Showing posts with label gold. Show all posts
Showing posts with label gold. Show all posts

Wednesday, 16 September 2026

Diablo 4 Season 15 Players Report Carrying Old Paragon and Gold Into the Fresh Season


Diablo IV Season 15 was supposed to begin with the traditional seasonal ritual: level 1, an empty wallet and the faint optimism that this time your first useful Unique will drop before bedtime. Instead, some players who made it into Season of Hell's Legacy during its troubled launch reported something rather different. Characters appeared to enter the fresh season carrying substantial Paragon progression, Gold, Obols, materials and other progress from before the reset. Many of the earliest reports involved Blizzard's new Rebirth feature, although players have also claimed that newly created seasonal characters were affected.

The important word here is reported. Blizzard has not yet published a technical explanation confirming exactly what happened, which systems were involved or whether every apparently carried-over resource was genuinely usable. The company's first Season 15 hotfix restored login access and reopened the Seasonal Realm, but its notes do not mention Paragon, Gold, materials, Rebirth or a seasonal progression rollback. That leaves the community trying to separate a very visible launch problem from several things that may only have looked broken on the character screen.

Players Reported Huge Amounts of Old Progress After Rebirth

The first wave of reports appeared almost immediately after Season 15 opened on September 15. In a Diablo IV Technical Support thread dedicated to the issue, players described rebirthed characters apparently arriving in the new season with old Paragon levels, Skill Points, Gold, Obols, materials and Mercenary progression.

The numbers being discussed were not subtle. Forum users reported characters appearing with well over 100 Paragon levels, with community discussion frequently mentioning ranges somewhere between roughly 150 and 300.

If those numbers represented genuine active seasonal progression, that would obviously be a problem.

A fresh seasonal character beginning several hundred Paragon levels ahead of somebody who correctly started from level 1 is not a minor head start.

It is less a head start and more arriving at the marathon in a taxi.

Rebirth Is Supposed to Reset the Character to Level 1

That is particularly significant because carrying power forward is explicitly not what Rebirth is designed to do.

Blizzard's official Season 15 explanation of Rebirth says that the feature converts an Eternal character into a Seasonal character while resetting that character to level 1. The point is to preserve the identity of a character without preserving its old power.

Rebirth is supposed to keep:

  • the character's class
  • name
  • appearance
  • Normal or Hardcore state
  • supported cosmetic preferences when correctly saved
  • the running total of hours played across Rebirths

It is not described as transferring old Paragon progression, Gold, materials or equipment into the new season.

In fact, Blizzard specifically tells players to remove all equipment and inventory before Rebirth. A character cannot complete the process while still carrying those items.

The whole point is continuity of character identity without continuity of seasonal power.

Not Every Report Behaved the Same Way

This is where the launch story becomes more complicated.

One player who rebirthed a Season 14 SSF character reported initially seeing more than 150 Paragon levels after entering Season 15. After logging out and back in, however, the extra Paragon was gone, and the character appeared to have reset correctly.

That raises an obvious possibility: at least some of the launch-day reports may have involved stale account information, incorrect UI state or server synchronization rather than permanent seasonal progression.

That does not explain every report.

Other players continued reporting high-Paragon seasonal characters after Blizzard restored the Seasonal Realm. In one forum thread posted after the relaunch, a player said several people on their friends list were still displaying around Paragon 200 and claimed to have joined one of those characters in the Seasonal Realm.

Even that does not independently prove how much of the displayed Paragon was functional.

It does show why the community wants a clearer answer.

Some Players Say Newly Created Characters Were Affected Too

Rebirth became the immediate suspect because it is a brand-new feature specifically designed to move an old Eternal character into a fresh season.

That makes intuitive sense.

It does not yet make it confirmed.

Several forum discussions include claims that completely new seasonal characters also appeared with old progression. If those reports are accurate, the underlying problem could have involved broader account-level seasonal state rather than Rebirth itself.

Blizzard has not publicly said which explanation is correct.

That distinction matters, because saying "Rebirth transferred old progression" suggests a specific bug in the Rebirth process. Saying "players entered Season 15 with old progression visible or available" describes what players observed without pretending we already know why it happened.

Right now, the second version is the safer one.

War Plans Sharing Does Not Explain the Reports

Season 15 does intentionally introduce more account-wide progression, which makes this launch slightly more confusing than a normal seasonal reset.

Most notably, War Plans progression is now shared between compatible characters. But Blizzard divides that sharing into strict partitions:

  • Eternal or Seasonal
  • Hardcore or Non-Hardcore
  • Normal or Solo Self Found

A Seasonal Non-Hardcore character therefore shares War Plans with another Seasonal Non-Hardcore character in the same SSF state, not with an Eternal character that happened to exist yesterday.

Season 14 War Plans progress also rolls into the corresponding Eternal partition when the season ends. It does not become free Season 15 progression.

So the intentional War Plans changes do not explain a freshly seasonal character apparently showing old Paragon, Gold or materials.

Hotfix 1 Did Not Announce a Reset

Blizzard eventually delayed Season 15 entirely while addressing the launch problems, something we covered in our full Season 15 launch status report.

Later that evening, Hotfix 1 restored access.

The official notes contain only three items:

  • the login issue was resolved
  • the Seasonal Realm became available
  • Solo Self Found remained disabled while the investigation continued

There is no mention of a season-wide reset.

There is no mention of Rebirth progression being removed.

There is no statement saying affected characters were rolled back.

And there is no confirmation that every account entered the reopened season from exactly the same progression state.

That absence does not prove the bug remained active. Server-side corrections do not always receive detailed patch notes.

But it does explain why players are still asking what happened.

A Full Seasonal Reset Was Discussed, but Never Officially Confirmed

During the downtime, community discussion also began circulating claims that Blizzard might reset the season again.

A forum thread quoted a response attributed to a community manager saying a reset was likely and that the team was evaluating the best path forward. Players understandably interpreted that as a possible full restart.

Blizzard's eventual Hotfix 1 announcement did not say that happened.

So we should not retroactively turn community expectations into an official reset announcement.

What Blizzard officially confirmed was much narrower: the launch had issues, Season 15 was delayed, login access was fixed, the Seasonal Realm reopened and SSF remained unavailable.

Why This Matters More Than a Few Free Paragon Levels

Seasonal Diablo depends on everybody beginning from roughly the same starting line.

Not perfectly the same starting line, of course. Players have different expansion ownership, account unlocks, seasonal knowledge, available time and a distressingly wide range of caffeine strategies.

But seasonal power is supposed to be earned during the season.

If one character begins with 200 Paragon while another begins at level 1, that affects much more than leveling speed.

It can affect:

  • leaderboard positioning
  • Torment progression
  • early boss kills
  • material accumulation
  • trading economy
  • War Plan progression speed
  • access to high-level activities

The Gold and materials reports are particularly important for the normal Seasonal Realm because trading exists there. An unintended injection of old resources at launch could theoretically distort prices before most players have earned meaningful currency.

Again, Blizzard has not confirmed the scale of any such impact.

That is precisely why clarification matters.

The Leaderboards Make the Question More Sensitive

Season 15 arrives with competitive systems already under scrutiny.

We have spent much of the last season covering the tension between long progression grinds, high-end Pit pushing and The Tower. Players who care about leaderboard placement are particularly sensitive to anything that creates an advantage outside normal gameplay.

A character displaying Paragon 200 during the first hours of a fresh season therefore attracts attention even if the explanation eventually turns out to be mundane.

Was the Paragon genuinely allocated?

Could it be spent?

Did it remain after relogging?

Was the character actually seasonal?

Did Blizzard silently correct it server-side?

Those details matter much more than a screenshot of one large number.

Some Apparent Carryover May Already Have Been Corrected

The report of excess Paragon disappearing after a relog is encouraging because it suggests at least some incorrect character states were temporary.

It also makes broad claims like "Season 15 launched with everyone keeping their old Paragon" impossible to defend.

Clearly, not everyone did.

Some players reported correct resets.

Some reported incorrect progression that later vanished.

Others continued reporting high-Paragon seasonal characters after the relaunch.

That is a messy set of observations, but messy observations are still preferable to inventing a clean explanation Blizzard has not provided.

Rebirth Had Already Been Tested on the PTR

The situation is particularly surprising because Rebirth was available during the Season 15 PTR.

Blizzard introduced the feature in its 3.2.0 PTR overview, where the same basic rules applied: move an Eternal character into the Seasonal Realm, reset it to level 1 and preserve identity rather than progression.

Players therefore had an opportunity to test the concept before live release.

That does not mean the live problem necessarily existed on PTR. Seasonal transitions, account migrations and live databases can behave differently from test environments, especially when millions of permanent account states are involved.

But it makes Rebirth an obvious place for players to look when an old character enters a new season wearing suspiciously old numbers.

Solo Self Found May Be Related, but Blizzard Has Not Said So

There is also an unavoidable connection to Solo Self Found.

SSF remains disabled after Hotfix 1 while Blizzard continues investigating an unspecified problem. Rebirth discussions frequently mention issues involving characters that previously existed in SSF partitions.

It is tempting to connect the two immediately.

We are not doing that yet.

Blizzard has not publicly stated that the Paragon carryover reports are why SSF remains disabled. It has not said Rebirth caused the SSF problem either.

The timing makes a connection plausible.

Plausible is not the same as confirmed.

Season 15 Needs a Clear Answer on What Was Reset

The normal Seasonal Realm is now live, and most players can simply begin Season of Hell's Legacy and play.

But the launch has left one important question behind.

Did every character ultimately return to the intended fresh-season state?

That is something Blizzard should be able to answer much more clearly than the community can infer from friends lists and character screens.

If all unintended Paragon, currency and materials were removed, that is worth confirming.

If some accounts still require correction, that is worth confirming too.

If the whole thing was largely a visual synchronization problem during overloaded servers, that would probably be the best outcome available.

Until Blizzard provides that explanation, we are left with what can actually be verified:

Players reported old progression appearing inside Season 15.

Rebirth is supposed to reset characters to level 1.

At least some reported Paragon disappeared after relogging.

Other players continued reporting suspiciously high seasonal Paragon after the realm reopened.

Hotfix 1 did not publicly explain what happened.

Season 15 is live now.

The question is whether everybody actually started it in the same century.

Saturday, 5 September 2026

Diablo 4’s Horadric Gem Repair Cost Bug Is Still Here Months Later



Diablo IV has many respectable ways to lose millions of Gold. You can reroll affixes, Masterwork an item repeatedly, craft expensive gems or make several increasingly optimistic visits to the Occultist. Apparently, you can also achieve the same result by dying while wearing particularly fancy rocks.

A long-running repair-cost problem involving socketed Horadric Gems has resurfaced again in September, with a new player reporting that their repair bill jumps from roughly 64,000 Gold per death to around 22 times that amount when the gems are equipped. The original bug report dates back to June, while similar player testing appeared even earlier in May.

In other words, this is no longer a curious launch-week interaction that disappeared during one of Lord of Hatred's many cleanup patches.

Players are still reporting it nearly four months later.

Flawless Horadric Gems Can Make Repairs Extremely Expensive

The current PC bug report originally appeared on June 13. The player noticed the problem after equipping Flawless Horadric Gems and said their total repair cost increased from a few hundred thousand Gold to more than 15 million.

The suspected explanation is fairly straightforward. Diablo IV appears to be incorporating some or all of the socketed gem's value when calculating how expensive the parent item is to repair, even though the gem itself does not have durability that needs repairing.

That means your Blacksmith may effectively be charging you for repairing the sword, armor and incredibly expensive magical pebble sitting inside them.

The pebble, for the record, was not damaged.

A New September Test Says the Problem Is Still Happening

The bug thread became active again on September 4, when another player tested several socketables and reported dramatically different repair-cost values depending on what was installed.

Their reported figures included roughly:

  • Rune: 1,547 Gold
  • Grand Gem: 2,933 Gold
  • Horadric Gem: 220,000 Gold
  • Flawless Horadric Gem: 550,000 Gold

The exact final repair bill naturally depends on the player's equipment and how much durability has been lost, but the relative difference is the important part. The player says a death costs around 64,000 Gold without the expensive gems, while keeping them socketed increases that bill by approximately 22 times.

That is not a rounding error.

That is a mortgage with sockets.

We Actually Saw This Problem Months Ago

This will sound familiar to regular Diabloz readers because we already investigated the bizarre relationship between socketed gems and repair costs back in July.

At the time, player testing showed a repair bill dropping from roughly 2 million Gold to just 39,000 after gems and runes were temporarily removed from the equipment before visiting the Blacksmith.

That workaround was funny when it looked like a temporary oddity.

It is rather less funny now that another player is reproducing essentially the same behaviour in September.

The newer report also reinforces the earlier suspicion that the game's repair calculation is using an item's value after socketed components are included rather than calculating durability repair from the base equipment alone.

Horadric Gems Are Expensive Enough Before the Repair Bill

The irony is that Horadric Gems already represent one of Diablo IV's more expensive long-term progression systems.

We previously looked at how demanding a complete set of Flawless Horadric Gems can become. Crafting one requires a significant chain of lower-tier gems, and fully equipping a character turns that into a substantial fragment and farming commitment.

Another player calculation put the fragment requirements for high-end Horadric Gems into the millions.

That cost at least has an understandable purpose.

You are creating stronger equipment.

Paying enormously higher repair fees because those gems happen to be sitting inside the equipment is considerably harder to justify.

The Temporary Workaround Is Ridiculous but Effective

If you are affected, the player-discovered workaround remains the same:

remove the expensive gems before repairing your equipment.

Then repair everything.

Then put the gems back.

There are few things that capture the majesty of being Sanctuary's chosen hero quite like stopping outside the Blacksmith and emptying your pockets because he charges extra when he sees jewelry.

Of course, this is not a particularly acceptable permanent solution. Players should not have to unsocket part of their build every time durability drops simply to avoid a disproportionately large repair bill.

It also becomes especially irritating in high-end content where deaths are expected. Pit pushing, difficult bosses and experimental builds naturally involve failed attempts. A repair system that multiplies the punishment because a character has progressed far enough to use expensive gems effectively taxes the players most likely to be repeatedly testing difficult content.

There Is Still No Documented Fix in the Current Patch Notes

Blizzard has fixed a large number of Lord of Hatred problems since May. The expansion has received repeated passes over Horadric Cube interactions, itemization, crafting, socket behaviour and progression bugs. At one point Blizzard even fixed an issue where socketed Runes or Gems could be lost when a Unique was recycled through the Horadric Cube.

But the current public patch notes do not document a fix for Horadric Gems inflating equipment repair costs.

And the September 4 player report strongly suggests the underlying behaviour is still live.

That makes this a slightly different story from when we covered it in July.

Then, it was a bizarre repair trick players had discovered.

Now it is a months-old issue still being reproduced after multiple patches.

Your Gems Should Make You Stronger, Not Your Blacksmith Richer

Diablo IV's economy needs Gold sinks. Without them, currencies eventually become decorative numbers that everyone owns by the billion and nobody thinks about.

Repair costs can reasonably be one of those sinks.

But repair costs should reflect damaged equipment.

A socketed Flawless Horadric Gem has no durability bar, does not become chipped when a demon hits you and does not require the Blacksmith to lovingly reconstruct it with a miniature hammer.

It is simply sitting there.

Four months after players first started noticing the problem, that apparently remains enough to make the repair bill explode.

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Friday, 17 July 2026

Diablo Immortal’s Winds Of Fortune Event Is Back, Because Immortal Never Sleeps



Diablo Immortal does not believe in downtime.

There is always another event, another timer, another reward track, another PvP window, another menu blinking at you like it knows you were about to do something else with your evening.

The latest update keeps that machine moving with the return of Winds of Fortune, a limited-time event built around duplicate rewards, faster gains, and the kind of catch-up energy Diablo Immortal loves to throw into the middle of its already crowded calendar.

Is it subtle?

No.

Is Diablo Immortal ever subtle?

Also no.

Winds Of Fortune Runs July 15 To July 22

Blizzard’s latest Diablo Immortal update confirms that Winds of Fortune runs from July 15 to July 22, 2026, starting at 3:00 a.m. local server time.

While the event is live, players can activate a 24-hour buff that grants duplicate quantities of several reward types. The buff runs in real time once activated, because apparently even Sanctuary’s generosity comes with a clock and a small administrative curse.

If you do not activate the buff within 24 hours of the event ending, Blizzard says it will be enabled automatically. Any rewards not claimed before the end of the event will also be auto-claimed on next login.

That is good.

Diablo Immortal has enough reward screens already. Nobody needs to lose loot because they failed to click the correct glowing square before bedtime.

What Gets Doubled?

Winds of Fortune doubles a pretty useful spread of rewards.

According to Blizzard, duplicate quantities can apply to Gold, Experience, Battle Pass Points, Normal Gems, and Legendary Items.

The event also doubles item drops from a wide set of activities, including the Horadric Bestiary, Challenge Rifts, Bounties, Fishing, Dungeons, Purge the Depths, Accursed Towers, Hidden Lairs, wilderness farming, and Codex activities.

That is a lot.

It is basically Diablo Immortal looking at the player and saying, “Whatever you were already doing, here, have more of it.”

Which is not the worst pitch.

The Normal Gem Bonus Is The Real Hook

The reward list is broad, but the Normal Gem detail is probably the part many players will care about most.

During Winds of Fortune, the 4-player party Normal Gems bonus drop is doubled and unaffected by the daily cap. Only the first twelve Common Gems of the day will be tradable.

That is classic Diablo Immortal design.

Generous enough to make players pay attention.

Controlled enough to make sure the economy does not immediately catch fire and roll into Westmarch screaming.

For players trying to squeeze more value out of group farming, this is the part of the event that actually matters. Duplicate Gold and Experience are nice. More Battle Pass Points are useful. Legendary Items are always welcome, even when they arrive with the emotional texture of vendor dust.

But Normal Gems are where the event starts feeling like something players may actively schedule around.

There Are Still Limits, Because Of Course There Are

Winds of Fortune is not an infinite loot fountain.

Blizzard notes that Battle Pass rewards are not doubled, and the weekly limits on Battle Pass Points and Normal Gems do not change. Bonus Experience is also affected by the player’s current modifier.

There are also limits to each item that can be earned in duplicate quantities, with players earning double rewards until those limits are reached.

In other words: yes, the event is generous.

No, you are not going to break the entire reward economy by fishing until your phone melts.

Probably.

This Is The Kind Of Event Immortal Does Constantly

Winds of Fortune is not a huge structural update.

It is not a new class, a new zone, or a dramatic redesign of Diablo Immortal’s reward economy. It is a limited-time boost event designed to pull players back into the daily loop and make normal activities feel more rewarding for a week.

That is very Immortal.

The game runs on cadence. Events stack. Updates arrive frequently. Rewards rotate. PvP keeps moving. If Diablo IV sometimes feels like players are waiting for the next big seasonal correction, Diablo Immortal feels like someone left the event machine running and nobody can find the off switch.

There is a downside to that.

The schedule can feel exhausting. The game can feel like it is always asking for one more login, one more claim, one more pass through the event hub, one more reason to tap the glowing thing.

But events like Winds of Fortune are also why Diablo Immortal rarely feels completely still.

Good For Catch-Up, Better For Routine Players

Winds of Fortune works best for players who already know what they want to farm.

If you are running Hidden Lairs, Dungeons, Challenge Rifts, Bounties, or group activities anyway, the event adds value to your existing routine. It does not require a new tutorial, a strange side system, or another currency that sounds like it was named by a haunted thesaurus.

You activate the buff.

You play.

You get more stuff until the limits say “that is enough, greedy little demon accountant.”

That simplicity is welcome.

Diablo Immortal can be complicated enough when it starts layering legendary gems, PvP progression, class updates, market items, cosmetics, catch-up systems, and event tracks on top of each other. A straightforward reward boost is not exactly elegant, but it is readable.

The Update Also Adds Some Useful Cleanup

The same update does more than bring back Winds of Fortune.

Blizzard also includes Warlock Devour UI improvements, class fixes, general updates, new War Game mode selections, and automatic PvP reward collection.

That last one is especially welcome. Rewards are now automatically granted when a PvP match ends, and if inventory space is a problem, rewards are delivered through in-game mail.

That is the kind of small mobile-game quality-of-life fix that matters more than it sounds.

If a game has this many reward systems, the least it can do is stop hiding the paycheck behind another claim button.

Immortal Keeps Moving

Winds of Fortune is not going to change anyone’s mind about Diablo Immortal by itself.

If you bounced off the game’s structure, monetization, PvP power questions, or endless event rhythm, a week of duplicate rewards will not suddenly turn Sanctuary into a cozy vacation home.

But for active players, this is the kind of event that keeps the loop feeling useful.

More Gold. More Experience. More Battle Pass Points. More Normal Gems. More Legendary Items. More value from activities people were likely running anyway.

That is Diablo Immortal in one neat little package:

Always moving.

Always rewarding something.

Always asking whether you have time for just one more run.

Winds of Fortune is back.

Sanctuary’s event machine remains undefeated.

Sources

Sources: Blizzard Diablo Immortal: Revel in the Winds of Fortune, More Diablo Immortal coverage on Diabloz.net.

Friday, 12 June 2026

Diablo 4’s Gold Economy Is Becoming Sanctuary’s Inflation Simulator



Diablo 4 has many enemies.

Demons. Bosses. Lag. Bad rolls. That one item that looks perfect until the final stat arrives wearing clown makeup.

But one of Sanctuary’s nastiest monsters may still be the economy.

A fresh Diablo 4 PTR feedback thread has players arguing over the gold limit, inflation, trading, Solo Self Found, and whether raising the gold cap would actually fix anything or just make the numbers more ridiculous.

Which is very Diablo 4.

Even the economy has endgame scaling.

More Gold Might Just Mean Bigger Problems

The original argument is simple: raising the gold limit could create even more inflation.

If players can hold more gold, trade prices may simply climb higher. Suddenly, the problem is not solved. It is just wearing more zeroes and asking for a bigger wallet.

That is the danger with any ARPG economy where trading, rare items, and player demand collide in a dark alley.

Gold stops feeling like gold.

It becomes a number-shaped monster that casual players, traders, and min-maxers all have to wrestle for different reasons.

SSF Players Get Hit Differently

The thread gets more interesting when Solo Self Found enters the room.

Blizzard’s Diablo 4 3.1 PTR is testing Solo Self Found as a seasonal character state, where players cannot trade or join parties and must build their progress alone.

That changes the gold conversation completely.

For trade-heavy players, massive amounts of gold can come through selling valuable items. For SSF players, gold mostly comes from actually playing the game, which is apparently a strange and ancient ritual now.

So if Blizzard lowers gold drops to fight inflation, SSF players may suffer harder than traders. But if Blizzard increases gold income too much, trade prices may balloon again.

That is the economy problem in one ugly little box.

Every solution can punch someone else in the face.

Trading Makes Everything Messier

One reply in the thread points out that max gold is not usually reached through normal gold drops, but through trade.

That is the heart of the issue.

Gold is not just a resource for rerolling, crafting, and upgrading. It is also the fuel of the player market. Once trading enters the picture, balance gets much nastier because Blizzard is no longer just tuning monster rewards.

They are tuning around players turning rare loot into absurd piles of currency.

And when prices get too wild, casual players can feel pushed toward trading more, grinding harder, or simply accepting that the best upgrades are sitting behind a gold wall tall enough to need its own waypoint.

Sanctuary Needs An Economy That Does Not Eat Itself

Gold should matter in Diablo 4.

If everything is free, progression gets mushy. If everything is too expensive, the game starts feeling like Hell opened a bank branch.

The trick is finding the painful middle, where gold is valuable enough to make decisions matter, but not so inflated that every serious upgrade feels like buying property in Kyovashad.

Season 14 already has enough systems demanding attention: Mythic Uniques 3.0, Horadric Cube updates, War Plans, Pandemonium Ruptures, Solo Self Found, and all the usual loot drama.

The economy does not need to become another boss fight.

Because Diablo 4 players signed up to kill demons.

Not to roleplay as exhausted accountants in a fantasy recession.

For more Diablo 4 coverage, check our latest posts on Diablo 4 and Lord of Hatred.

Monday, 8 June 2026

Diablo 4’s Occultist Is Apparently Charging Half a Billion Gold To Still Ruin Your Item



Diablo 4 has many ways to humble players. Bad drops. Bad rolls. Bad bosses. That one affix that turns your perfect item into vendor trash with a personality disorder.

But few things hurt quite like walking up to the Occultist with hope, gold, and a decent item, then leaving broke, furious, and somehow worse than before.

A fresh post on the Diablo 4 PTR Feedback forum is calling out reroll costs at the Occultist, with one player asking why they are spending “half a billion” gold and still not getting the stat they want.

That is not enchanting. That is financial abuse with candles.

The Gold Sink Has Teeth Again

The player complaint is pretty simple: Occultist reroll prices feel brutal on the PTR, especially when desirable stats appear to be heavily weighted against players.

According to the thread, rerolls can climb into 10+ million gold per attempt after only a handful of rolls. Several players argue that the old cost cap should return, because without it, enchanting becomes less of a useful item-fixing tool and more of a haunted slot machine with worse customer service.

Gold absolutely needs value in Diablo 4. Nobody wants a dead currency that piles up like demon dust in the corner.

But there is a difference between “gold has meaning” and “please mortgage your soul for one more chance at a stat that probably won’t appear.”

SSF Players May Feel This Even Harder

This is especially spicy because Blizzard’s Diablo 4 3.1 PTR is also testing Solo Self Found for Season 14.

SSF characters cannot trade with other players, which means they cannot just lean on the economy to patch over bad luck. If gold costs explode and stat weighting stays cruel, solo players may feel trapped in the grind harder than everyone else.

That matters. SSF should feel like a proud self-imposed challenge, not like being locked in a basement with an angry accountant and a broken reroll button.

Enchanting Should Fix Items, Not Bury Them

The Occultist has one very important job: make almost-good items worth saving.

That is the dream. You find something with two or three good stats, drag it to town, reroll the ugly part, and maybe walk away with a real upgrade. The item lives. The build improves. The demons begin drafting a complaint.

But when costs spiral too fast, the system starts doing the opposite. Players stop experimenting. They stop trying to rescue gear. They look at a promising item and see a future gold funeral.

Season 14 already has enough item complexity with Mythic Uniques 3.0, Horadric Cube updates, War Plans, and more. If enchanting also turns into a luxury casino, Diablo 4 risks making gear improvement feel like another cursed chore instead of a satisfying power bump.

This is PTR feedback, so nothing is final yet. But the message from players is clear enough: gold sinks are fine.

Just maybe stop making the Occultist feel like Sanctuary’s most successful loan shark.

For more Diablo 4 coverage, check our latest posts on Diablo 4 and Lord of Hatred.

Wednesday, 22 May 2024

Diablo 4's Gold Crisis Patched: Is the Solution Enough?

 

Diablo 4 has been captivating players with its dark fantasy world and gripping gameplay. However, the game has faced significant issues, particularly with its in-game economy. Gold, a crucial resource for progression, has been at the center of a major problem that Blizzard recently attempted to address through a patch. This article delves into the gold problem, the specifics of the patch, and whether it is sufficient to stabilize Diablo 4’s economy.

The Gold Problem in Diablo 4

Understanding the Gold Economy

In Diablo 4, gold is essential for various in-game activities, including purchasing items, upgrading gear, and crafting. The value of gold in the game’s economy is critical for maintaining balance and ensuring fair gameplay.

Issues with Gold Accumulation

Players reported that gold was becoming excessively scarce due to inflated costs for essential services like item repairs, skill respecs, and crafting. This scarcity hindered progression, making it difficult for players to enjoy the game fully without engaging in extensive grinding or resorting to trading with other players at inflated rates.

Inflation and Economic Imbalance

The gold issue created an economic imbalance, where newer players struggled to amass enough gold to progress, while veteran players with stockpiles of gold had a disproportionate advantage. This disparity threatened the overall player experience, leading to frustrations within the community.

Details of the Recent Patch

Patch Highlights

Blizzard released a patch aimed at addressing the gold scarcity issue. Key highlights of the patch include:

  • Reduced Costs: The patch significantly reduced the costs associated with item repairs, skill respecs, and crafting.
  • Increased Rewards: Gold rewards from various in-game activities, such as completing quests and defeating bosses, were increased.
  • Adjustments to Drop Rates: The drop rates for valuable items were adjusted to better balance the supply of gold and items.

Developer Insights

Blizzard’s developers acknowledged the community’s concerns and emphasized their commitment to maintaining a balanced in-game economy. The patch was a direct response to player feedback and aimed to create a more equitable and enjoyable gaming experience.

Impact of the Patch

Immediate Effects

The immediate effects of the patch were noticeable. Players found that they could accumulate gold more easily through regular gameplay activities, reducing the need for excessive grinding. The reduced costs for essential services also allowed players to focus more on exploring and enjoying the game rather than worrying about their gold reserves.

Community Reactions

The community's reaction to the patch was mixed. Many players appreciated the changes, noting a significant improvement in their ability to manage gold and progress through the game. However, some players felt that the patch did not go far enough to address the underlying economic issues.

Long-Term Implications

While the patch provided a short-term solution, the long-term implications for Diablo 4’s economy remain uncertain. Balancing an in-game economy is a complex task that requires continuous monitoring and adjustments. Blizzard will need to remain vigilant and responsive to player feedback to ensure the economy remains stable.

Is the Patch Enough?

Pros of the Patch

  • Enhanced Playability: Reduced costs and increased rewards have made the game more enjoyable and accessible for a broader range of players.
  • Community Engagement: The patch demonstrates Blizzard’s responsiveness to player concerns, fostering goodwill within the community.

Cons of the Patch

  • Potential for New Imbalances: While addressing gold scarcity, the patch may introduce new imbalances if not carefully monitored.
  • Sustainability: The long-term sustainability of these changes is uncertain, and further adjustments may be necessary to maintain a balanced economy.

Future Considerations

Ongoing Monitoring

Blizzard must continue to monitor the game’s economy closely. Player feedback and in-game data should guide future adjustments to ensure a fair and balanced experience.

Additional Measures

Further measures might include dynamic adjustments based on real-time economic data, introducing new gold sinks to balance inflation, and regular community updates to keep players informed about upcoming changes.

Player Feedback Integration

Integrating player feedback into the decision-making process will be crucial. Active engagement with the community through forums, surveys, and social media can help identify emerging issues and address them promptly.

FAQs

What was the gold problem in Diablo 4?

The gold problem involved the scarcity of gold due to high costs for essential services and limited rewards, creating an economic imbalance that hindered player progression.

How did the recent patch address the gold problem?

The patch reduced costs for repairs, respecs, and crafting, increased gold rewards from activities, and adjusted item drop rates to balance the economy.

What has been the community's reaction to the patch?

Reactions were mixed; many appreciated the improvements, while some felt the patch did not fully address the underlying economic issues.

Is the recent patch enough to fix Diablo 4’s economy?

The patch provides a short-term solution, but ongoing monitoring and adjustments are necessary to ensure long-term economic balance.

What future measures can Blizzard take to maintain economic balance?

Blizzard can implement dynamic adjustments, introduce new gold sinks, and actively engage with the community to address emerging issues.

Why is player feedback important for maintaining game balance?

Player feedback helps identify real-time issues and ensures that changes align with the community's needs and preferences, fostering a better gaming experience.

Conclusion

The recent patch addressing Diablo 4’s gold problem marks a significant step towards stabilizing the game’s economy. While the immediate effects have been positive, ensuring long-term balance will require continuous effort and player engagement. Blizzard’s responsiveness to player concerns is encouraging, and with ongoing adjustments, Diablo 4 can maintain a fair and enjoyable in-game economy.

Wednesday, 24 September 2014

Gold Find Gear List



Here is a list of some/all of the most practical gold finding items. I excluded things like the Litany/Wailing host set bonuses because they aren't really worth getting (2pc = 15% GF). Make sure to socket Boon of the Hoarder into a ring/amulet for extra gold. If I missed anything let me know.

Helm
  • Leorics Crown - Socketed with a Flawless Royal Emerald (+41% GF) and with a GF secondary provides up to 117% GF. Does NOT always roll GF.
Shoulders

Chest
  • Goldskin - Always rolls 100% GF, Chance for enemies to drop gold when you hit them.

Gloves
  • Gladiator Gauntlets - After earning a massacre bonus, gold rains from sky. Does NOT always roll GF.

Wrists
Belt
  • Goldwrap - Always rolls 30-35% GF, Huge defense boost after picking up gold for 5 seconds.
  • Harrington Waistguard - Always rolls 30-35% GF, Huge damage boost after opening a container for 10 seconds.
  • Blackthorne's Notched Belt - Always rolls 30-35% GF, 3 piece Blackthornes also gives +25% GF, 250 vit, and +10%/-10% elites damage.
Pants
Boots
(none)

Rings
  • Avarice Band - Always rolls 30-35% GF, Each time you pick up gold, increase your Gold and Health Pickup radius by 1 yard for 10 seconds, stacking up to 30 times.
  • Stolen Ring - Always rolls 30-35% GF, Always rolls 1-2 yd pickup radius.
Amulet
  • Pre 2.1 Kimbos Gold - Always rolls 75-100% GF. Secondary stat can be re-rolled to GF for a max total of 180% GF.
  • Post 2.1 Kimbos Gold - Always rolls 75-100% GF. Picking up gold heals you for an amount equal to the gold that was picked up.
  • Rondals Locket - Always rolls 4-6 yd pickup radius. Does NOT roll GF.

Weapon

Sunday, 7 September 2014

100m Gold/hour farm



With the addition of new gem Boon of the Hoarder from Goblin rift you can get insane gold drops. It offers 25% chance +1.5*level that every monster you kill will drop piles of gold.

Best place to farm gold atm is Halls of Agony level 2. I farm with jade harvester WD T6 and with rank 33gem (74.5%) and +7k gold find every mob i kill drops around 70-250k gold.
Another zone worth looking into is Arreat creater but it is lot harder.

Even with worse gear and gold set you shoud be able to get to 30-50m gold/hour easy.
I feel like with even better items i shoud be able to get up to 150-200m gold/hour.

I highly advise you to use Goldwrap belt as it gives you enaugh toughness to facetank everything they throw at you the moment you kill one monster and get proc.

Here is a good guide for this (and optional equipment to get more gold)

 

Tuesday, 15 April 2014

1 Billion exp/hr + 9M Gold/hr | ANY gear, half-afk.



 I'll let the video speak for itself but i'll just say that this works ALOT better with 4 people letting everyone create a party until they get it and you'll have it almost all the time. Also, if you do it with a party only you will get it but there's a way for two people to get it and that is that one person goes there the first time and then you go there and complete the bounty. That means he starts the bounty (will say in chat) and you finish it. That way both will get two quests completed.  Happy farming!


 

Wednesday, 9 April 2014

Shatterbone! (The new Manglemaw)



Now that Manglemaw farming has been nerfed, I went looking for another spot to easily get legendaries. I found this:

Act 2, [3-1].
Portal to Khasim Outpust, run through the outpost and on to the next Waypoint. Log out. That's all the preparation needed!

  1. Log in and Waypoint to Road of Alcarnus
  2. Go right and kill off Shatterbone. [Do not walk onto the bridge; your active checkpoint will be moved]
  3. Rinse and repeat.

New T6 Chest Runs

Method & recommendations:

- 15m+ toughness
- a good speed spec (Dmg won't help you at all here)
- a full party running together.

Q: What is the run?
A: Act 5 splitting Pandemonium Fortess 1&2, Ruins of Corvus, Passage to Corvus, Westmarch & abandonded siege camp

Q: How many chests are you opening and how long does a run take?
A: Roughly 10-20 chest per each of these acts, it varies. We do a run in about 5 mins now.

Q: How many legendary's can I expect a hour.
A: That all really depends on your luck. At t6 chests have a 1.25% chance of dropping a leg... It's high.

Q: Do you think this will be hotfixed?
A: absolutely. Do it while you can.

Q: If I'm not on the persons map will I still get a legendary?
A: YES! we tested it all day, after the runs you all hop around to each area and check the map for stars!!!!

Saturday, 5 April 2014

Triple Goblin / Cursed Chest Hotspot / Imperial Farm


This spot was nerfed in vanilla but apparently its reverted back again and even better than before

Waypoint: Act 1, Northern Highlands

This small area has a garantueed goblin + a chance for a cursed chest that spawns a champ pack

When done, move north to the next area where there is another goblin + a chance for a cursed chest that spawns normal mobs

There is about a 75% chance for an additional goblin in one of the 2 area's

There are also up to 5 champion packs around + an additional 2 shrines where you can spawn champs with Nemesis Bracers

Thursday, 3 April 2014

Act 5 - Cemetary Chests + Gold Farming

Waypoint: Act 5 - Briarthorn Cemetery

This run gives you a high amount of gold per run + alot of chests and destructible objects.
Currently running as a max speed DH, this yields me a fair amount of legendary's per hour and about 100 to 300K gold per run.

As soon as you use the waypoint, move north and stick to the edge of the map and run all the way around untill you're back at the waypoint.

If you only care about loot this is best done with 2 players splitting up each side till you meet and TP out with Homing Pads

Use firewalkers or any other passive aoe to break destructible objects. Chakram Shuriken as DH for example.

I'm eager to hear your results!


Wednesday, 2 April 2014

Easy goblin pack kill inside rifts.



I don't know if this is common knowledge to everyone but few times I hit a huge goblin pack inside a Rift in a public game and people usually just rush into the pack causing 80% of the goblins to run away.
So here is a very simple guide how to try to avoid this:
  • If you play in a group you can usually see goblin pack at the edge of the screen (usually 3-4 of them). Do not come any closer, you can be sure theres more of them.
  • If you see them simply write in a group chat to wait and not to engage (hopefully they'll listen).
  • Simply leave one player near the gobling pack and make him wait there.
  • Other 3 players split up and search for the Conduit or Power shrine.
  • Tell your team to set up all possible DPS cooldowns like Archon or Berserker (in case if you can only find power shrine).
  • When you find the shrine simply pick it up.
  • Right click on your friend portret and teleport to him.
  • Blast all of the goblins in 10 seconds > profit.
I hope this is helpfull.

Tuesday, 25 March 2014

Chest Farming Spot

we as hardcore players were searching for a chest which can drop us some highlvl items without having any chance of dying.

And we found it. You can go there all 60 seconds and the chest is always there:



Cheers

Thursday, 16 May 2013

Blizzard Donates Money Made from Dupe to a Good Cause



After the Diablo 3 gold dupe that broke out after the 1.08 patch went live, Blizzard responded by locking down the Auction House and banning players who had executed the exploit to dupe. Now, however, after Blizzard has identified who duped the gold and banned them, they were stuck with the players’ auctions that had previously been posted, and needed something to do with all of the money they now had sitting around.

Blizzards plan of action, however, is clever; rather than cause an outrage by many in keeping the money made, Blizzard has said “We'll be donating all proceeds from auctions conducted by the suspended or banned players—including all of THEIR sale proceeds that we intercepted as well as our transaction fee—to Children’s Miracle Network Hospitals."

While the economy in Diablo 3 may still take a big hit due to all of the gold that was duped, even players who were banned for using the exploit can console themselves in knowing that at the very least the money they would have made is being donated to a good cause. While the exact amount of money made has not been announced yet, it could be a sizeable amount.

Let us know, were you banned due to this dupe? If so, how do you feel about what Blizzard is planning to use the money you may have earned, and finally, do you think they handled the situation properly or could they have dealt with it differently? ...

Tuesday, 12 March 2013

Goldfarm speadsheet


I just wanted to share a little speadsheet I put together to estimate gold profits. Of course, it doesn't take into account item sales. The first sheet is the master and is uneditable. Just click along the bottom to either duplicate it, or use an existing copy. 

Enjoy.

click here

Tuesday, 15 January 2013

Brimstone will officially be used as a material to craft the new craftable amulets.

http://us.battle.net/d3/en/forum/topic/7592581161?page=26#new-post

Posted yesterday at 6:35pm central. I'm guessing prices are going to go up.

According to Lyrilla on the b.net forums it will just be amulets right away, and they are looking for ideas to include them in other items.

I guess people feel the need to downvote this to keep it from being seen, but the price has gone from 30K to 50K in 10 minutes.

Monday, 19 November 2012

Earn money using the price-dfference between the black market and RMAH



Here's a guide on earning money using the price-dfference between the black market and RMAH.

Introduction:
Basicly what you have to do is to go to the black market and buy gold and then sell it on the RMAH (Real Money Auction House) since the prices on the black market always are lower than the RMAH.

The price-difference depends on the price of the RMAH and the Black Market (further instructions below). Your income will be the difference between the price on the black market and the RMAH price.

Example (EU realm)
RMAH: 1 mil = 0,34 €, transferring these money to your paypal after fees is: ((0,34 - 15%)-15%) = 0,24565€
Black market price: 0,16 € as of 18th november 2012 (see how to determine the black market price below)

Your income pr. 1 mil: 0,08565 (not much, but multiply this with 500 mil or more :-)

Requires:
  1. $50-100 in start-capital (you have to own money so you can earn money)
  2. access to RMAH 
  3. Skype
  4. Paypal
Buying gold on the black market
To buy gold like a champ you got to do as other goldbuyers does in the buy-sell-section. Make a threat like other people do writing you want to buy their gold. When you get the hang of it you can move further on to sites like sythe.org, epicnpc.com & D3Scene. Be very aware of scammers (read further down)!

How to Determine Prices
"Of course, when buying gold, we need to know how to determine the correct price to pay. There are several ways to find an adequate buy price. An important thing to note is that the economy is all controlled by Asia. Chinese companies rule the virtual currency trade. They trade amongst each other on a site called bijiaqi.com. This site actually shows very precise data on the market value of gold.
Begin by using Google to translate the page to English. The translation won’t be perfect, but it will be good enough to navigate the site and check prices. Once translated, you will see a drop down menu listing games. Choose Diablo III and then the correct server:

A common strategy in trading it to determine a maximum range you will buy your gold, in comparison to market price. When you are low reputation on forums, you may need to set this rate at, or around, Market + 5%. However, as you progress, you can eventually aim to be paying Market -10%. In the long run, all that really matters is what your items sell for in Diablo III. The market rate is simply a nice tool to gage prices, and to ensure you are kept updated in the case that prices rise or fall suddenly.
Tip: When beginning on forums, in order to build high feedback, start by paying around your breakeven price for gold. This will get you a lot of business quickly, and will make it much easier to find buyers in the future.


Tips to avoid scammers
- Never Go First to Randoms: Random people whoa dd you, with no feedback/etc, are high risk. Do not front them money. Always ask to see their forum profile. Tell them to trade in increments, offer to buy 1 Million at a time until they feel comfortable.

- Ask to see the Product: Always ask to see the gold before sending any money. This eliminates a ton of scams, as most scammers do not have the gold to sell in the first place. Ask to see it in-game, don’t accept any excuses.

- Always Trade in Increments: No matter how trustworthy someone appears,always trade in increments (smaller amounts). Increase these as the trades go along. For example, someone is selling 100M D3 gold. If they look trustworthy, and have shown you the gold, start by buying 5M. If that goes well, do 10M more, then 20, etc. This method keeps your money safer, and discourages scamming.

- Take Screenshots/Videos: Always take screenshots of conversations, or even better, record them on video.

- Search the Other Party on Google: Google is a great research tool. The best thing to
search is the user’s Skype Name / MSN address / Email address. This will pop up any forum accounts, on any sites where the user has posted their contact information. If you find any banned accounts linked to the user’s contact information, assume the worst.

- Scammer Behavior: Most scammers exhibit similar behavior. From my experience, scammers will always try and rush through a trade. They are always in a hurry. They are also easily aggravated. They are more likely to swear, be abusive, and rude in general." - R2Pleasent's RMAH Guide

Monday, 5 November 2012

MP-farming efficiency spreadsheet



This is nothing new or revolutionary and I'm not a spreadsheet wizard so it's pretty simple, but I figured someone could get some use out of it.

The standard advice for farming is to do "the lower monster power levels" because they're faster, but which one is right for you and your gear?

I just have it so you fill in your starting/ending gold/xp, count your rares and enter the number of minutes the run took. It'll average 3 runs for each MP level and show you your rares/gold/xp per hour. I only put it up to MP5 but it's easily expandable and I don't think 6+ would be the most efficient for anyone who would need this spreadsheet :P

https://docs.google.com/open?id=0B9zV693tIF-hQjc5Z1B0VDQtYXM