pieces they already struggle to collect. One concern is that reducing their rates could turn access to the Colossal Ancients into even more repeated boss runs before players get another attempt at the encounter.

That matters because the statues are not the reward.

They are the ticket to the thing that might reward you.

Diablo has always respected layers.

Heralds Are Getting Better Normal Loot

Patch 3.3 is not simply reducing rewards everywhere.

Blizzard is simultaneously increasing the chance that Tier 3 and higher Heralds drop Rare-quality or better items.

That follows months of adjustments to Heralds after Blizzard admitted the original Reign of the Warlock implementation made both Herald encounters and Latent Sunder Charms too rare.

The broader direction seems fairly clear.

Blizzard wants Terror Zones and Heralds to remain rewarding, but it also does not want Worldstone Shards, Ancient Statues or Sunder Charms becoming so common that their chase disappears.

We Need the Actual Drop Rates

The unanswered question is how large these nerfs actually are.

A reduction from 10% to 9% is one story.

A reduction from 10% to 2% is a very different weekend.

Blizzard has not provided those numbers.

So until Patch 3.3 goes live and players begin gathering data, there is no reason to declare Worldstone Shards or Ancient Statues impossibly rare.

We only know they will be rarer than they are now.

Season 15 begins August 21 at 5 p.m. PDT, with the European start arriving August 22 at 2 a.m. CEST. Patch 3.3 rolls out August 18.

If you still need statues before then, however, perhaps this is not the weekend to develop a sudden interest in another game.

Sources

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 15 Coming Soon

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 14 Now Live

Blizzard Entertainment: Rain Annihilation in Reign of the Warlock

Diablo Immortal’s New Necromancer Mount Has One Problem: It Breaks Corpse Lance


Diablo Immortal finally gave the Necromancer something every responsible practitioner of forbidden magic obviously needed.

An undead Bone Beast to ride around Sanctuary.

Unfortunately, the new mount appears to come with an unexpected feature.

It may turn off Corpse Lance.

Players testing the new Khemsklet Khud Legendary Essence report that activating its Bone Beast transformation disables Corpse Lance while mounted, leaving one of the Necromancer’s other skills unusable until the mount ends.

Blizzard has not officially confirmed the bug, so this remains a player-reported issue. But the problem has now been reproduced after the latest patch, and the original report includes video evidence.

Khemsklet Khud Turns Bone Spikes Into a Mount

Khemsklet Khud arrived with Diablo Immortal’s huge August 12 batch of new Legendary Affixes.

The Head Essence transforms Bone Spikes into something considerably more ambitious.

Activating it summons an undead Bone Beast that the Necromancer mounts.

While riding, the player becomes immune to knockback and takes reduced damage. The Bone Beast charges forward, damages and knocks back enemies in its path, and generates a stacking absorb shield for every enemy hit.

Bone Spikes also gets an 18% damage increase.

It is one of the stranger and more visually distinctive additions among the 60 new Legendary Affixes introduced in the August update.

There is nothing in Blizzard’s official description suggesting that mounting the beast should interfere with Corpse Lance.

Corpse Lance Becomes Disabled While Mounted

The first bug report appeared on August 14.

A Necromancer player demonstrated that before activating Khemsklet Khud, Corpse Lance could be used normally.

After mounting the Bone Beast, however, Corpse Lance became disabled.

The player specifically noted that the interaction had previously worked before the Essence changes and rework.

Another community member helped embed the accompanying video directly into the forum thread, making the reported behavior relatively easy to see.

Mount beast.

Corpse Lance stops working.

Dismount.

Necromancer remembers how corpses work again.

There are more complicated Diablo bugs.

This one has the advantage of being wonderfully direct.

A Patch Apparently Didn’t Fix It

The report became more interesting on August 15.

Another player asked whether a recently released patch had addressed the problem, noting that the Essence had also been discussed as bugged elsewhere in the community.

The original reporter tested Khemsklet Khud again afterward.

According to that follow-up, Corpse Lance was still disabled while mounted.

So whatever the recent patch changed, this specific interaction apparently remained.

That Is a Big Problem for Hybrid Builds

On its own, the Bone Beast sounds like a useful mobility and defensive tool.

Knockback immunity.

Damage reduction.

A stacking shield.

Forward movement through enemies.

That combination has obvious appeal in crowded PvE encounters.

But if activating the mount temporarily removes access to Corpse Lance, the Essence becomes much harder to combine with builds relying on both skills.

Instead of providing another tool, it effectively asks the player to trade one skill away while the Bone Beast is active.

That might be an interesting design decision if Blizzard actually described it that way.

At the moment, it does not.

The August Update Has Created a Few Strange Essence Problems

Khemsklet Khud is also arriving during an unusually messy week for Diablo Immortal’s Legendary systems.

The August 12 update introduced dozens of new Affixes while simultaneously retiring older Legendary Essences.

We have already seen retired Essences accidentally remain available inside Fractured Plane, despite their powers being inactive.

Now one of the brand-new Necromancer powers appears to be interfering with an entirely different skill.

Live-service games have many moving parts.

Diablo Immortal currently seems determined to demonstrate all of them at once.

For Now, Necromancers Should Test Before Committing

There is still no official Blizzard response confirming the cause or announcing a fix for Khemsklet Khud.

That means we should not assume every Necromancer, platform or configuration will reproduce the issue identically.

But the existing report is specific, includes video evidence and was retested after an additional patch.

If your build relies heavily on Corpse Lance, it is therefore worth testing Khemsklet Khud before restructuring everything around the new Bone Beast.

The mount itself looks excellent.

It charges through monsters.

It protects the rider.

It is made of bones.

For a Necromancer, that is basically transportation perfection.

It would just be nicer if getting on it did not make another button stop working.

Sources

Blizzard Entertainment: Burn Through the Darkening Decades

Diablo Immortal Forums: Khemsklet Khud Breaks Corpse Lance

Diablo 4’s Paladin Can Lose a 500% Damage Bonus Just by Changing Zones


Diablo 4 Paladins have discovered a remarkably efficient way to lose damage.

Walk through a door.

Players are reporting that the five-piece bonus from the Light’s Epiphany Charm Set can stop applying its enormous 500% multiplicative damage bonus after loading screens, zone transitions and other changes in game state.

The bonus is supposed to increase Discipline Skill damage by 500% while Arbiter of Justice is active.

When it works, that is obviously enormous.

When it does not, players say their damage can collapse until they manually reset their Oath.

Blizzard has not publicly confirmed the cause, so this remains a player-reported bug. But multiple reports stretching back into July describe remarkably similar behaviour.

Light’s Epiphany Is Built Around a Huge 500% Multiplier

The five-piece Light’s Epiphany bonus is supposed to transform Arbiter of Justice into one of the Paladin’s biggest damage windows.

Casting Arbiter triggers the Paladin’s Ultimates, replaces Arbiter of Justice with Zenith temporarily and makes all Ultimates count as Discipline Skills.

Most importantly, Discipline Skills receive 500%[x] increased damage for the duration of Arbiter of Justice.

This is not a decorative little 8% passive hiding somewhere on the character sheet.

The multiplier is basically the reason you wear all five pieces.

Which makes it rather noticeable when it disappears.

Loading Screens Can Apparently Break It

A detailed bug report posted on August 12 describes several situations where the bonus reportedly stops functioning.

The player says ordinary loading screens can trigger the issue.

Distinct sub-zones can trigger it too, including boss rooms and treasure rooms, even when there is no traditional loading screen.

The player also reports that if the Arbiter buff expires and is later reapplied, the five-piece damage bonus sometimes fails to reactivate with it.

The result is a Paladin that still appears to have the correct set equipped and can still activate Arbiter of Justice, but suddenly deals dramatically less damage.

Everything looks normal.

Except the part where the demons stop dying.

Switching Oaths Temporarily Fixes It

Players have found a workaround.

Switch away from Disciple Oath.

Then switch back.

According to several reports, doing this forces the game to recalculate something connected to the Oath or set bonus, restoring the missing 500% multiplier.

An August 1 reproduction report describes the same behaviour: entering new content can leave the multiplier inactive, while toggling Disciple Oath off and back on causes the expected damage increase to return.

Unfortunately, the fix only lasts until the next transition if the reports are accurate.

Change area again and you may have to repeat the ritual.

Apparently maintaining divine power now requires turning Paladin off and on again.

Some Activities Make the Workaround Impossible

This becomes much more serious in content where players cannot freely change their build.

The August report specifically highlights The Tower and Kurast Undercity.

If the bonus breaks after entering an area where Oath switching is disabled, the player cannot use the temporary workaround.

They may simply be stuck with dramatically reduced damage until leaving the activity.

That is particularly unpleasant in timed content such as Kurast Undercity, where losing the central damage multiplier from a five-piece set can turn a perfectly normal run into an emergency surprisingly quickly.

This Problem Has Been Reported Since July

The August reports are not the first.

A console bug report from July 5 describes Light’s Epiphany failing to activate its 500% Discipline damage bonus and says switching Oaths restores it.

Another report from July 14 describes essentially the same test: equip all five Light’s Epiphany pieces, enter combat content, activate Arbiter and compare the damage with the set disabled.

The player reported that damage remained unexpectedly similar until the Oath was refreshed.

An even earlier July discussion includes players describing enormous practical differences after toggling the Oath, with one saying a boss could go from taking more than a minute to dying almost immediately.

These are community observations rather than controlled Blizzard testing, but the consistency is difficult to ignore.

A 500% Bonus Should Not Be Easy to Miss

That is what makes this particular report unusually compelling.

Small multipliers can be difficult to verify inside Diablo 4’s avalanche of Critical Strikes, Vulnerable damage, Paragon bonuses and temporary buffs.

A 500% multiplicative bonus is somewhat less subtle.

If players are repeatedly seeing similar damage before and after activating what should be one of the build’s largest multipliers, something deserves investigation.

And because manually refreshing Disciple Oath appears to restore the expected increase, players naturally suspect the set bonus is failing to initialize correctly rather than merely displaying the wrong tooltip.

That suspected cause has not been confirmed by Blizzard.

Paladin Has Enough Math Problems Already

The timing is also unfortunate for the class.

We have already covered Paladin players questioning whether Judgement remains strong enough despite substantial Season 15 PTR buffs.

Light’s Epiphany represents a different problem entirely.

This is not players asking Blizzard for a larger multiplier.

The multiplier is already enormous.

They just want the one written on the item to remain attached to their character after walking into another room.

That seems like a reasonable theological position.

For Now, Paladin Players Should Watch Their Damage

Until Blizzard confirms the issue or provides a fix, Light’s Epiphany users may want to pay attention after loading screens and area transitions.

If Arbiter of Justice suddenly feels dramatically weaker, players report that toggling away from Disciple Oath and back can restore the bonus in content where build changes are allowed.

In locked activities, there may be no equivalent workaround.

Again, Blizzard has not officially confirmed the bug or its exact cause.

But after multiple reports over more than a month, one thing seems increasingly clear:

A Paladin should probably not lose 500% damage because Sanctuary needed to load the next room.

Sources

Diablo IV Forums: Paladin’s 5-Piece Light’s Epiphany Bonus Frequently Breaking

Diablo IV Forums: Light’s Epiphany 5 Set Bonus Is Bugged

Diablo IV Forums: Charm Set of Light’s Epiphany — The 5 Piece Bonus Is Not Active

Saturday, 15 August 2026

Diablo 4 Doubled Judgement’s Single-Target Damage — Paladin Players Still Aren’t Convinced

Blizzard clearly knows Diablo 4's Judgement Paladin needs help.

The Season 15 PTR gave it help.

Quite a lot of help, actually.

Judicator Oath now makes Judgement deal 100% increased damage when it hits only one enemy. Aspect of the Judicator was buffed. Blessed Shield gained another way to increase Judgement damage. Paladin's core Strength scaling went up as well.

On paper, this sounds like the moment Judgement finally graduates from interesting idea to serious endgame build.

Paladin players who tested it are considerably less convinced.

Blizzard Specifically Targeted Judgement’s Single-Target Problem

The most obvious Season 15 change is attached to Judicator Oath.

If Judgement hits only a single enemy, it now deals 100% increased damage.

That is effectively double damage under the right circumstances.

And those circumstances are clearly aimed at bosses.

Judgement-based builds could already deal with groups more comfortably because marks and detonations naturally spread through packs. Single-target encounters were where the build frequently started looking as though it had forgotten why it entered the dungeon.

Blizzard's solution is simple.

One enemy.

Twice the Judgement damage.

Unfortunately, Diablo bosses have developed the inconvenient habit of bringing friends.

Adds Can Turn the Bonus Off

That is the biggest criticism appearing in post-PTR Paladin feedback.

The Judicator Oath bonus requires Judgement to hit only one enemy.

If a boss summons adds, or ordinary monsters remain close enough to be caught by the skill, the condition is no longer satisfied.

So the build's special single-target solution can disappear precisely during a boss encounter.

One player demonstrating the build after the PTR closed argued that this forces Judgement Paladins to clear surrounding enemies before receiving the bonus again, costing both boss damage and time.

It creates a peculiar situation.

The skill is better against one target.

The boss is one target.

Until the boss invites Greg and three skeletons over.

Blessed Shield Is Becoming Almost Mandatory

Blizzard also strengthened the interaction between Blessed Shield and Judgement.

The Shield of Justice variant already detonates Judgement and empowers subsequent Blessed Shield throws.

Season 15 adds another effect: detonating Judgement now increases your Judgement damage by 50% for five seconds.

That is a considerable bonus.

It also creates another complaint.

Why should Blessed Shield be the obvious skill for scaling Judgement?

Players arguing for more Judicator variety point out that the Paladin has several Judicator skills, but this one interaction makes Blessed Shield increasingly difficult to avoid if the goal is maximizing Judgement itself.

The result risks turning a system that should support several builds into another familiar Diablo equation:

You technically have choices.

One of them is just much better.

Aspect of the Judicator Got Buffed Too

Blizzard did not stop with the Oath.

Aspect of the Judicator previously increased Judgement's damage and size by 40–60%.

Season 15 raises that to 60–80%.

Aspect of Watkin's Law was also redesigned so Judicator Skills can consume and immediately reapply Judgement while using Judicator Oath, although this can only happen once every three seconds per enemy.

There is clearly a deliberate attempt here to make Judgement flow better through a full Judicator build rather than existing as a mark players apply because another skill tells them to.

The issue is whether the numbers and interactions are finally strong enough at the highest difficulties.

PTR Players Say the Answer Is Still No

Feedback throughout the Season 15 PTR repeatedly described Paladin single-target damage as one of the class's biggest weaknesses.

One tester said that even with the new 100% Judicator Oath bonus, high-end bosses remained painfully slow and suggested Judgement would need dramatically larger increases to compete with stronger builds.

Another player dedicated much of the PTR to a Judgement Paladin and managed to push into the high Pit 120s.

That was better than the previous season.

But the player still described the build as behind stronger Paladin options and far behind the top output available elsewhere.

That does not prove Judgement is mathematically doomed.

PTR characters, gear, player skill and build decisions vary enormously.

But it does show that doubling one part of Judgement's damage has not immediately convinced the people actually trying to push it.

Cathedral Song Still Sounds Expensive

The new Cathedral Song design has attracted criticism too.

In Season 15, consuming Judgement 100 times calls down Spear of the Heavens onto a random enemy.

Judgement consumed on bosses counts as ten.

That sounds considerably more reasonable against a single boss.

In large packs, however, the reward is still one Spear targeting one random enemy after a substantial number of consumptions.

Some testers are already asking Blizzard either to reduce the requirement or dramatically increase the payoff.

One heavenly spear after one hundred administrative procedures does feel slightly bureaucratic for divine intervention.

The Paladin Buff Is Bigger Than Just Judgement

It is worth remembering that Judgement does not exist in isolation.

Season 15 also increases Paladin's core Strength damage scalar from 1.25% to 1.625% per 10 Strength.

That is a broad class-wide damage increase.

Combined with the Judicator changes, Season 15's live version could therefore perform noticeably better than the same build did before the PTR.

Blizzard still has time to adjust numbers based on the test.

The PTR is finished.

The balance pass is not necessarily finished with it.

The Idea Is Good. The Conditions May Be the Problem.

There is something fundamentally appealing about Judgement.

Mark enemies.

Condemn them.

Build around divine punishment.

It is exactly the sort of mechanic a Paladin should have.

The concern after Season 15 testing is that too much of its power remains attached to conditions that can become awkward in actual endgame fights.

Double damage against one enemy sounds excellent.

Until two enemies stand next to each other.

A 50% Judgement boost from Blessed Shield sounds excellent.

Until every Judgement build feels obligated to use Blessed Shield.

The Season 15 PTR made Judgement stronger.

That part is not really in dispute.

The question is whether Blizzard has made it strong enough to justify all the hoops players still have to jump through.

Judgement has been passed.

The Paladin community is requesting an appeal.

Sources

Blizzard Entertainment: The 3.2.0 PTR — What You Need to Know

Diablo IV Forums: Paladin Judgement — PTR Feedback

Diablo IV Forums: Paladin Feedback Season 15 PTR

Diablo 4 Players Say the Damage Gap Between Builds Has Reached Thousands of Times


Diablo 4 has never been particularly afraid of large numbers.

Millions became billions.

Billions became trillions.

Eventually the damage numbers started looking less like combat information and more like somebody had accidentally pasted a bank statement onto the screen.

But a new community calculation illustrates the problem in a much more useful way.

According to players examining Diablo 4's highest endgame tiers, the difference between clearing level 120 and level 150 can represent a required damage increase of roughly 4,142 times.

Not 4,142 percent.

Four thousand times.

And that is before comparing how quickly the strongest builds actually complete the content.

How Do You Get From 120 to 4,142 Times More Damage?

The calculation being discussed on Blizzard's forums starts with a claimed scaling factor of approximately 1.32 times per tier after level 120.

There are 30 steps between 120 and 150.

Multiply the requirement by 1.32 thirty times and you get:

1.3230 = approximately 4,142.

So if one build is only strong enough to clear 120 and another can just barely clear 150 under otherwise comparable conditions, the second build theoretically needs thousands of times more effective damage output.

The original forum post puts the required increase at roughly 414,207%, or about 4,142 times.

Suddenly "this build is a little stronger" feels inadequate.

Clear Speed Makes the Comparison Even More Absurd

The player behind the calculation then adds another layer.

If the level 120 build takes nine minutes to finish its run while the level 150 build finishes in three minutes, the effective damage difference becomes even larger.

The post estimates that scenario at roughly 12,426 times the damage output.

That number is obviously a simplified comparison rather than an official Blizzard balance metric. Different encounters, movement, survivability and build mechanics complicate any direct damage calculation.

But the broader point remains difficult to ignore.

The upper end of Diablo 4 allows an extraordinary difference between viable builds.

The Real Problem Is Build Balance

Big numbers themselves are not necessarily bad.

If every build dealt twelve trillion damage instead of twelve million, the game could theoretically function exactly the same.

The problem begins when one optimized build exists on an entirely different mathematical planet from another optimized build.

A 10% balance difference can be adjusted.

A 30% difference can be adjusted.

Even double damage can be understood without requiring advanced mathematics and spiritual guidance.

Thousands of times more output is different.

It means that simply buffing the weaker skill by 20% does almost nothing to close the practical gap.

Multipliers Are Doing a Lot of the Damage

Diablo 4's modern builds stack numerous multiplicative bonuses from skills, Paragon, Legendary Aspects, Uniques, class mechanics and seasonal systems.

Season 15's PTR provides another reminder of how quickly these values accumulate. Soul Splinters can provide large multiplicative damage bonuses, while Blizzard is simultaneously changing core-stat scalars, class mechanics, Unique powers and numerous other multipliers in an attempt to keep classes aligned.

The danger is that multiplicative systems compound.

Give two builds the same 20% bonus and the stronger build remains stronger.

Give the stronger build several additional interactions that multiply together and the gap can become enormous very quickly.

This is how Diablo eventually arrives at builds separated not by percentages, but by entire postal codes.

Not Everyone Thinks This Is Actually a Problem

There is an important counterargument.

Some players responding to the discussion say the extreme final tiers exist precisely to expose how powerful the very best builds can become.

If one player is happily progressing at 120 with a self-made build, another player clearing 150 does not necessarily diminish that experience.

The highest levels can function as prestige content rather than something every class and every skill is supposed to reach.

That is reasonable.

Diablo does not need every build to finish identical content at identical speeds.

If it did, buildcrafting would become considerably less interesting.

But Extreme Builds Can Still Shape the Rest of the Game

The opposing argument is that extreme outliers eventually influence Blizzard's decisions.

When the strongest builds trivialize available content, players ask for harder content.

Blizzard adds harder content.

The weaker builds then find themselves even further behind.

The forum discussion specifically points to progression systems such as Glyph leveling as an example where a stronger build's ability to cruise through high tiers can create a materially different experience from someone playing off-meta.

That is where this stops being purely a leaderboard problem.

Diablo 4 Has Been Here Before

Damage inflation is hardly new to Diablo.

Diablo III eventually reached a point where enormous multipliers, escalating Greater Rifts and increasingly absurd set bonuses became fundamental parts of the game.

Diablo 4 has already undergone major restructuring of its progression and difficulty systems once.

And the current community discussion is increasingly asking whether the numbers are beginning to run away again.

One player in the thread suggests another eventual number squish may become unavoidable if damage continues expanding at this rate.

4,142 Times Is a Warning Sign, Not an Official Balance Number

The important thing is not to treat 4,142x as Blizzard announcing that one class officially does 4,142 times more damage than another.

It isn't.

This is a community calculation based on the reported scaling requirements between the highest endgame tiers.

But it provides a useful illustration of why Diablo 4's balance conversations have become so difficult.

When the top of the game requires exponentially more power, tiny differences become large differences.

Large differences become ridiculous differences.

And eventually somebody opens a calculator and discovers that one build apparently lives four thousand builds away from another.

At that point, perhaps the problem is no longer that the number needs another zero.

Perhaps it could lose a few.

Sources

Diablo IV Forums: Multipliers, the 1,242,600% Imbalance!

Blizzard Entertainment: The 3.2.0 PTR: What You Need to Know

Diablo Immortal Is Running Four Mirrored Jewels Events in a Row — Save Your Crests


Diablo Immortal is currently doing something it normally makes players wait considerably longer for.

Mirrored Jewels is running again.

And again.

And again.

And then once more for good measure.

As part of Diablo’s 30th Anniversary celebration, Blizzard scheduled four Mirrored Jewels events back-to-back, effectively giving players four separate opportunities to dramatically improve the value of an Elder Rift run between late July and August 26.

We are currently in the third event.

Which means if you have been sitting on Legendary Crests, now might be a good time to remember why.

The Third Mirrored Jewels Event Is Live Now

Blizzard’s full anniversary schedule looks like this:

  • July 29 – August 5
  • August 5 – August 12
  • August 12 – August 19
  • August 19 – August 26

Each reset happens at 3:00 a.m. server time.

So as of August 15, the third Mirrored Jewels window is active.

And when it ends on August 19, another one begins immediately.

No week off.

No mysterious lunar calendar.

Just more gems.

What Does Mirrored Jewels Actually Do?

Mirrored Jewels is an Elder Rift enhancement that can be activated for a single run.

When active, every Legendary Gem you receive from that Elder Rift is accompanied by an additional random Legendary Gem of the same type and random quality.

The underlying Legendary Gem drop probabilities do not increase.

Instead, the event duplicates the successful Legendary Gem rewards you do receive. Blizzard has historically recommended activating Mirrored Jewels on an Elder Rift using 10 Legendary Crests to maximize its potential value.

In simpler terms:

You are not becoming luckier.

You are making your luck count twice.

Which is about as close to financial planning as Diablo Immortal usually gets.

This Is Why Saving Crests Can Matter

The important part of Mirrored Jewels is that the opportunity is limited.

If you are planning to spend Legendary Crests anyway, activating the event on a full 10-Crest Elder Rift gives the mechanic the maximum number of Legendary Gem rolls to work with.

That does not guarantee a 5-Star masterpiece.

Mirrored Jewels does not secretly turn Sanctuary into Christmas morning.

But if one of those Crest rolls produces something valuable, the event gives you another Legendary Gem alongside it.

That makes spending Crests during Mirrored Jewels significantly more attractive than casually burning them on ordinary Elder Rifts between events.

Four Events Changes the Usual Calculation

Normally, Mirrored Jewels feels like one of those moments where players suddenly remember they should have saved more Crests.

This anniversary run is different.

Blizzard has given everyone four consecutive opportunities.

If you already used Mirrored Jewels during the first two weeks, the August 12 reset created another event window.

And August 19 creates one more.

That means players who have been earning Legendary Crests throughout the anniversary period can potentially spread their resources across several Mirrored Jewels runs instead of treating the event as a single all-or-nothing moment.

Don’t Confuse Double Rewards With Double Drop Rates

This distinction is worth repeating because Diablo loot terminology has been responsible for several headaches over the years.

Mirrored Jewels does not double your chance of obtaining a particular Legendary Gem.

Blizzard explicitly states that Elder Rift Legendary Gem probabilities remain unchanged.

The event adds another random Legendary Gem of the corresponding type and quality structure when a Gem reward is generated.

That can still be extremely valuable.

It is simply not the same thing as doubling the underlying odds.

The casino remains a casino.

It just occasionally hands you two envelopes.

You Still Have Two Windows Left

If you missed the first Mirrored Jewels events, there is no need to mourn your terrible calendar management yet.

The current event remains active until August 19 at 3:00 a.m. server time.

Then the final anniversary Mirrored Jewels event begins immediately and continues until August 26 at 3:00 a.m.

That gives players another chance to collect Crests before the final window closes.

So if your inventory currently contains a respectable pile of Legendary Crests and you were considering casually throwing them into an Elder Rift tonight, check Mirrored Jewels first.

There are few experiences in Diablo more painful than discovering you spent the useful resource one day before the useful event.

Except perhaps doing it four times in the same month.

Sources

Blizzard Entertainment: Celebrate 30 Years of Diablo in Diablo Immortal

Blizzard Entertainment: Seek Abundance in Tong Shi’s Renewal

Diablo II: Resurrected Is Changing Its Ladder Reset Schedule Starting With Season 15


Diablo II: Resurrected players are used to Ladder resets.

Characters move over.

Stashes require attention.

Somebody reaches level 90 approximately seven minutes after you have finally decided on a character name.

But starting with Season 15, Blizzard is changing the rhythm of the reset itself.

Instead of treating the patch and new Ladder as one closely connected launch moment, Diablo II: Resurrected will now have a gap between the end of the old season, deployment of the new patch and the beginning of the next Ladder race. Blizzard says future seasons will follow a similar schedule.

Season 15 Has Three Different Dates

The important thing this time is not to remember one date.

It is to remember three.

  • August 17: Ladder Season 14 ends at 11:00 a.m. PDT, which is 8:00 p.m. CEST.
  • August 18: Patch 3.3 begins rolling out.
  • August 21: Ladder Season 15 begins at 5:00 p.m. PDT.

For European players, that final launch happens on August 22 at 2:00 a.m. CEST.

So when Patch 3.3 arrives on Tuesday, do not immediately create your new Ladder character and wonder where everyone is.

The race does not begin until Friday evening in North America and early Saturday morning in Europe.

This Is the New Model Going Forward

The most important sentence in Blizzard's announcement is easy to overlook.

The developers describe this as a “slight adjustment” to Patch and Ladder timing and explicitly say that future seasons will use similar timing.

That means Season 15 is establishing a new pattern:

End the old Ladder.

Deploy the update.

Then open the new race several days later.

Blizzard has not given a detailed explanation for the change, so we should not invent one for them.

But separating a major patch rollout from the competitive Ladder start does have one very obvious practical characteristic: the game update is no longer arriving at exactly the same moment thousands of players are attempting to begin a fresh race to level 99.

Whether that is the specific reason Blizzard made the change remains unconfirmed.

Patch 3.3 Arrives Before the New Ladder

Patch 3.3 is not enormous, but it contains several changes players will want installed and understood before Season 15 starts.

It adjusts Terror Zones and Colossal Ancients, changes Sunder Charm drops, fixes several Warlock issues and updates a collection of old items including Bloodletter, Pluckeye, Bane Ash, Gravenspine, Blinkbat's Form, The Ward and Manald Heal.

We have already covered Blizzard's last-minute change to Manald Heal, which switched from Faster Run/Walk to Faster Cast Rate.

There is an important restriction, however.

Blizzard says the newly changed versions of these items will be available only in the Reign of the Warlock Ladder. Previous Ladder-only items, meanwhile, become available in Non-Ladder with the new season.

So Patch 3.3 arriving on August 18 does not mean you can immediately start collecting every new Season 15 item outside the new Ladder.

Season 14 Characters Move to Non-Ladder on August 17

The old character transition still works as expected.

When Season 14 ends, its Ladder characters move into their corresponding Non-Ladder groups.

The Season 14 Shared Stash becomes a new set of Withdraw Only tabs, allowing players to retrieve those items during Season 15.

But there is another deadline hiding inside that reset.

Anything still sitting in the older Season 13 Withdraw Only tabs will be lost when Season 14 ends.

We covered that deadline separately because it is exactly the sort of small administrative detail capable of deleting an item you spent six months refusing to throw away.

The Actual Season 15 Race Starts August 21

Once the new Ladder opens, the usual four modes return:

  • Pre-Expansion Ladder
  • Pre-Expansion Hardcore Ladder
  • Ladder with Lord of Destruction content
  • Hardcore Ladder with Lord of Destruction content

The goal remains wonderfully unchanged.

Start with nothing.

Race toward level 99.

Acquire far too many items.

Promise yourself that this season's stash will remain organized.

Lose control of it by Sunday afternoon.

Remember the Gap

The practical takeaway for Season 15 is simple.

August 17 is the reset.

August 18 is the patch.

August 21 is the new Ladder.

And Blizzard says this separated schedule is the model players should expect again in future seasons.

It is not a dramatic redesign of Diablo II.

It will not change your build.

It will not make Baal drop the item you want.

But it is exactly the sort of scheduling change worth remembering before you take Friday off work on the wrong day.

Source

Blizzard Entertainment: Diablo II: Resurrected Ladder Season 15 Coming Soon

Diablo Immortal Player Spent 4,500 Orbs on an Unusable Cosmetic Upgrade — Blizzard Is Investigating

Spending 4,500 Eternal Orbs on a Diablo Immortal cosmetic is one thing.

Spending 4,500 Eternal Orbs and discovering that you cannot actually use what you bought is considerably less festive.

That is the situation one Diablo Immortal player says they found themselves in after purchasing a Fanal of Hope cosmetic enhancement.

The enhancement requires the underlying Fanal of Hope armor cosmetic.

The player does not own it.

And according to their report, the base cosmetic is not currently obtainable.

After several unsuccessful conversations with Customer Support, Blizzard's development team has now stepped in and says it is investigating the problem.

The Player Thought They Were Buying the Cosmetic

The problem appears to begin with how the purchase was presented.

The player, Issabel, explains that they previously obtained the Fanal of Hope portal from the cosmetic set through its original event.

Because that portal was already attached to their account, Diablo Immortal later displayed an option in the cosmetic interface to spend 4,500 Eternal Orbs on the related enhancement.

Issabel says they believed the offer would provide the displayed cosmetic content.

Only after completing the purchase did they discover that it was actually a modification for the Fanal of Hope base armor cosmetic.

Which they did not own.

The enhancement does not modify the portal they already possess either.

So the account currently has an expensive customization option for an item it cannot equip.

Diablo has always enjoyed making players acquire one item before another item works.

Usually the first item is at least obtainable.

The Base Cosmetic Is Currently Unavailable

According to the player's correspondence with support, Fanal of Hope itself cannot currently be obtained.

The player asked Blizzard whether the base cosmetic was guaranteed to return and, if so, when.

They say they received no confirmation.

That distinction makes the situation considerably worse than accidentally purchasing an upgrade and then simply going back to the shop for the missing component.

There is currently no obvious way for the player to make the 4,500-Orb purchase usable.

They just have to own something they cannot currently acquire.

Customer Support Initially Couldn’t Resolve It

The player contacted Blizzard Customer Support several times.

According to screenshots and messages summarized in the forum thread, multiple Game Masters said they could not reverse the in-game transaction, refund the Eternal Orbs or provide alternative compensation.

Support instead directed the player toward submitting a Bug Report.

When the player then asked for the individual case to be escalated to someone with the authority to resolve it, they say the eventual response was that there was no further escalation path available.

That created a rather magnificent customer-service circle.

Support cannot fix it.

Report it as a bug.

The bug forum cannot issue refunds.

Return to support.

There is no escalation path.

Even Deckard Cain would need a flowchart.

Blizzard Is Now Investigating

The situation changed on August 12.

A Blizzard representative responded directly to the forum thread and confirmed that the team had noticed the report.

More importantly, Blizzard described it as a bug and said it was actively investigating what happened.

The representative also said Blizzard would communicate what steps it intends to take to resolve the situation and acknowledged the multiple support tickets connected to the case.

That does not yet mean the player is getting 4,500 Eternal Orbs back.

Blizzard has not announced a refund, compensation package or technical fix.

But it is the first indication that the issue has moved beyond normal customer-support limitations and reached a team capable of investigating why the purchase was offered in the first place.

The Bigger Problem Is the Purchase Check

The interesting question extends beyond one player's account.

Why was Diablo Immortal willing to sell an enhancement that apparently required a base cosmetic the account did not own?

If the system knew enough about the account to surface the enhancement in its cosmetic menu, players reasonably might expect it to know whether the required base item was present too.

At minimum, a purchase like this should make the dependency unmistakably clear.

Requires Fanal of Hope cosmetic. You do not own this cosmetic.

That would solve quite a lot.

Ideally followed by a purchase button that does not work until the requirement is satisfied.

Computer technology has achieved greater feats.

4,500 Orbs Makes the Mistake Harder to Ignore

The price also matters.

This is not a 50-Orb curiosity accidentally clicked while navigating a menu.

The enhancement cost 4,500 Eternal Orbs, Diablo Immortal's premium currency.

That puts more responsibility on the purchase interface to make clear exactly what the player receives and what else is required before it becomes usable.

We recently covered another 4,500-Orb cosmetic customization feature in Diablo Immortal, showing just how heavily Blizzard is expanding premium appearance customization.

The more complicated those systems become, the more important clear ownership checks become too.

Now We Wait for Blizzard’s Solution

For the moment, this is one player's documented case rather than evidence that large numbers of Diablo Immortal players have experienced the same problem.

That is important.

But Blizzard's decision to investigate suggests there is enough here to warrant attention.

The ideal outcome is straightforward.

Prevent players without the required base cosmetic from purchasing an unusable enhancement.

Clearly label what every upgrade requires.

And find a reasonable solution for someone who already spent the Orbs.

Because 4,500 Eternal Orbs should probably buy you something more useful than the privilege of staring at a cosmetic you cannot wear.

Source

Diablo Immortal Forums: 4,500 Eternal Orbs Spent on Unusable Cosmetic — Blizzard Investigation