Showing posts with label damage bug. Show all posts
Showing posts with label damage bug. Show all posts

Friday, 18 September 2026

Diablo 4 Hotfix Stops Dance of Knives After Rogue Damage Scaled Out of Control


Diablo IV Rogue players have once again discovered that the fastest route to absurd endgame damage occasionally involves waiting for the mathematics to stop behaving. Blizzard has fixed a Season 15 bug affecting Dance of Knives after players found that the skill could continue scaling to increasingly ridiculous damage numbers during extended use. Community testing showed hits climbing from hundreds of billions into trillions and beyond, with some screenshots eventually displaying negative damage values that players interpreted as the numbers overflowing the game's normal display range. Pit 150 clears began appearing only days into Season of Hell's Legacy. Blizzard has now put an end to it.

The change arrived in Diablo IV Hotfix 2 for patch 3.2.1, where Blizzard says it fixed an issue causing Rogue's Dance of Knives to sometimes deal far more damage than intended. That wording matters. This was not presented as a normal balance adjustment to an overperforming but correctly functioning Rogue build. Blizzard classified the behavior as a bug.

So if your Dance of Knives Rogue suddenly feels considerably more attached to the laws of arithmetic, this is why.

Dance of Knives Damage Kept Growing as Players Continued Spinning

Players started noticing the problem almost immediately after Season 15 launched. Dance of Knives appeared perfectly ordinary at first, but during sustained combat the damage could begin climbing well beyond what the character's gear and Paragon progression should reasonably support.

One player described entering The Pit around Paragon 140 and initially seeing ordinary numbers before the build began dealing hundreds of billions. Continuing the Dance pushed individual hits into the tens of trillions. Other clips shared by Rogue players showed the numbers escalating far beyond that.

The important observation was not simply that Dance of Knives hit hard.

Seasonal builds are supposed to hit hard.

The suspicious part was that the damage appeared to keep ramping during prolonged use instead of settling around a value explained by the character's normal multipliers.

Players quickly began referring to it as infinite scaling, although Blizzard has not used that term or explained the exact internal calculation that was failing.

Some Damage Numbers Apparently Rolled Into the Negative

The community knew things had become properly unreasonable when damage displays started producing negative values.

One widely shared Season 15 example showed Dance of Knives reaching an enormous displayed value before the number appeared with a minus sign. Players familiar with numeric overflow immediately suggested that the underlying damage calculation had exceeded the positive range of whatever signed number format was being displayed and wrapped around into negative territory.

That interpretation is technically plausible, but Blizzard has not published an engineering explanation confirming exactly what happened inside the damage calculation.

What matters for ordinary players is simpler.

If your damage number has become so large that the interface appears to have developed philosophical objections to positivity, the build is probably not behaving as intended.

Pit 150 Was Already Falling Days Into Season 15

The bug became particularly visible when Rogue players started posting Pit 150 clears almost immediately after the season began.

One Rogue community post showing a Dance of Knives Pit 150 clear arrived while many players were still leveling their first seasonal character. The discussion around it was unusually blunt: even Rogue players were treating the clear as evidence of the bug rather than a legitimate demonstration of what an ordinary Season 15 Dance of Knives setup could accomplish.

That distinction matters because Pit 150 is supposed to represent the extreme end of Diablo IV progression. Reaching it normally requires a mature build, optimized equipment, substantial Paragon investment and enough understanding of the game's multiplicative damage structure to make a tax accountant consider changing careers.

Doing it on the second or third day of a season raises questions.

Doing it while your damage keeps growing until the numbers stop fitting politely on screen answers several of them.

Blizzard Has Not Confirmed What Actually Caused the Scaling

Community theories appeared almost as quickly as the damage videos.

Some players suspected interactions involving Season 15 Charm sets. Others focused on Imbuement-related bonuses and suggested that repeated activation might have been stacking a damage effect that should have reset or remained capped. Several Rogue discussions pointed toward newly changed seasonal interactions rather than Dance of Knives itself being fundamentally broken.

Those theories may eventually prove useful in understanding what happened.

They are not an official explanation.

Blizzard's Hotfix 2 notes only say that Dance of Knives could sometimes deal much more damage than intended. They do not identify the specific item, Charm, passive, Imbuement or stacking calculation responsible.

So we should resist converting the community's best theory into patch documentation Blizzard never wrote.

This Was Not Just a Naturally Strong Dance of Knives Build

That distinction is especially important because Dance of Knives was already shaping up to be a strong Season 15 starter before the bug became widely understood.

Rogue build creators had been recommending it for rapid early progression, with players reporting comfortable movement into high Torment levels. Season 15's hidden Runewords made the early setup even easier because Stealth and other secret Diablo II-inspired recipes gave players accessible equipment options through the Horadric Cube.

In other words, Dance of Knives did not need infinite mathematical enthusiasm to be useful.

The bug simply took a good build and removed the ceiling.

Hotfix 2 Has Now Removed the Unintended Damage

Blizzard deployed the fix on September 17 as part of Hotfix 2.

The same small update also corrected several other wonderfully strange Season 15 interactions. It fixed Ancestral Stealth Runewords accidentally inheriting Enigma's power, repaired a Splinter of the Mother interaction with Leoric's Crown, and stopped Messerschmidt's Reaver from healing enemies.

Then there was Dance of Knives.

Blizzard's entire official description is one line: Rogue's Dance of Knives could sometimes deal much higher damage than intended.

The brevity does not really communicate what players had been seeing.

Season 15 Rogue had briefly discovered compound interest for knives.

This Is a Bug Fix, Not a Conventional Rogue Nerf

That wording also matters for anyone logging into a Rogue today and wondering why the build suddenly lost an extraordinary amount of damage.

Hotfix 2 did not announce that Blizzard had decided Dance of Knives was generally too strong and reduced its base damage by 20 percent.

It did not say an Aspect was being intentionally toned down.

It did not change the documented balance target of the skill through an ordinary tuning pass.

It fixed unintended damage behavior.

There will inevitably be players who experienced the bugged version for a day and now describe the correction as a catastrophic nerf. That is understandable emotionally. Once your Rogue has dealt numbers normally associated with national debt, returning to legal arithmetic can feel oppressive.

But a bugged damage multiplier cannot reasonably become the permanent baseline simply because people enjoyed it for forty-eight hours.

The Real Question Is How Strong Dance of Knives Is Without the Bug

That is what Rogue players should be testing now.

The useful question is not:

"Can Dance of Knives still make Pit 150 disappear while my damage counter attempts to escape the integer range?"

The answer is presumably no.

The useful question is whether the intended Season 15 version remains a competitive leveling and endgame build once the runaway scaling is removed.

Early evidence before the exploit became widespread suggested that it probably does. Dance of Knives was already being recommended as a strong seasonal starter, and it benefits naturally from the mobility-heavy Rogue toolkit. The hidden Runewords discovered this week also give the class additional gearing options during early progression.

But anyone comparing post-hotfix performance with videos recorded during the bug should be extremely careful.

Those videos are now archaeological evidence.

Rogue Has Been Here Before

The community reaction also contained a familiar joke: somehow, Rogue keeps finding damage interactions capable of bending the endgame around them.

That is not entirely imaginary.

Earlier this year, high Pit rankings were heavily influenced by bugged Rogue interactions, while Season 14 produced its own collection of strange behavior. In July, we covered the Shadow Clone bug that could trigger additional Shrine effects, including extra Soul Eaters during Deathtoll Chamber runs.

That bug was far more amusing than meta-defining.

The recurring high-end damage bugs are another matter.

When leaderboard content exists, a bug that multiplies damage far beyond intended values does not merely make one build funny. It can distort rankings, progression expectations and the entire conversation around what constitutes a legitimate clear.

Pit Rankings Become Meaningless Very Quickly When Damage Bugs Appear

This is why players pushing high-end content tend to be less enthusiastic about these bugs than casual players watching the numbers explode.

If a build can reach Pit 150 through an unintended interaction that other classes cannot reproduce, the leaderboard stops measuring normal build strength.

It begins measuring who adopted the bug quickly enough.

Rogue players in the community were already complaining about exactly that before Hotfix 2 arrived. Several responses to early Pit 150 posts argued that the clears should not be treated as legitimate progression because the build's damage was obviously being driven by the bug.

That does not mean the players who discovered the interaction did anything mysterious or malicious. Many encountered it through ordinary gameplay. One player specifically described noticing the numbers rising unexpectedly and only later realizing something was wrong.

The problem exists at the system level.

Once a bug affects competitive progression, Blizzard needs to move quickly.

The Timing Before Wider Leaderboard Competition Matters

The timing of the fix is therefore fortunate.

Dance of Knives started producing extreme results before Season 15's competitive ecosystem had fully settled. Players were already worrying that the bug would immediately dominate ranking conversations.

Hotfix 2 closes the interaction early enough that the majority of the season can proceed without Rogue damage climbing indefinitely in the background.

Whether Blizzard needs to address any records achieved during the bugged window is a separate question. The Hotfix 2 notes do not announce leaderboard removals, resets or penalties.

So we should not invent any.

Players Should Not Worry About Being Banned for Accidentally Using Dance of Knives

Another recurring concern in community discussion was whether simply playing the build could be considered exploiting.

Some players reported discovering the damage ramp naturally while running The Pit. They were not editing game files, injecting code or performing some elaborate sequence involving seventeen vendors and a sacrifice beneath Kyovashad.

They held down the skill.

The damage became ridiculous.

Blizzard has not announced disciplinary action against ordinary players who encountered the bug, and nothing in the Hotfix 2 notice suggests that playing Dance of Knives itself was prohibited.

That does not mean deliberately abusing known bugs to manipulate competitive systems is something we would recommend.

It means rolling a Rogue and noticing that the skill Blizzard gave you deals too much damage is not automatically evidence of criminal intent.

Season 15 Has Produced an Impressive Number of Strange Bugs Already

Dance of Knives is also joining a surprisingly crowded Season 15 bug list.

The season itself launched late after login problems.

Solo Self Found remained unavailable.

Some seasonal characters appeared with old Paragon, Gold and progression.

Warlock class quests became stuck.

Old Eternal Mythics collided with the returning Crafted Mythic restriction.

The Tree of Whispers can currently prevent some players from collecting rewards and continuing the activity.

And yesterday's hidden Runeword discovery almost immediately produced a Stealth and Enigma interaction Blizzard had to remove.

Season of Hell's Legacy has excellent ideas.

It is also currently generating hotfix notes like somebody left the Horadric Cube unattended with root access.

The PTR Could Not Catch Everything

There is an interesting contrast with the Season 15 PTR.

We spent August discussing the overpowered interactions players found during public testing, and whether the PTR gave Blizzard enough time to clean them up before launch.

But Season 15 deliberately withheld some content from the PTR. Blizzard wanted the anniversary season to contain discoveries that players had not already dissected weeks before release.

That decision paid off beautifully with the secret Runewords.

It also means the live game contains combinations that never received the same mass testing as the publicly available PTR systems.

We cannot say that missing PTR content specifically caused the Dance of Knives problem. Blizzard has not said that.

But Season 15 demonstrates the unavoidable tradeoff.

If you want surprises, some surprises will be bugs.

Dance of Knives Is Back in the Realm of Normal Numbers

For now, the situation is straightforward.

Dance of Knives is still in Diablo IV.

Rogue has not been disabled.

The build has not been deleted.

Blizzard has removed the unintended scaling that allowed its damage to rise dramatically beyond the intended level.

Players who copied early Season 15 videos should therefore expect their post-hotfix results to look very different.

That does not necessarily mean the build is bad.

It means the game has remembered where the top of the calculator is.

Season 15 Dance of Knives had roughly forty-eight hours where continuing to spin appeared to make the damage increasingly absurd.

Hotfix 2 ended the dance.

Or at least taught it how to count.

Tuesday, 28 July 2026

Diablo 4 Finally Fixed The Rogue Bug That Took Over The Tower


Diablo 4’s latest patch has finally addressed one of Season 14’s most suspicious Rogue interactions.

Patch 3.1.2 fixes a problem where Dash could deal an incorrect amount of damage while using the Shadow Play variant.

Blizzard’s description is only one sentence long.

The consequences may be considerably larger.

Shadow-based Rogue builds have been pushing some of Diablo 4’s hardest content, and the Tower now gives every unusually powerful interaction a permanent place on the leaderboard.

The damage bug has been removed.

The scores created before the fix may remain.

Sanctuary has completed the balance patch.

The leaderboard has kept the receipts.

Patch 3.1.2 Fixes Shadow Play Dash Damage

Blizzard’s official patch notes confirm that Rogue’s Dash could deal an incorrect amount of damage when combined with the Shadow Play variant.

The developer does not explain whether the damage was always too high, occurred only under specific conditions or depended on other equipment and seasonal systems.

There are no percentages.

No example damage values are provided.

The note simply confirms that the previous behaviour was incorrect.

For players using the interaction, that means any reduction after the patch is not technically presented as a normal balance nerf.

Blizzard is restoring the skill to what it considers the intended result.

The damage meter may not appreciate the distinction.

Shadow Play Has Already Caused Several Rogue Problems

The Dash correction does not exist in isolation.

Blizzard’s current patch history includes several fixes involving Rogue Shade skills and Shadow Play interactions.

Shade skills could sometimes deal incorrect damage.

The Umbracrux had problems replicating damage-over-time effects.

Way of the Blurring Blade could incorrectly grant two free Agility casts instead of one.

Skyhunter also failed to provide the correct Rapid Fire arrow increase under certain conditions.

Each issue affects a different part of the class.

Together, they show how many systems Rogue builds are currently stacking.

Skill variants, Shades, Talismans, Unique items and free casts can all interact inside one damage rotation.

At that point, the build is less a collection of skills and more a supernatural tax return.

The Tower Makes Damage Bugs Public

A damage bug inside ordinary farming content may remain difficult to notice.

The player clears a dungeon faster, kills a boss more easily and assumes the build is strong.

The Tower changes that.

Every increase in damage can affect how far a character progresses within the time limit and where the run appears on the leaderboard.

A bugged interaction therefore does not only benefit one player privately.

It can influence rankings across the entire class.

Legitimate Rogue players may spend days optimising equipment, movement and rotations while competing against runs produced before an incorrect damage calculation was fixed.

The Tower measures performance.

It cannot automatically explain where the performance came from.

Blizzard Has Not Said How Much Damage Was Incorrect

The greatest unanswered question is scale.

Was Shadow Play Dash dealing slightly more damage than intended?

Was the bug creating a major multiplier?

Did it require a specific item, Talisman set or sequence of abilities?

Could every Shadow Play Rogue reproduce it, or only highly optimised endgame versions?

Blizzard’s patch note does not answer any of those questions.

That makes it difficult to judge how much existing Tower performance may have been affected.

A five-percent correction would change some clear times.

A broken multiplier could separate pre-patch and post-patch Rogues into completely different competitive categories.

“Incorrect amount of damage” covers an impressively large section of Hell.

Rogue Players May Experience A Sudden Damage Drop

Players using Shadow Play Dash should expect to test their builds again after installing the patch.

The correction may reduce damage directly.

It may also alter how quickly the build triggers other effects, clears packs or reaches the Tower boss.

A build can lose effectiveness even when the tooltip numbers appear largely unchanged.

Dash may no longer kill weaker enemies immediately.

That can disrupt cooldown resets, resource generation and movement through crowded floors.

The player may need to change affixes, adjust the rotation or replace part of the build entirely.

The skill still moves the Rogue forward.

The leaderboard may begin moving in the opposite direction.

This Is A Fix, But It Still Feels Like A Nerf

Players rarely care whether lost damage is officially called a nerf or a bug fix.

The character dealt one amount yesterday and deals less today.

From the player’s perspective, power has been removed.

Blizzard’s classification still matters for balance discussions.

A nerf means the previous behaviour was intentional but considered too strong.

A fix means the previous behaviour was never supposed to exist.

That distinction becomes especially important for competitive results.

If a build was intentionally powerful, its scores represent the game’s balance at that time.

If a build relied on incorrect damage, the integrity of those scores becomes harder to defend.

Existing Leaderboard Scores Create An Awkward Problem

Blizzard now needs to decide what happens to runs completed before Patch 3.1.2.

Leaving them untouched is the simplest option.

The leaderboard records what players achieved under the live version of the game at that moment.

Deleting scores would punish players who may not have known the interaction was bugged.

Many users simply followed an available build and played normally.

They did not modify the client or use external cheating tools.

The game allowed the damage.

The patch arrived later.

That makes a full wipe difficult to justify.

It also leaves post-patch Rogues competing against results they may no longer be mechanically capable of matching.

A Full Leaderboard Reset Would Also Be Messy

Resetting the entire Rogue leaderboard would create its own problems.

Not every Rogue run used Shadow Play Dash.

Some players reached high positions through completely different builds.

A class-wide reset would erase legitimate accomplishments alongside any scores influenced by the bug.

Blizzard would need enough internal data to identify which runs used the affected variant.

Even then, determining whether the damage bug materially changed a specific result may not be simple.

The interaction could have been equipped without becoming the main source of the score.

Leaderboard surgery requires a much sharper instrument than “delete every Rogue.”

Blizzard Could Mark Pre-Patch Runs

A better solution may be separating leaderboard results by game version.

Runs completed before Patch 3.1.2 could receive a visible marker.

Players would still retain their achievements.

New competitors could see that the score came from a different balance state.

The leaderboard could also display the patch number attached to every run.

This would help with future class fixes, balance updates and seasonal hotfixes.

Competitive ARPG leaderboards exist inside constantly changing games.

Version information should be part of the score rather than hidden somewhere inside the patch archive.

The Tower Needs Better Competitive Integrity Tools

The Shadow Play problem exposes a broader weakness in Diablo 4’s competitive system.

The Tower records results, but the surrounding tools do not always explain how those results were achieved.

A strong leaderboard system should preserve build information, patch version and relevant equipment data.

It should identify runs completed with interactions later confirmed as broken.

Blizzard does not need to accuse players of exploiting anything.

It needs to provide enough context that rankings remain meaningful after the game changes.

Without that context, every major bug fix creates a museum of scores from a build that no longer exists.

Players Using The Bug May Not Have Known

There is an important difference between intentionally exploiting a bug and using a powerful interaction that appears to be part of the game.

Diablo 4 contains many complicated multipliers.

Some builds legitimately deal dramatically more damage than others.

A player seeing huge numbers from Shadow Play Dash may have assumed the build was simply well designed.

Guide creators may also have documented the interaction without knowing which part was incorrect.

Blizzard’s tooltips do not always make the expected damage easy to calculate independently.

The average player cannot audit the combat engine.

They press Dash.

The demons disappear.

That usually counts as positive feedback.

Obvious Repetition Can Still Become Exploitation

The situation changes when players deliberately reproduce a known bug to generate impossible results.

If the interaction required a specific sequence designed only to multiply damage incorrectly, high-level competitors may have recognised what was happening.

Repeatedly using a documented bug for leaderboard placement is different from accidentally benefiting during ordinary play.

Blizzard has not publicly described the Shadow Play Dash behaviour in enough detail to determine where this interaction falls.

That is another reason transparency matters.

Players cannot follow competitive rules that are defined only after the patch arrives.

Blizzard Should Explain The Intended Interaction

A more useful patch note would describe what went wrong.

Did Dash apply Shadow Play damage multiple times?

Did Shades inherit an unintended multiplier?

Did the skill incorrectly duplicate another effect?

Did the problem occur only against groups or bosses?

One additional sentence could help players understand why their build changed.

It would also help guide creators update their recommendations accurately.

“Incorrect damage” tells players that something was wrong.

It does not tell them which part of the build should now be reconsidered.

The Fix May Change Rogue Build Rankings

Shadow Play Dash may remain a strong option after the patch.

A bug fix does not automatically make a build weak.

Its position relative to other Rogue setups could still change.

Heartseeker, Rapid Fire, Rain of Arrows and other established archetypes may become more competitive if Shadow Play loses a major source of unintended damage.

Players who followed the strongest Tower setup may need to decide whether to repair the existing build or move to another one.

This is why immediate post-patch tier lists should be treated carefully.

The numbers need to be tested again under the corrected game state.

Gear Investments Cannot Be Easily Recovered

Changing builds is not free.

Players may have spent large amounts of gold, crafting materials and time on the Shadow Play setup.

Equipment may carry specific Greater Affixes, Tempers and Transfiguration rolls.

Paragon boards and Glyphs may be designed around the interaction.

Talismans and Charms can add another specialised layer.

If the corrected build falls significantly behind, replacing it may require rebuilding most of the character.

The damage bug belonged to the game.

The repair bill belongs to the player.

Blizzard Could Temporarily Reduce Respec Costs

If Patch 3.1.2 causes a substantial reduction, Blizzard could provide limited assistance to affected Rogues.

A temporary reduction in Enchanting, Masterworking-reset or Paragon-respec costs would make adaptation less punishing.

The developer could also distribute a small cache of materials to seasonal Rogue characters.

This is unlikely for a narrow bug fix.

It would recognise that players invested in a build using information supplied by the live game.

Blizzard does not need to preserve the incorrect damage.

It can make the transition less expensive.

The Patch Also Fixes Other Rogue Damage Problems

The broader Rogue section of the current patch history includes several additional corrections.

Shade skills could deal the wrong amount of damage.

Umbracrux failed to replicate damage-over-time effects correctly.

Way of the Blurring Blade granted too many free Agility casts under one condition.

Skyhunter did not correctly increase Rapid Fire arrows while an Imbuement was active.

Some of these bugs increased power.

Others reduced it.

That makes Rogue balance difficult to judge from raw leaderboard placement alone.

The class has been competing while several pieces of its equipment were reading different versions of the instruction manual.

Not Every Patch Correction Hurts The Class

Rogue players should not interpret the patch as a simple collection of nerfs.

Fixing Umbracrux and Skyhunter can improve builds that were underperforming because their items did not work correctly.

The patch may weaken one interaction while restoring another.

That could expand the number of viable Rogue setups rather than reducing them.

The real balance picture will emerge only after players test each corrected build.

Patch notes describe the rules.

Rogue players will spend the next several days discovering what those rules do when surrounded by monsters.

The Tower Encourages Players To Find Every Broken Interaction

Competitive content changes how players approach buildcrafting.

In ordinary play, a strong build is enough.

In the Tower, every multiplier matters.

Players test interactions relentlessly because one unusual combination may create the next top score.

This is not inherently unhealthy.

Theorycrafting is one of Diablo’s strengths.

The pressure increases the likelihood that bugs become central strategies before Blizzard identifies them.

The leaderboard rewards results.

It does not ask whether the damage calculation passed quality assurance.

Faster Hotfixes Would Protect The Leaderboards

The longer a major damage bug remains active, the more scores it can influence.

Blizzard needs rapid monitoring for sudden leaderboard anomalies.

If one build begins outperforming every alternative by an extreme margin, the underlying interaction should be investigated quickly.

A temporary disable may sometimes be preferable to allowing questionable scores accumulate for weeks.

This should be reserved for severe cases.

Disabling popular skills too aggressively would create its own frustration.

Competitive integrity becomes increasingly difficult to restore after the leaderboard has already filled with impossible benchmarks.

Replays Would Make Suspicious Runs Easier To Understand

Diablo 4’s Tower could benefit from replay or combat-summary tools.

Top runs could show the build, damage sources and patch version used.

Players would learn from strong performances.

Blizzard could identify abnormal interactions more easily.

The community could distinguish skilled routing from damage that suddenly multiplied itself into another dimension.

Transparency would reduce accusations against legitimate players while making genuine exploits harder to hide.

Seasonal Leaderboards Need Clear Reset Policies

Blizzard should publish a standard policy for leaderboard-affecting bugs.

Players need to know what happens when a class interaction is fixed during an active season.

Possible responses could include:

  • Leaving all scores intact but attaching patch-version labels.
  • Removing only runs that used a specifically identified exploit.
  • Creating separate pre-fix and post-fix ranking periods.
  • Resetting a class leaderboard only when the bug made legitimate competition impossible.

Any policy will create disagreements.

A known policy is better than improvising after every broken multiplier.

Players Should Retest Before Rebuilding Everything

Shadow Play Rogue players should not immediately dismantle their equipment.

Test the build against familiar content after Patch 3.1.2.

Compare boss damage, pack-clear speed and Tower progress with previous results.

Check whether the rotation still functions or whether only one damage component changed.

The build may remain competitive despite losing unintended power.

Players should also wait for updated testing from reliable Rogue theorycrafters before spending another fortune.

The patch has already changed the damage calculation once.

There is no prize for letting the Blacksmith change your entire inventory before breakfast.

Existing Tower Scores Need Context

Blizzard has fixed the Shadow Play Dash bug.

That solves the live gameplay problem.

It does not automatically solve the competitive history created before the patch.

If the incorrect damage materially affected top Rogue runs, post-patch players need a way to recognise that difference.

Patch labels would preserve old accomplishments without pretending every score came from identical rules.

More detailed build records would make future corrections easier to evaluate.

The Tower cannot remain meaningful when the game changes but the scoreboard provides no context.

The Rogue Bug Is Fixed, But The Leaderboard Question Remains

Patch 3.1.2 removes an incorrect Shadow Play Dash damage interaction.

That is good for Rogue balance and necessary for fair competitive play.

Blizzard still needs to explain the scale of the correction and decide how pre-patch Tower results should be presented.

Players who used the build unknowingly should not automatically be treated as cheaters.

Players competing after the fix should not be expected to chase scores created under different damage rules without any visible distinction.

The skill has been corrected.

The leaderboard still lives in the previous patch.

For more coverage of Rogue builds, Tower rankings and Diablo 4’s latest fixes, visit our Diablo 4 archive.

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