5 games like Baldur’s Gate 3, but without turn-based combat

Baldur’s Gate 3 is a huge hit on Steam and GOG. The game excites hundreds of thousands of players, but we often read here on MeinMMO: the turn-based system kills the interest of many potential fans. That’s why we present to you here 5 alternative games for people who like Baldur’s Gate 3, but don’t want to play turn-based combat.

What’s going on with Baldur’s Gate 3?

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What kind of games are these? Turns belong to D&D because some activities with pen and paper can’t be solved any other way. But on PC or console, it could be.

Baldur’s Gate 3 is currently the game everyone is talking about and one of the biggest hits of 2023. With our alternatives here, we present to you 5 games that capture the spirit of role-playing games like Baldur’s Gate, but can do without turns.

This means: instead of always taking a turn and finishing your round, everything happens more or less simultaneously. The play style remains very similar to that of Baldur’s Gate 3.

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Launch Trailer for the Role-playing Game Baldur’s Gate 3

1. Pathfinder: Wrath of the Righteous

Pathfinder is based on the ruleset of the same name, which itself is already a derivative of Dungeons & Dragons. You will find the greatest similarity to Baldur’s Gate among all our mentioned alternatives.

Wrath of the Righteous is the second part from the studio Owlcat and was released in 2021 as the RPG hit of the year. The game is one of the best RPGs on Steam and in the GameStar test Wrath of the Righteous received a strong rating of 91.

You start the game as an adventurer with little memory and become stronger on your journey, gaining legendary powers and discovering who and what you actually are – and what your destiny is.

Pathfinder is significantly more complex than Baldur’s Gate with many more classes, an additional travel system, and time pressure in the missions. Expect several hours before you really find your way around. You can play in real-time or in turns.

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Pathfinder: Wrath of the Righteous – The Trailer for the Role-Playing Hit

2. Dragon Age: Origins

Origins is the first part of the famous Dragon Age series and for our editor Benedict Grothaus one of the best games of all time. The fantasy epic revolves around the fictional world of Thedas, and you fight there as a Warden against “the evil” – broadly speaking.

Compared to Baldur’s Gate, fewer classes are available to you, but romances and personal development are at least equally central.

For all interested, Dragon Age also has a series on Netflix:

More on the topic
If you have 3 hours to spare, you should definitely watch Dragon Age: Absolution on Netflix
von Benedict Grothaus

The first part of the series, Origins, follows an isometric perspective like Baldur’s Gate 3. Dragon Age 2 and Inquisition are more stylistically oriented towards fantasy games like Witcher or Skyrim.

Dragon Age: Origins does not have a true turn-based mode, only real-time. However, you can pause it optionally to plan turns if you wish.

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Dragon Age: Origins – The Trailer for the Role-Playing Classic

3. Pillars of Eternity

Pillars of Eternity relies, like Baldur’s Gate 3, on a more complex combination of races and classes. You control a small group through tasks, adventures, and dungeons in search of an answer to what the gods actually have a problem with.

The game comes from the studio Obsidian, which became famous for the Fallout series. Accordingly, the style and humor strongly resemble the early Fallout titles. In 2018, a second part of the series was released, which received a rating of 90 from GamePro.

The studio is currently working on Avowed, a new RPG in the same universe, which is set to be released in 2024.

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Pillars of Eternity: The Trailer for the RPG

4. Dragon’s Dogma: Dark Arisen

Fancy dragons? Then you should check out Dragon’s Dogma, even if the beginning may seem a bit daunting: a dragon steals your heart, which doesn’t kill you but transforms you.

As a kind of undead (under another name), you gather people to defeat the dragon and thus stop the apocalypse. Just something you have to do on a Friday afternoon.

What makes Dragon’s Dogma so special is the pawn system. You can “train” your companions and make them available to other players via an online function. Conversely, you can also borrow pawns from others.

The series has evolved over the years. With Dragon’s Dogma Online there was an MMORPG that fans are currently reviving and Dragon’s Dogma 2 is currently in development.

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Dragon’s Dogma: Dark Arisen – The Official Trailer

5. Star Wars: Knights of the Old Republic

As a little alternative to the fantasy games in this series, we present to you one of the older Star Wars games. Knights of the Old Republic is one of the first RPGs in the SW universe.

Behind Star Wars: KotOR is BioWare, one of the most well-known RPG studios. Although only 3 classes are available to you, you continue to develop your character over the entire game.

You decide whether you want to stand on the light or the dark side of the Force and can even influence your companions accordingly. The combat system works with lightsabers and blasters, similar to Dragon Age, either directly or with pauses.

For fans of the series: in the sequel KotOR 2, you can even build your own lightsaber from parts. The Old Republic also exists as an MMORPG and is still successful today.

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Star Wars: Knights of the Old Republic – The trailer for the remake on PS5

Strictly speaking, CRPGs without a turn-based system are no longer really CRPGs, but only RPGs. The genre has evolved over the years and the role-playing games with real-time combat have increasingly become action RPGs.

The most well-known representative of these “new” RPGs is Diablo. If you are now in the mood for the hype surrounding Baldur’s Gate 3 but need more action, you have access to the latest installment in the series with Diablo 4:

Diablo 4 receives a lot of criticism after 1 month, but the developers are already working on solutions

This is an AI-powered translation. Some inaccuracies might exist.

WoW: Fyrakks Wrath is coming soon – Patch 10.1.7 will arrive in September

The next patch for World of Warcraft is slowly getting ready. Fresh content will be available on the Dragon Isles again in September.

With Dragonflight, World of Warcraft strives to regularly present new content to players. However, even the last heroes have already mastered the mega-dungeon “Twilight of Eternity” multiple times and have earned many rewards from the time rifts. The first hunger for new content is beginning to rise again – and Blizzard is already revealing the release date for Patch 10.1.7: Incarnation of Wrath.

When is Patch 10.1.7 coming out? The release date for Patch 10.1.7 is September 6, 2023. So it will take about another month. As usual, the update will be released in America a day earlier, as maintenance there takes place on Tuesday instead of Wednesday.

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WoW Cinematic: Nozdormu sees the rise of the Eternals in a vision

What’s included in Patch 10.1.7? It should not be forgotten that this patch is just a small update. Therefore, one should not expect a new area or new raids. However, some highlights of the patch are:

  • Night elves and undead receive their traditional equipment along with an interesting questline.
  • There are new world events called Dream Leaps.
  • The mega-dungeon “Twilight of Eternity” appears on heroic difficulty and is divided into 2 parts. This allows even more casual heroes to enjoy the story.
  • The questline for the reforge of Tyr continues.
  • The Brewfest and the Hollow’s End will be updated with new quests and new rewards.

What comes next? After Patch 10.1.7, the next big update, Patch 10.2, will inevitably follow. Although details are still very scarce, we already know that it will likely go into the Emerald Dream – this was already found out during the Dragonflight beta through data mining.

This will come with a new area and a new raid.

From a story perspective, this would also fit well, as Fyrakk is likely to begin his attack on Amirdrassil – the freshly planted World Tree, which has been taking root for a few months and could possibly become the new homeland of the night elves.

As soon as there is more information about the future of World of Warcraft, we will report on it.

In WoW, 5 classes are now drastically nerfed – the “God Comp” is dead.

This is an AI-powered translation. Some inaccuracies might exist.

Why newcomers should avoid multi-classing in Baldur’s Gate 3 and when it makes sense

Baldur’s Gate 3 offers a fantastic feature that allows you to give your character a profile. However, you might want to avoid using it, at least as a beginner. MeinMMO editor and D&D expert Sophia Weiß explains why. 

Baldur’s Gate 3 allows your creativity to flow when it comes to your player character: whether it’s the selection of 11 races and 12 different classes, some of which even offer multiple subclasses. Our overview Baldur’s Gate 3: All 12 Classes and 11 Races at a Glance – Which One Suits You? provides you with a comprehensive overview of all character options. 

If that’s not enough, you also have the option to “multiclass” your character. What this is, how it works, and whether it’s really a good idea for every player in their first run, we will reveal here. 

What is Multiclassing? 

Multiclassing refers to when a player gives their character levels not just in one class, but in two or even more.

This could be a rogue like Astarion, who later “multiclasses” into a paladin and a druid. Depending on how many levels the character gains in each class, they can acquire more or fewer features from each class. 

A Thought Experiment: If the player gives the companion Astarion, one of the playable characters, a new rogue level at each level-up for five levels, the character will have all rogue abilities up to level five. 

However, if another class is chosen at the next level-up, Astarion will now have access to the abilities of the new class at level one. 

In the mentioned example, this means that Astarion has received

This is an AI-powered translation. Some inaccuracies might exist.

3 Keyboard shortcuts and hotkeys for Baldur’s Gate 3 that will make your life much easier

Baldur’s Gate 3 is a relatively complicated game that reveals little about itself. You have to try things out for yourself and improve through the learning effect, not only in combat but also with the controls. We will show you 3 hotkeys for PC that you should know on your journeys.

What are hotkeys? On PC, there are shortcuts known as hotkeys. These are key combinations that allow you to perform actions faster that usually require multiple mouse clicks. Well-known examples are CTRL + V or + C – copy and paste.

In Baldur’s Gate 3, there are also such shortcuts that allow you to execute commands and lead your party better. These shortcuts that we are about to show you were found by ingenious Reddit users, who are now meant to make your life easier.

Are you looking for tips for Baldur’s Gate 3? Then we have the suitable video for you:

Start video
5 helpful tips for Baldur’s Gate 3

Shift + C

What can the command do? With Shift + C you and your entire party of companions can switch to stealth mode. In this mode, you make little noise. Additionally, you can surprise your opponents in combat and attack them from ambush, as ideally they do not see you coming.

F1 to F4

What can the command do? With F1 to F4 you can switch between your companions in the party to react faster in critical situations.

G

What can the command do? With G you can split your group or bring them back together. This can be especially useful in fights or when scouting areas, as it prevents you from sending all companions into critical situations.

If you are engaged in a fight with 2 players, your separated members could support from ambush, thus having an “unfair” advantage over your enemies.

But not only shortcuts can help you in Baldur’s Gate 3. There are countless ways to approach the game. Our MeinMMO editor Benedict Grothaus reveals where you can get a burning sword right at the start of your journey; you just need to be clever or cowardly.

Baldur’s Gate 3: The best weapon for level 1 can be found right at the beginning if you are clever – or cowardly

This is an AI-powered translation. Some inaccuracies might exist.

You can get the €60 title Baldur’s Gate 3 for free – if you are creative enough

Baldur’s Gate 3 is currently on everyone’s lips. The game is not only a huge success on Steam but also on Twitch and Co. Everyone is talking about the role-playing game. If you don’t own the game yet, GOG gives you the chance to win a key in a competition. But you have to hurry.

How does the competition work? The gaming platform GOG is collaborating with Larian Studios and is giving away 10 keys for the new Baldur’s Gate 3. However, you not only have to follow and like, but you also need to stretch your creative muscles and compete against other participants.

  • You must follow GOGcom on Twitter/Facebook
  • Under the competition post, you need to compose a verse that tells about the adventures or feats of a character from Baldur’s Gate 3
  • The 10 most unique and creative verses will be rewarded with a GOG key for the game
  • But you must hurry: The action lasts only until 09.08.2023 at 15:00

If you win, we have some tips for you:

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5 helpful tips for Baldur’s Gate 3

What are the other requirements? To participate in the competition, you must be over 18 years old, and the verse must be written in English. You can find the complete rules for participation here.

Even if you do not participate, you can at least check out the various verses from users under the Twitter post. From creative to – let’s say – “unique”, everything is there.

Baldur’s Gate 3 is more than just present on Twitch:

Baldur’s Gate 3 is number 1 on Twitch, turning roleplayers into stars: One even is an NPC in the game

This kind of competition is definitely more exciting than the classic follow and like. Are you excited to participate or are you even participating? Then feel free to write your verses in the comments.

If you are just getting started or want to dive into Baldur’s Gate 3, then this level guide is worth a look:

Baldur’s Gate 3: What to do when leveling up? Tips for leveling

This is an AI-powered translation. Some inaccuracies might exist.

Baldur’s Gate 3: You can find the best weapon for Level 1 right at the beginning if you are smart – Or cowardly

In Baldur’s Gate 3 there are hundreds of weapons, most of which you will probably sell to a merchant somewhere. However, you will certainly carry at least one sword for a while, as you find it right at the beginning.

What kind of weapon is it?

  • The “Everburn Blade” is a two-handed greatsword.
  • The sword is particularly strong at the beginning: it adds an additional 1d4 fire damage to the 2d6 slashing damage of the sword itself.
  • To get the blade, you need to overcome a tough opponent right from the start.

What makes the sword so strong? The Everburn Blade is ideal for paladins, barbarians, or fighters, who are particularly the best class for beginners. The fire damage is a strong bonus.

Because some opponents, such as tree creatures, are resistant to slashing damage – but vulnerable to fire damage, giving the blade an advantage over other greatswords. It is also an ideal weapon for Lae’zel at the beginning – one of the playable characters or a companion for your group.

Lae’zel is not only a fighter and can use greatswords well, but she is also a Githyanki. Githyanki are always proficient with greatswords, which is why Lae’zel can always use the weapon, even if you assign her a different class.

Start video
The best class for beginners in Baldur’s Gate 3

How to get the Everburn Blade – Here’s how

You get the blade from Commander Zhalk in the Nautiloid, right at the beginning. The devilish commander fights against a mind flayer, who orders you to flee.

The editor-in-chief of GameStar.de and our colleague Heiko Klinge has described an interesting strategy in his guide to the Everburn Blade – which can be called cowardly since one plays it safe by saving:

  • you let the flayer fight against the commander
  • whenever the flayer hits, but the devil does not, you use the quick save function (F5)
  • if the mind flayer is hit, but the commander is not, you reload (F8)

This method of “Save Scumming” is, however, extremely time-consuming. There is an easier way to get the sword:

  • you use the “Command” spell to command the commander to drop the weapon
Baldur's Gate 3 Devil Sword Fight

You can prepare the spell yourself if you play as a wizard or cleric. Alternatively, you can free Shadowheart, who waits for you in a nearby room.

How to free Shadowheart

You will find the key to her prison, a rune, on a corpse right next to Shadowheart’s capsule. Here you will find a detailed guide.

That’s it. You can then simply pick up the Everburn Blade and run away. Or you can blow up the two opponents with barrels for a nice chunk of XP, which is optional.

The Everburn Blade will probably accompany you for a few hours, but you will find better or equally ranked weapons relatively early in the game. Every +1 greatsword is already comparable against most opponents. And at the latest, when you find the bark from the Sussur tree, you can forge a better greatsword for your fighter.

Alternatively, you can simply finish the game after you have escaped from the Nautiloid:

If you really mess up, you can finish Baldur’s Gate 3 shortly after the tutorial

This is an AI-powered translation. Some inaccuracies might exist.

Pokémon GO: Spotlight Hour today with Paras and strong Stardust bonus

In Pokémon GO there is a Spotlight Hour with Paras today, on August 8, 2023. We at MeinMMO will show you when the short event runs, what bonus there is, and if you can meet a Shiny with some luck.

What is the Spotlight Hour? Every Tuesday, Pokémon GO hosts a one-hour event where a previously determined Pokémon takes center stage. You can find it more frequently in the wild. The whole thing is accompanied by a special bonus that enhances the event.

Today, everything during this time will revolve around the Bug and Grass Pokémon Paras. What bonus it brings you and whether it’s worth it, we have summarized for you below.

Spotlight Hour on August 8 – Start, Shiny & Bonuses

When does the event start? As you already know from the Spotlight Hours, it will also start today at 6:00 PM local time. After one hour, at 7:00 PM, everything will be over again.

What bonuses are there? During the Spotlight Hour, you will find wild Paras at seemingly every corner of the game. If you use incense, you can attract even more specimens. There is also a Stardust bonus. You will receive double the amount of Stardust when catching.

The Spotlight Hour with Paras is the second one in August. We will show you which ones will follow in the subsequent article:

More on the topic
Pokémon GO: All Spotlight Hours in August 2023 and their Bonuses
von Franzi Korittke

Is there a Shiny Paras? Yes, with some luck you can encounter a shiny Paras. However, note that the Shiny chance is not additionally increased during the event. How Paras looks as a Shiny can be seen in the following image:

Pokémon-GO-Shiny-Paras-Parasek
Paras and Parasect normal (left) and as Shiny (right)

Is the Spotlight Hour with Paras worth it? As attackers, you can disregard Paras and its evolution, as they are not very strong. However, during the Spotlight Hour with the Bug and Grass Pokémon, you have the opportunity to farm plenty of Stardust.

This is mainly because Paras is one of the 22 monsters in the game that generally provide more Stardust. Normally, you receive 500 Stardust per catch. With a corresponding weather boost and Stardust items, you can even get up to 938 per catch. The additional event bonus will then double this yield.

It can definitely be worth it to light an incense and go outside to secure plenty of specimens. This way you can significantly boost your stock.

Will you take advantage of the Spotlight Hour with Paras today? Let us know in the comments here on MeinMMO.

In the coming weeks, there is still a lot to come in Pokémon GO. We will show you all events in August and which ones are especially worth it.

This is an AI-powered translation. Some inaccuracies might exist.

Diablo 4: Patch 1.1.1 fixes one of the biggest issues of the game – Patch notes overview

Necromancer

Skills

  • Enhanced Bone Spirit
    • Cooldown reduction increased from 6 to 7 seconds.

Paragon

  • Wither Legendary Board
    • Willpower requirement for bonuses reduced from 50 to 40.
    • Bonus damage per 40 Willpower increased from 2.5% to 4%.

Legendaries

  • Aspect of Empowering Reaper
    • Damaging enemies with Sever has a 10-20% chance to spawn a pool of Blight under the target that deals 20-60% bonus damage. This effect can only happen once every 3 seconds.
  • Aspect of Exposed Flesh
    • Lucky Hit: Up to a 10% chance to generate 30-50 Essence when hitting a Vulnerable enemy.
  • Aspect of Decay
    • Damage increased from 20-40% to 25-45%.
  • Aspect of Torment
    • Essence Regeneration increased from 20-30% to 90-170%.
  • Hulking Aspect
    • Legendary category changed from Resource to Utility.
    • Chance for Golem to reduce its cooldown increased from 1-4% to 2-5%.
    • Chance to Golem to spawn a corpse increased from 0.5-2% to 1-2.5%.

Uniques

  • Greaves of the Empty Tomb
    • Intelligence affix replaced with Bonus Movement Speed.
  • Minions

    • The following attacks now deal reduced damage to Druid Companions and Necromancer Minions:
      • Balrog
        • Fire Breath
      • Elite Affixes
        • Fire Enchanted
        • Electrified Obelisks
        • Shock Lance

GAMEPLAY UPDATES

Monster Density

We are increasing monster density in Nightmare Dungeons and in Helltide.

  • Bosses above Level 60 will have more health. Examples:
    • Bosses at Level 60 and below remain unchanged.
    • Bosses at Level 80 have 50% increased health.
    • Bosses at Level 100 have 100% increased health.
    • Bosses at Level 120 have 120% increased health.
    • Bosses at Level 150 and above have 150% increased health.

Bosses and Events

Developer’s Note: We are making adjustments to the health values of high-level boss monsters.

  • Level 35 and higher boss monsters will now have a 100% chance to drop a Legendary item.
  • Treasure Goblins now have an increased Legendary item drop chance from Level 6-14 and guarantee a Legendary item drop starting at Level 15.
  • Legion Events are now more rewarding and guarantee a Legendary item drop starting at level 35.

General

  • We have made multiple improvements on how damage and other effects interact with active barriers.
    • Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers.
      • Ex: The Exploit Paragon Glyph will now apply Vulnerable to enemies that have an active barrier.
    • Cheat death effects will now work properly when the player has an active barrier.
    • This also affects PvP play.
  • Varshan will now break through any Bone Wall segments he dashes through.
  • The cost for refunding Skill and Paragon Points has been reduced. The reduction starts small at lower Levels and hits a maximum of 40% at Level 100.
    • Ex: Level 50 – 12%, Level 60 – 18%, Level 70 – 24%, Level 80 – 30%.
  • We’ve increased the stack limit for Elixirs from 20 to 99.
  • An additional Stash Tab can now be purchased at the Stash with gold.
  • We have restored the cast time for Leave Dungeon back to 3 seconds.

Developer’s Note: Leave Dungeon ability was being used as another method of easy escape from danger in dungeons, particularly for Hardcore players. However, we recognize that this is outweighed by the downside of the game feeling less responsive. We’ve heard your feedback, and are reversing this change.

  • The following Nightmare Dungeon affixes have been removed:
    • Resource Burn
    • Backstabbers
    • Empowered Elites (Cold Enchanted)

Malignant Hearts

  • Caged Heart of Spellbreaking
    • Changed to: Upon taking Elemental Damage, gain 10-20% Damage Reduction for 5 seconds.

Generic Unique Items

  • Temerity
    • + All Stats affix replaced with Max Life.
    • Barrier is now based on maximum Life.
    • Now properly accounted by conditions checking for the player having a Barrier.

BUG FIXES

Accessibility

  • Screen Reader support for reading class icons has been added.
  • Fixed an issue where the Screen Reader wouldn’t read out capitalized, accented letters, or special characters.

Cooperative Play

  • Fixed an issue where progression in the Final Straw quest could be blocked during Co-op play.
  • Fixed an issue where only the first player could activate Points of Interest during Co-op play.
  • Fixed an issue where using a Town Portal while attempting to enter a dungeon would cause both players to get stuck during Local Co-Op play.
  • Fixed an issue where follower NPCs could not function properly in scenarios where players were mounted during Local Co-Op play.
  • Fixed an issue where the quest progress tracker of other players wouldn’t display properly in certain situations during Local Co-Op play.
  • Fixed an issue where the Season Info would not properly display when Player 2 created a new character during Local Co-Op play.
  • Fixed an issue where a player engaged in conversation with an NPC would see a black screen if another player in their party teleported away.

Dungeons

  • Fixed an issue where progression in the Seaside Decent Dungeon could be blocked when the Butcher or a Treasure Goblin spawned behind the barrier.
  • Fixed an issue where the Determination malignant power wouldn’t function against the Resource Burn affix for Nightmare Dungeons.
  • Fixed an issue where the Resource Burn affix for Nightmare Dungeons was applying from close enemies and not just distant enemies.
  • Fixed an issue where the Boss in the Den of the Blighted could be damaged through the fog wall.
  • Critters, non-combative creatures,in Nightmare Dungeons with the Death Pulse affix will no longer explode on death (this explosion was never dealing damage).
  • Fixed an issue where players could leave their Party after dying in a Nightmare dungeon, re-enter their party, and then re-enter the dungeon and not have their revives count towards the Dungeon’s revive cap.
  • Fixed an issue where Animus carriers killed before the Animus objective was triggered would not drop Animus, blocking dungeon progression.
  • Fixed an issue where the Reset Dungeon button often malfunctioned.
  • Fixed an issue where Keeper Xor’lim sometimes would not drop Garan’s Key in the Garan Hold Nightmare Dungeon.

Gameplay

Barbarian

  • Fixed an issue where Charge didn’t carry all enemies hit along with the Barbarian.
  • Fixed an issue where Lunging Strike could cause the player character to get stuck under the ground.
  • Fixed an issue where the bonus Critical Strike chance granted by the Focused Rage malignant power could be consumed by non-combat skills.
  • Fixed an issue where the Aspect of Berserk Ripping wouldn’t cause targets to bleed when Berserking.

Druid

  • The tooltip for the Moonrage malignant power now also communicates the power’s additional Lucky Hit chance of spawning a wolf when damaging a boss.
    • This tooltip now properly communicates that it grants +3 ranks to Wolves.
  • Fixed an issue where Call of the Wild and Aspect of the Stampede were not properly affecting the passive portions of Companion skills and the active portion of Wolves.

Necromancer

  • Fixed an issue that caused more Blood Orbs than intended to be active at the same time. Blood Orbs now function like Crackling Energy in that they cap at 30.
  • Fixed an issue where guaranteed Overpower attacks from the Rathma’s Vigor key passive were not benefiting from the Paragon Legendary Node Bloodbath.
  • Fixed an issue where the automatic Corpse Explosion casts from the Sacrilegious malignant power could ignore the damage reducing effect from the power when using unenhanced Corpse Explosion.
  • Fixed an issue where the Untimely Death aspect only increased Overpower damage on the Blood Lance that was cast and not other lanced targets.
  • Fixed an issue where when the Decrepit Aura Malignant Power was equipped twice, the power with the lowest number of near enemies required to activate was not the one that would trigger.
  • Fixed an issue where shields held by a Necromancer would cover their face in loading screens.
  • Fixed an issue where the Necromancer’s Imperfectly Balanced passive could only have 1 point allocated to it.
  • Fixed an issue where the Decrepit Aura malignant power wouldn’t trigger when mounted.

Rogue

  • Fixed an issue where Poison Trap could be infinitely cast without spending Energy by using the Concealment skill near zone transition areas.
  • Fixed an issue where the Shadow clone’s taunt effect from the Trickery malignant power could Taunt other players in PvP, and the taunt was not breakable by Unstoppable effects.

Sorcerer

  • Fixed an issue where the Elemental Dominance passive didn’t function correctly when using Core and Mastery skills that dealt Damage over Time.
    • Ex: A meteor cast at above 50 mana that would take you under 50 mana would not get the full damage bonus.
  • Fixed an issue where the Omnipower Malignant Power wouldn’t properly consume additional mana, which would then not trigger other interactions with additional resource consumption.
    • Ex: the damage reduction from the Mana Shield passive.
  • Fixed an issue where the Omnipower malignant power was inconsistently launching the appropriate number of projectiles. In addition, the tooltip has been updated to better describe the power.

Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix.

  • Fixed an issue where the effects from the Dark Dance malignant power would reset the Align the Elements passive.
  • Fixed an issue where the random location teleport effect from The Oculus could cause players to get stuck in the environment.

General

  • Fixed an issue where the speed increase from the Spur skill while mounted was slower on Controller than Keyboard and Mouse.
  • Fixed an issue where Invasion portals spawned during certain Helltide events could be pushed off screen with Fear effects.
  • Fixed an issue where Paragon Rare Nodes would sometimes not provide bonuses with stat-boosting gear.
  • Fixed an issue where continuously enchanting an item could result in having the same stat show repeatedly in subsequent re-rolls.
  • Fixed an issue where post-death damaging effects ignored the damage reduction from stats of close or distant enemies.
  • Fixed an issue where mounting your steed while moving would behave erratically when playing on console.

Monsters

  • Fixed an issue where Elite enemies with the Teleporter affix could teleport from off-screen and deal excessive damage.
  • Fixed an issue where Tusked Charger enemies could still damage the player after dying.
  • Fixed an issue where the Corpse Spawn enemy wouldn’t attack the player.
  • Fixed an issue where the Mahjoob monster was more difficult to defeat than intended.

Quests

  • Fixed an issue where progression would be blocked during the Reject the Mother quest if the player left the game and came back.
  • Fixed an issue where Quest objectives could be missed while mounted during the Desperate Remedies quest.
  • Fixed an issue where the Fury Against Fate quest could have its progression blocked.
  • Fixed an issue where the Quest tracker pin would not be visible outside of the zone where the Ruins of Faith quest was located.
  • Fixed an issue where the Gore-soaked barricade could become indestructible after exiting and returning to the Cellar during the Fury Against Fate quest.
  • Fixed an issue where players could repeatedly fight Varshan during the final Seasonal quest by resetting the Dungeon where he spawns.

Season of the Malignant

  • Fixed an issue where the Prudent Heart malignant power would not trigger while mounted.
  • Fixed an issue where the Dark Dance malignant power could behave as if the player was damaging themselves, which could apply other effects that occur when the player deals damage.
  • Fixed an issue where the Invoker of Varshan recipe could be lost.
    • For any player that lost the recipe, it can be acquired from any malignant kill after the seasonal quest line has been completed.
  • Fixed an issue where the Barber malignant power would absorb damage from all other players and not just the player with it equipped.
  • Fixed an issue where the Urn of Bargaining season blessing was increasing the enchant costs for items.
  • Fixed an issue where the Dark Dance Malignant Heart could kill the player. It will no longer consume life if the player does not have enough life to pay.
  • Fixed an issue where effects that build up from dealing damage, such as Rogue’s Inner Sight, wouldn’t properly build up while the effect from the Barber Malignant Heart was active.

Shop and Battle Pass

  • Fixed an issue where the Arise emote’s visual effects wouldn’t appear when playing on low graphical settings.
  • Fixed an issue where the Dagger Tap emote for Rogue from the Battle Pass would lock player movement for its duration.
  • Fixed an issue where the female Necromancer animation for the Cage Puppetry emote had visual errors in the preview.
  • Fixed an issue where the Phantasm Walker cosmetic set had multiple visual errors, such as clipping.

UI

  • Fixed an issue where text was missing when speaking to Kres during the Tangled Memories quest.
  • Fixed an issue where the subtitles during the Light Extinguished quest were out of sync with the voiced dialogue.
  • Fixed an issue where the tooltip would show the wrong name for Wrathful Malignant Hearts when equipping two rings with the heart socketed in it.
  • Fixed multiple issues with text description inconsistency in Shop Bundles.
  • Fixed an issue where the Scroll of Amnesia tooltip referenced stat points instead of Paragon Points.
  • Fixed an issue where the tooltips for the Social and Miscellaneous tabs in the action wheel were mismatched.
  • Fixed an issue where the tooltip for Battlepass emotes would erroneously describe the Emotes as Shop emotes instead of Seasonal emotes.
  • Fixed an issue where the Coldiron Aegis displayed as supporting all classes, even though not all classes can use shields.
  • Fixed an issue where the timer for Whispers could display incorrectly.
  • Fixed an issue where the Stele of Velkhova and Hero Overwhelmed headstones were missing names in the Wardrobe.
  • Fixed multiple Localization issues.
  • Fixed an issue where the button highlights for controller would disappear after dismissing the Buy More Platinum prompt while navigating the Battle Pass menu.
  • Fixed an issue where The Hero list could not be re-ordered.
  • Fixed an issue where the player’s displayed death marker on the minimap was inaccurate compared to where their corpse was.
  • Fixed an issue where the quest markers would display incorrectly if the player left the area and returned during the Answers in the Ashes quest.
  • Fixed an issue where Mount Armor and Trophies wouldn’t update when selecting other Mounts in the Stable Master Vendor menu.
  • Fixed an issue where controller button highlights could disappear in the Stablemaster’s menu.
  • Fixed an issue where the Battle Pass interface would not properly navigate to the appropriate tier after tier skipping.
  • Fixed an issue where the Die! Emote from the battle pass displayed its name incorrectly.

Miscellaneous

  • Fixed an issue where the Reins of the Bloody steed would reappear in the Stablemaster’s menu after it was already acquired.
  • Fixed an issue where opening multiple Clan Profile windows would cause a crash.
  • Fixed an issue where a certain Necromancer hairstyle would intersect the character’s neck in cutscenes.
  • Fixed an issue where Audio from Cormond could be heard even if the player was far away from him during the Enter the Forest Clearing quest step.
  • Fixed an issue where the weather effect and map color change to denote Helltide would persist after Helltide ended.
  • Fixed an issue where skipping the initial cutscene after creating a new character could cause a crash.
  • Fixed an issue where the Bloody Liquid Steed was not always rewarded after defeating Echo of Lilith.
  • Various other visual, stability, and performance improvements for all platforms.

What do you think of the changes that Blizzard has implemented with Patch 1.1.1? Are they appropriate and do they improve your experience in Diablo 4, or is the Wizard or Barbarian still so weak that you wouldn’t even touch him? Let us know in the comments!

Diablo 4: Players criticize world boss times, joking about quitting their jobs and leaving partners

  • Greaves of the Empty Tomb
    • Intelligence affix replaced with Bonus Movement Speed.
  • Minions

    • The following attacks now deal reduced damage to Druid Companions and Necromancer Minions:
      • Balrog
        • Fire Breath
      • Elite Affixes
        • Fire Enchanted
        • Electrified Obelisks
        • Shock Lance

      GAMEPLAY UPDATES

      Monster Density

      We are increasing monster density in Nightmare Dungeons and in Helltide.

      • Bosses above Level 60 will have more health. Examples:
        • Bosses at Level 60 and below remain unchanged.
        • Bosses at Level 80 have 50% increased health.
        • Bosses at Level 100 have 100% increased health.
        • Bosses at Level 120 have 120% increased health.
        • Bosses at Level 150 and above have 150% increased health.

      Bosses and Events

      Developer’s Note: We are making adjustments to the health values of high-level boss monsters.

      • Level 35 and higher boss monsters will now have a 100% chance to drop a Legendary item.
      • Treasure Goblins now have an increased Legendary item drop chance from Level 6-14 and guarantee a Legendary item drop starting at Level 15.
      • Legion Events are now more rewarding and guarantee a Legendary item drop starting at level 35.

      General

      • We have made multiple improvements on how damage and other effects interact with active barriers.
        • Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers.
          • Ex: The Exploit Paragon Glyph will now apply Vulnerable to enemies that have an active barrier.
        • Cheat death effects will now work properly when the player has an active barrier.
        • This also affects PvP play.
      • Varshan will now break through any Bone Wall segments he dashes through.
      • The cost for refunding Skill and Paragon Points has been reduced. The reduction starts small at lower Levels and hits a maximum of 40% at Level 100.
        • Ex: Level 50 – 12%, Level 60 – 18%, Level 70 – 24%, Level 80 – 30%.
      • We’ve increased the stack limit for Elixirs from 20 to 99.
      • An additional Stash Tab can now be purchased at the Stash with gold.
      • We have restored the cast time for Leave Dungeon back to 3 seconds.

      Developer’s Note: Leave Dungeon ability was being used as another method of easy escape from danger in dungeons, particularly for Hardcore players. However, we recognize that this is outweighed by the downside of the game feeling less responsive. We’ve heard your feedback, and are reversing this change.

      • The following Nightmare Dungeon affixes have been removed:
        • Resource Burn
        • Backstabbers
        • Empowered Elites (Cold Enchanted)

      Malignant Hearts

      • Caged Heart of Spellbreaking
        • Changed to: Upon taking Elemental Damage, gain 10-20% Damage Reduction for 5 seconds.

      Generic Unique Items

      • Temerity
        • + All Stats affix replaced with Max Life.
        • Barrier is now based on maximum Life.
        • Now properly accounted by conditions checking for the player having a Barrier.

      BUG FIXES

      Accessibility

      • Screen Reader support for reading class icons has been added.
      • Fixed an issue where the Screen Reader wouldn’t read out capitalized, accented letters, or special characters.

      Cooperative Play

      • Fixed an issue where progression in the Final Straw quest could be blocked during Co-op play.
      • Fixed an issue where only the first player could activate Points of Interest during Co-op play.
      • Fixed an issue where using a Town Portal while attempting to enter a dungeon would cause both players to get stuck during Local Co-Op play.
      • Fixed an issue where follower NPCs could not function properly in scenarios where players were mounted during Local Co-Op play.
      • Fixed an issue where the quest progress tracker of other players wouldn’t display properly in certain situations during Local Co-Op play.
      • Fixed an issue where the Season Info would not properly display when Player 2 created a new character during Local Co-Op play.
      • Fixed an issue where a player engaged in conversation with an NPC would see a black screen if another player in their party teleported away.

      Dungeons

      • Fixed an issue where progression in the Seaside Decent Dungeon could be blocked when the Butcher or a Treasure Goblin spawned behind the barrier.
      • Fixed an issue where the Determination malignant power wouldn’t function against the Resource Burn affix for Nightmare Dungeons.
      • Fixed an issue where the Resource Burn affix for Nightmare Dungeons was applying from close enemies and not just distant enemies.
      • Fixed an issue where the Boss in the Den of the Blighted could be damaged through the fog wall.
      • Critters, non-combative creatures,in Nightmare Dungeons with the Death Pulse affix will no longer explode on death (this explosion was never dealing damage).
      • Fixed an issue where players could leave their Party after dying in a Nightmare dungeon, re-enter their party, and then re-enter the dungeon and not have their revives count towards the Dungeon’s revive cap.
      • Fixed an issue where Animus carriers killed before the Animus objective was triggered would not drop Animus, blocking dungeon progression.
      • Fixed an issue where the Reset Dungeon button often malfunctioned.
      • Fixed an issue where Keeper Xor’lim sometimes would not drop Garan’s Key in the Garan Hold Nightmare Dungeon.

      Gameplay

      Barbarian

      • Fixed an issue where Charge didn’t carry all enemies hit along with the Barbarian.
      • Fixed an issue where Lunging Strike could cause the player character to get stuck under the ground.
      • Fixed an issue where the bonus Critical Strike chance granted by the Focused Rage malignant power could be consumed by non-combat skills.
      • Fixed an issue where the Aspect of Berserk Ripping wouldn’t cause targets to bleed when Berserking.

      Druid

      • The tooltip for the Moonrage malignant power now also communicates the power’s additional Lucky Hit chance of spawning a wolf when damaging a boss.
        • This tooltip now properly communicates that it grants +3 ranks to Wolves.
      • Fixed an issue where Call of the Wild and Aspect of the Stampede were not properly affecting the passive portions of Companion skills and the active portion of Wolves.

      Necromancer

      • Fixed an issue that caused more Blood Orbs than intended to be active at the same time. Blood Orbs now function like Crackling Energy in that they cap at 30.
      • Fixed an issue where guaranteed Overpower attacks from the Rathma’s Vigor key passive were not benefiting from the Paragon Legendary Node Bloodbath.
      • Fixed an issue where the automatic Corpse Explosion casts from the Sacrilegious malignant power could ignore the damage reducing effect from the power when using unenhanced Corpse Explosion.
      • Fixed an issue where the Untimely Death aspect only increased Overpower damage on the Blood Lance that was cast and not other lanced targets.
      • Fixed an issue where when the Decrepit Aura Malignant Power was equipped twice, the power with the lowest number of near enemies required to activate was not the one that would trigger.
      • Fixed an issue where shields held by a Necromancer would cover their face in loading screens.
      • Fixed an issue where the Necromancer’s Imperfectly Balanced passive could only have 1 point allocated to it.
      • Fixed an issue where the Decrepit Aura malignant power wouldn’t trigger when mounted.

      Rogue

      • Fixed an issue where Poison Trap could be infinitely cast without spending Energy by using the Concealment skill near zone transition areas.
      • Fixed an issue where the Shadow clone’s taunt effect from the Trickery malignant power could Taunt other players in PvP, and the taunt was not breakable by Unstoppable effects.

      Sorcerer

      • Fixed an issue where the Elemental Dominance passive didn’t function correctly when using Core and Mastery skills that dealt Damage over Time.
        • Ex: A meteor cast at above 50 mana that would take you under 50 mana would not get the full damage bonus.
      • Fixed an issue where the Omnipower Malignant Power wouldn’t properly consume additional mana, which would then not trigger other interactions with additional resource consumption.
        • Ex: the damage reduction from the Mana Shield passive.
      • Fixed an issue where the Omnipower malignant power was inconsistently launching the appropriate number of projectiles. In addition, the tooltip has been updated to better describe the power.

      Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix.

      • Fixed an issue where the effects from the Dark Dance malignant power would reset the Align the Elements passive.
      • Fixed an issue where the random location teleport effect from The Oculus could cause players to get stuck in the environment.

      General

      • Fixed an issue where the speed increase from the Spur skill while mounted was slower on Controller than Keyboard and Mouse.
      • Fixed an issue where Invasion portals spawned during certain Helltide events could be pushed off screen with Fear effects.
      • Fixed an issue where Paragon Rare Nodes would sometimes not provide bonuses with stat-boosting gear.
      • Fixed an issue where continuously enchanting an item could result in having the same stat show repeatedly in subsequent re-rolls.
      • Fixed an issue where post-death damaging effects ignored the damage reduction from stats of close or distant enemies.
      • Fixed an issue where mounting your steed while moving would behave erratically when playing on console.

      Monsters

      • Fixed an issue where Elite enemies with the Teleporter affix could teleport from off-screen and deal excessive damage.
      • Fixed an issue where Tusked Charger enemies could still damage the player after dying.
      • Fixed an issue where the Corpse Spawn enemy wouldn’t attack the player.
      • Fixed an issue where the Mahjoob monster was more difficult to defeat than intended.

      Quests

      • Fixed an issue where progression would be blocked during the Reject the Mother quest if the player left the game and came back.
      • Fixed an issue where Quest objectives could be missed while mounted during the Desperate Remedies quest.
      • Fixed an issue where the Fury Against Fate quest could have its progression blocked.
      • Fixed an issue where the Quest tracker pin would not be visible outside of the zone where the Ruins of Faith quest was located.
      • Fixed an issue where the Gore-soaked barricade could become indestructible after exiting and returning to the Cellar during the Fury Against Fate quest.
      • Fixed an issue where players could repeatedly fight Varshan during the final Seasonal quest by resetting the Dungeon where he spawns.

      Season of the Malignant

      • Fixed an issue where the Prudent Heart malignant power would not trigger while mounted.
      • Fixed an issue where the Dark Dance malignant power could behave as if the player was damaging themselves, which could apply other effects that occur when the player deals damage.
      • Fixed an issue where the Invoker of Varshan recipe could be lost.
        • For any player that lost the recipe, it can be acquired from any malignant kill after the seasonal quest line has been completed.
      • Fixed an issue where the Barber malignant power would absorb damage from all other players and not just the player with it equipped.
      • Fixed an issue where the Urn of Bargaining season blessing was increasing the enchant costs for items.
      • Fixed an issue where the Dark Dance Malignant Heart could kill the player. It will no longer consume life if the player does not have enough life to pay.
      • Fixed an issue where effects that build up from dealing damage, such as Rogue’s Inner Sight, wouldn’t properly build up while the effect from the Barber Malignant Heart was active.

      Shop and Battle Pass

      • Fixed an issue where the Arise emote’s visual effects wouldn’t appear when playing on low graphical settings.
      • Fixed an issue where the Dagger Tap emote for Rogue from the Battle Pass would lock player movement for its duration.
      • Fixed an issue where the female Necromancer animation for the Cage Puppetry emote had visual errors in the preview.
      • Fixed an issue where the Phantasm Walker cosmetic set had multiple visual errors, such as clipping.

      UI

      • Fixed an issue where text was missing when speaking to Kres during the Tangled Memories quest.
      • Fixed an issue where the subtitles during the Light Extinguished quest were out of sync with the voiced dialogue.
      • Fixed an issue where the tooltip would show the wrong name for Wrathful Malignant Hearts when equipping two rings with the heart socketed in it.
      • Fixed multiple issues with text description inconsistency in Shop Bundles.
      • Fixed an issue where the Scroll of Amnesia tooltip referenced stat points instead of Paragon Points.
      • Fixed an issue where the tooltips for the Social and Miscellaneous tabs in the action wheel were mismatched.
      • Fixed an issue where the tooltip for Battlepass emotes would erroneously describe the Emotes as Shop emotes instead of Seasonal emotes.
      • Fixed an issue where the Coldiron Aegis displayed as supporting all classes, even though not all classes can use shields.
      • Fixed an issue where the timer for Whispers could display incorrectly.
      • Fixed an issue where the Stele of Velkhova and Hero Overwhelmed headstones were missing names in the Wardrobe.
      • Fixed multiple Localization issues.
      • Fixed an issue where the button highlights for controller would disappear after dismissing the Buy More Platinum prompt while navigating the Battle Pass menu.
      • Fixed an issue where The Hero list could not be re-ordered.
      • Fixed an issue where the player’s displayed death marker on the minimap was inaccurate compared to where their corpse was.
      • Fixed an issue where the quest markers would display incorrectly if the player left the area and returned during the Answers in the Ashes quest.
      • Fixed an issue where Mount Armor and Trophies wouldn’t update when selecting other Mounts in the Stable Master Vendor menu.
      • Fixed an issue where controller button highlights could disappear in the Stablemaster’s menu.
      • Fixed an issue where the Battle Pass interface would not properly navigate to the appropriate tier after tier skipping.
      • Fixed an issue where the Die! Emote from the battle pass displayed its name incorrectly.

      Miscellaneous

      • Fixed an issue where the Reins of the Bloody steed would reappear in the Stablemaster’s menu after it was already acquired.
      • Fixed an issue where opening multiple Clan Profile windows would cause a crash.
      • Fixed an issue where a certain Necromancer hairstyle would intersect the character’s neck in cutscenes.
      • Fixed an issue where Audio from Cormond could be heard even if the player was far away from him during the Enter the Forest Clearing quest step.
      • Fixed an issue where the weather effect and map color change to denote Helltide would persist after Helltide ended.
      • Fixed an issue where skipping the initial cutscene after creating a new character could cause a crash.
      • Fixed an issue where the Bloody Liquid Steed was not always rewarded after defeating Echo of Lilith.
      • Various other visual, stability, and performance improvements for all platforms.

      What do you think of the changes that Blizzard has implemented with Patch 1.1.1? Are they appropriate and do they improve your experience in Diablo 4, or is the Wizard or Barbarian still so weak that you wouldn’t even touch him? Let us know in the comments!

      Diablo 4: Players criticize world boss times, joking about quitting their jobs and leaving partners

      Necromancer

      Skills

      • Enhanced Bone Spirit
        • Cooldown reduction increased from 6 to 7 seconds.

      Paragon

      • Wither Legendary Board
        • Willpower requirement for bonuses reduced from 50 to 40.
        • Bonus damage per 40 Willpower increased from 2.5% to 4%.

      Legendaries

      • Aspect of Empowering Reaper
        • Damaging enemies with Sever has a 10-20% chance to spawn a pool of Blight under the target that deals 20-60% bonus damage. This effect can only happen once every 3 seconds.
      • Aspect of Exposed Flesh
        • Lucky Hit: Up to a 10% chance to generate 30-50 Essence when hitting a Vulnerable enemy.
      • Aspect of Decay
        • Damage increased from 20-40% to 25-45%.
      • Aspect of Torment
        • Essence Regeneration increased from 20-30% to 90-170%.
      • Hulking Aspect
        • Legendary category changed from Resource to Utility.
        • Chance for Golem to reduce its cooldown increased from 1-4% to 2-5%.
        • Chance to Golem to spawn a corpse increased from 0.5-2% to 1-2.5%.

      Uniques

      • Greaves of the Empty Tomb
        • Intelligence affix replaced with Bonus Movement Speed.
      • Minions

        • The following attacks now deal reduced damage to Druid Companions and Necromancer Minions:
          • Balrog
            • Fire Breath
          • Elite Affixes
            • Fire Enchanted
            • Electrified Obelisks
            • Shock Lance

      GAMEPLAY UPDATES

      Monster Density

      We are increasing monster density in Nightmare Dungeons and in Helltide.

      • Bosses above Level 60 will have more health. Examples:
        • Bosses at Level 60 and below remain unchanged.
        • Bosses at Level 80 have 50% increased health.
        • Bosses at Level 100 have 100% increased health.
        • Bosses at Level 120 have 120% increased health.
        • Bosses at Level 150 and above have 150% increased health.

      Bosses and Events

      Developer’s Note: We are making adjustments to the health values of high-level boss monsters.

      • Level 35 and higher boss monsters will now have a 100% chance to drop a Legendary item.
      • Treasure Goblins now have an increased Legendary item drop chance from Level 6-14 and guarantee a Legendary item drop starting at Level 15.
      • Legion Events are now more rewarding and guarantee a Legendary item drop starting at level 35.

      General

      • We have made multiple improvements on how damage and other effects interact with active barriers.
        • Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers.
          • Ex: The Exploit Paragon Glyph will now apply Vulnerable to enemies that have an active barrier.
        • Cheat death effects will now work properly when the player has an active barrier.
        • This also affects PvP play.
      • Varshan will now break through any Bone Wall segments he dashes through.
      • The cost for refunding Skill and Paragon Points has been reduced. The reduction starts small at lower Levels and hits a maximum of 40% at Level 100.
        • Ex: Level 50 – 12%, Level 60 – 18%, Level 70 – 24%, Level 80 – 30%.
      • We’ve increased the stack limit for Elixirs from 20 to 99.
      • An additional Stash Tab can now be purchased at the Stash with gold.
      • We have restored the cast time for Leave Dungeon back to 3 seconds.

      Developer’s Note: Leave Dungeon ability was being used as another method of easy escape from danger in dungeons, particularly for Hardcore players. However, we recognize that this is outweighed by the downside of the game feeling less responsive. We’ve heard your feedback, and are reversing this change.

      • The following Nightmare Dungeon affixes have been removed:
        • Resource Burn
        • Backstabbers
        • Empowered Elites (Cold Enchanted)

      Malignant Hearts

      • Caged Heart of Spellbreaking
        • Changed to: Upon taking Elemental Damage, gain 10-20% Damage Reduction for 5 seconds.

      Generic Unique Items

      • Temerity
        • + All Stats affix replaced with Max Life.
        • Barrier is now based on maximum Life.
        • Now properly accounted by conditions checking for the player having a Barrier.

      BUG FIXES

      Accessibility

      • Screen Reader support for reading class icons has been added.
      • Fixed an issue where the Screen Reader wouldn’t read out capitalized, accented letters, or special characters.

      Cooperative Play

      • Fixed an issue where progression in the Final Straw quest could be blocked during Co-op play.
      • Fixed an issue where only the first player could activate Points of Interest during Co-op play.
      • Fixed an issue where using a Town Portal while attempting to enter a dungeon would cause both players to get stuck during Local Co-Op play.
      • Fixed an issue where follower NPCs could not function properly in scenarios where players were mounted during Local Co-Op play.
      • Fixed an issue where the quest progress tracker of other players wouldn’t display properly in certain situations during Local Co-Op play.
      • Fixed an issue where the Season Info would not properly display when Player 2 created a new character during Local Co-Op play.
      • Fixed an issue where a player engaged in conversation with an NPC would see a black screen if another player in their party teleported away.

      Dungeons

      • Fixed an issue where progression in the Seaside Decent Dungeon could be blocked when the Butcher or a Treasure Goblin spawned behind the barrier.
      • Fixed an issue where the Determination malignant power wouldn’t function against the Resource Burn affix for Nightmare Dungeons.
      • Fixed an issue where the Resource Burn affix for Nightmare Dungeons was applying from close enemies and not just distant enemies.
      • Fixed an issue where the Boss in the Den of the Blighted could be damaged through the fog wall.
      • Critters, non-combative creatures,in Nightmare Dungeons with the Death Pulse affix will no longer explode on death (this explosion was never dealing damage).
      • Fixed an issue where players could leave their Party after dying in a Nightmare dungeon, re-enter their party, and then re-enter the dungeon and not have their revives count towards the Dungeon’s revive cap.
      • Fixed an issue where Animus carriers killed before the Animus objective was triggered would not drop Animus, blocking dungeon progression.
      • Fixed an issue where the Reset Dungeon button often malfunctioned.
      • Fixed an issue where Keeper Xor’lim sometimes would not drop Garan’s Key in the Garan Hold Nightmare Dungeon.

      Gameplay

      Barbarian

      • Fixed an issue where Charge didn’t carry all enemies hit along with the Barbarian.
      • Fixed an issue where Lunging Strike could cause the player character to get stuck under the ground.
      • Fixed an issue where the bonus Critical Strike chance granted by the Focused Rage malignant power could be consumed by non-combat skills.
      • Fixed an issue where the Aspect of Berserk Ripping wouldn’t cause targets to bleed when Berserking.

      Druid

      • The tooltip for the Moonrage malignant power now also communicates the power’s additional Lucky Hit chance of spawning a wolf when damaging a boss.
        • This tooltip now properly communicates that it grants +3 ranks to Wolves.
      • Fixed an issue where Call of the Wild and Aspect of the Stampede were not properly affecting the passive portions of Companion skills and the active portion of Wolves.

      Necromancer

      • Fixed an issue that caused more Blood Orbs than intended to be active at the same time. Blood Orbs now function like Crackling Energy in that they cap at 30.
      • Fixed an issue where guaranteed Overpower attacks from the Rathma’s Vigor key passive were not benefiting from the Paragon Legendary Node Bloodbath.
      • Fixed an issue where the automatic Corpse Explosion casts from the Sacrilegious malignant power could ignore the damage reducing effect from the power when using unenhanced Corpse Explosion.
      • Fixed an issue where the Untimely Death aspect only increased Overpower damage on the Blood Lance that was cast and not other lanced targets.
      • Fixed an issue where when the Decrepit Aura Malignant Power was equipped twice, the power with the lowest number of near enemies required to activate was not the one that would trigger.
      • Fixed an issue where shields held by a Necromancer would cover their face in loading screens.
      • Fixed an issue where the Necromancer’s Imperfectly Balanced passive could only have 1 point allocated to it.
      • Fixed an issue where the Decrepit Aura malignant power wouldn’t trigger when mounted.

      Rogue

      • Fixed an issue where Poison Trap could be infinitely cast without spending Energy by using the Concealment skill near zone transition areas.
      • Fixed an issue where the Shadow clone’s taunt effect from the Trickery malignant power could Taunt other players in PvP, and the taunt was not breakable by Unstoppable effects.

      Sorcerer

      • Fixed an issue where the Elemental Dominance passive didn’t function correctly when using Core and Mastery skills that dealt Damage over Time.
        • Ex: A meteor cast at above 50 mana that would take you under 50 mana would not get the full damage bonus.
      • Fixed an issue where the Omnipower Malignant Power wouldn’t properly consume additional mana, which would then not trigger other interactions with additional resource consumption.
        • Ex: the damage reduction from the Mana Shield passive.
      • Fixed an issue where the Omnipower malignant power was inconsistently launching the appropriate number of projectiles. In addition, the tooltip has been updated to better describe the power.

      Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix.

      • Fixed an issue where the effects from the Dark Dance malignant power would reset the Align the Elements passive.
      • Fixed an issue where the random location teleport effect from The Oculus could cause players to get stuck in the environment.

      General

      • Fixed an issue where the speed increase from the Spur skill while mounted was slower on Controller than Keyboard and Mouse.
      • Fixed an issue where Invasion portals spawned during certain Helltide events could be pushed off screen with Fear effects.
      • Fixed an issue where Paragon Rare Nodes would sometimes not provide bonuses with stat-boosting gear.
      • Fixed an issue where continuously enchanting an item could result in having the same stat show repeatedly in subsequent re-rolls.
      • Fixed an issue where post-death damaging effects ignored the damage reduction from stats of close or distant enemies.
      • Fixed an issue where mounting your steed while moving would behave erratically when playing on console.

      Monsters

      • Fixed an issue where Elite enemies with the Teleporter affix could teleport from off-screen and deal excessive damage.
      • Fixed an issue where Tusked Charger enemies could still damage the player after dying.
      • Fixed an issue where the Corpse Spawn enemy wouldn’t attack the player.
      • Fixed an issue where the Mahjoob monster was more difficult to defeat than intended.

      Quests

      • Fixed an issue where progression would be blocked during the Reject the Mother quest if the player left the game and came back.
      • Fixed an issue where Quest objectives could be missed while mounted during the Desperate Remedies quest.
      • Fixed an issue where the Fury Against Fate quest could have its progression blocked.
      • Fixed an issue where the Quest tracker pin would not be visible outside of the zone where the Ruins of Faith quest was located.
      • Fixed an issue where the Gore-soaked barricade could become indestructible after exiting and returning to the Cellar during the Fury Against Fate quest.
      • Fixed an issue where players could repeatedly fight Varshan during the final Seasonal quest by resetting the Dungeon where he spawns.

      Season of the Malignant

      • Fixed an issue where the Prudent Heart malignant power would not trigger while mounted.
      • Fixed an issue where the Dark Dance malignant power could behave as if the player was damaging themselves, which could apply other effects that occur when the player deals damage.
      • Fixed an issue where the Invoker of Varshan recipe could be lost.
        • For any player that lost the recipe, it can be acquired from any malignant kill after the seasonal quest line has been completed.
      • Fixed an issue where the Barber malignant power would absorb damage from all other players and not just the player with it equipped.
      • Fixed an issue where the Urn of Bargaining season blessing was increasing the enchant costs for items.
      • Fixed an issue where the Dark Dance Malignant Heart could kill the player. It will no longer consume life if the player does not have enough life to pay.
      • Fixed an issue where effects that build up from dealing damage, such as Rogue’s Inner Sight, wouldn’t properly build up while the effect from the Barber Malignant Heart was active.

      Shop and Battle Pass

      • Fixed an issue where the Arise emote’s visual effects wouldn’t appear when playing on low graphical settings.
      • Fixed an issue where the Dagger Tap emote for Rogue from the Battle Pass would lock player movement for its duration.
      • Fixed an issue where the female Necromancer animation for the Cage Puppetry emote had visual errors in the preview.
      • Fixed an issue where the Phantasm Walker cosmetic set had multiple visual errors, such as clipping.

      UI

      • Fixed an issue where text was missing when speaking to Kres during the Tangled Memories quest.
      • Fixed an issue where the subtitles during the Light Extinguished quest were out of sync with the voiced dialogue.
      • Fixed an issue where the tooltip would show the wrong name for Wrathful Malignant Hearts when equipping two rings with the heart socketed in it.
      • Fixed multiple issues with text description inconsistency in Shop Bundles.
      • Fixed an issue where the Scroll of Amnesia tooltip referenced stat points instead of Paragon Points.
      • Fixed an issue where the tooltips for the Social and Miscellaneous tabs in the action wheel were mismatched.
      • Fixed an issue where the tooltip for Battlepass emotes would erroneously describe the Emotes as Shop emotes instead of Seasonal emotes.
      • Fixed an issue where the Coldiron Aegis displayed as supporting all classes, even though not all classes can use shields.
      • Fixed an issue where the timer for Whispers could display incorrectly.
      • Fixed an issue where the Stele of Velkhova and Hero Overwhelmed headstones were missing names in the Wardrobe.
      • Fixed multiple Localization issues.
      • Fixed an issue where the button highlights for controller would disappear after dismissing the Buy More Platinum prompt while navigating the Battle Pass menu.
      • Fixed an issue where The Hero list could not be re-ordered.
      • Fixed an issue where the player’s displayed death marker on the minimap was inaccurate compared to where their corpse was.
      • Fixed an issue where the quest markers would display incorrectly if the player left the area and returned during the Answers in the Ashes quest.
      • Fixed an issue where Mount Armor and Trophies wouldn’t update when selecting other Mounts in the Stable Master Vendor menu.
      • Fixed an issue where controller button highlights could disappear in the Stablemaster’s menu.
      • Fixed an issue where the Battle Pass interface would not properly navigate to the appropriate tier after tier skipping.
      • Fixed an issue where the Die! Emote from the battle pass displayed its name incorrectly.

      Miscellaneous

      • Fixed an issue where the Reins of the Bloody steed would reappear in the Stablemaster’s menu after it was already acquired.
      • Fixed an issue where opening multiple Clan Profile windows would cause a crash.
      • Fixed an issue where a certain Necromancer hairstyle would intersect the character’s neck in cutscenes.
      • Fixed an issue where Audio from Cormond could be heard even if the player was far away from him during the Enter the Forest Clearing quest step.
      • Fixed an issue where the weather effect and map color change to denote Helltide would persist after Helltide ended.
      • Fixed an issue where skipping the initial cutscene after creating a new character could cause a crash.
      • Fixed an issue where the Bloody Liquid Steed was not always rewarded after defeating Echo of Lilith.
      • Various other visual, stability, and performance improvements for all platforms.

      What do you think of the changes that Blizzard has implemented with Patch 1.1.1? Are they appropriate and do they improve your experience in Diablo 4, or is the Wizard or Barbarian still so weak that you wouldn’t even touch him? Let us know in the comments!

      Diablo 4: Players criticize world boss times, joking about quitting their jobs and leaving partners

      Diablo 4 will receive adjustments again with Patch 1.1.1. This patch modifies the most expensive feature of the hack & slash and ensures that you are rewarded more generously. What to expect in the patch notes can be found in our overview.

      What will Patch 1.1.1 adjust? Blizzard has faced a lot of criticism. Wizards and Barbarians are weak, re-rolling your gear at the Occultist often yields the same stats, and the drop rates for legendary gear leave much to be desired.

      Patch 1.1.1 is set to release on August 8th and already reveals its changes in the patch notes.

      Here are the most important changes for Patch 1.1.1:

      • All classes, especially Barbarians and Wizards, will receive adjustments to make them stronger
      • The biggest problem is being resolved: The Occultist will no longer roll the same stats when you re-roll your gear
      • Legendaries now drop more frequently and reliably
        • Bosses of Level 35 or higher will drop a Legendary 100% of the time upon death
        • Treasure Goblins have a high chance to drop a Legendary between Levels 6-14. At Level 15, they guarantee one drop
        • Legion Events will ensure that you drop a Legendary starting from Level 35
      • Resetting skills and Paragon is now cheaper depending on your level
        • Level 50 – 12% cheaper
        • Level 60 – 18% cheaper
        • Level 70 – 24% cheaper
        • Level 80 – 30 % cheaper
        • Level 100 – 40 % cheaper
      • Your stash can now be expanded
      • You can now carry 99 Elixirs

      We are now listing the official patch notes for you, but please note that these are currently only available in English. Should the German version be available, we will update our overview.

      Additionally, you can jump to all available points of the patch notes with this directory:

      [toc]

      Patch Notes 1.1.1 Overview

      Class Balance Update

      Barbarian

      Skills

      • Bash
        • Fury gained increased from 11 to 13.
      • Flay
        • Fury gained increased from 10 to 13.
      • Enhanced Frenzy
        • Fury gained increased from 2 to 3.
      • Lunging Strike
        • Fury gained increased from 10 to 12.
      • Double Swing
        • Damage increased from 40% to 50%.
      • Enhanced Rupture
        • Damage increased from 45% to 70%.
      • Enhanced Charge
        • Damage increased from 30% to 60%.
      • Mighty Charge
        • Vulnerable duration increased from 2 to 4 seconds.
      • Violent Upheaval
        • If Upheaval damages at least 2 enemies or a Boss, you gain Berserking for 2 seconds, increased to 3 seconds if it damages at least 4 enemies.

      Passives

      • Aggressive Resistance
        • Damage reduction increased from 3% to 4%.
      • Gushing Wounds
        • Bleed damage dealt based on Critical Damage bonus increased from 100% to 115%.
        • Bleed damage when Overpowering increased from 11% to 70%.
      • Unconstrained
        • Berserking damage bonus increased from 25% to 35%.
        • Updated the tooltip to more clearly reflect this Key Passive’s value
      • Walking Arsenal
        • Bonus damage duration increased from 6 to 8 seconds.

      Legendaries

      • Aspect of Ancestral Force
        • Damage increased from 32-50% to 40-58%.
      • Death Wish Aspect
        • Thorns increased from .5-.75 to .65-.85.
      • Aspect of Unrelenting Fury
        • Core Skill cost to refund increased from 10-20% to 20-30%.
        • Additional functionality:
          • Cost refund also granted when hitting Bosses.
      • Aspect of Ancestral Charge
        • Damage increased from 50-100% to 75-125%.
      • Aspect of Burning Rage
        • Damage increased from .22-.28 to .3-.38.
      • Aspect of Bul-Kathos
        • Damage reduction while in Earthquakes increased from 5-15% to 15-25%.
      • Earthquake Aspect
        • Damage bonus in Earthquakes increased from 5-15% to 15-25%.

      Uniques

      • Fields of Crimson
        • Damage increased from .18-.34 to .22-.38.
        • Damage that enemies take standing in pools increased from 15% to 20%.
        • Rupture Cooldown Reduction affix replaced with Bonus Critical Strike Damage.
      • Hellhammer
        • Damage increased from .6-.8 to .85-1.1.
        • Burning duration increased from 3 to 4 seconds.
        • Damage to Crowd Controlled Enemies affix replaced with Bonus Critical Strike Damage.
      • Ramaladni’s Magnum Opus
        • Physical Damage affix replaced with Vulnerable Damage.
      • 100,000 Steps
        • Attacks reduce Evade’s cooldown affix replace with bonus Evade charges.
        • Damage against Stunned affix replace with bonus Movement Speed.
      • Battle Trance
        • Basic Skill Damage affix replaced with Cooldown Reduction.
        • Bonus Attack Speed to other skills increased from 10-20% to 35-45%.
      Rogue

      Skills

      • Fundamental Invigorating Strike
        • Energy threshold increased from 50% to 75%.
      • Primary Forceful Arrow
        • Every third cast pierces enemies.
      • Enhanced Caltrops
        • Damage bonus increased from 3% to 5%.
      • Poison Trap
        • Damage increased from 344% to 396%.
      • Supreme Rain of Arrows
        • Rain of Arrow’s first wave Knocks Down enemies for 3 seconds.

      Passives

      • Victimize
        • Lucky Hit chance increased from 35% to 45%.
      • Rugged
        • Damage Reduction against Damage over Time effects increased from 6/12/18% to 9/18/27%.
      • Siphoning Strikes
        • Lucky Hit chance increased from 75% to 85%.

      Legendaries

      • Aspect of Elusive Menace
        • No longer requires hits to be from Close enemies.
      • Aspect of Quickening Fog
        • You automatically drop a Smoke Grenade at the end of Dash. Smoke Grenades reduce Dash’s cooldown by .4-.6 seconds per target hit, up to 2-3 seconds.

      Uniques

      • Windforce
        • All Stats affix replaced with Vulnerable Damage.
      • Word of Hakan
        • Ultimate Damage affix replaced with Cooldown Reduction.
      Druid

      Skills

      • Earth Spike
        • Spirit gain increased from 11 to 13.
      • Claw
        • Spirit gain increased from 11 to 12.
      • Storm Strike
        • Spirit gain increased from 14 to 15.
      • Wind Shear
        • Spirit gain increased from 13 to 14.
      • Maul
        • Spirit gain increased from 15 to 17.
      • Wolves
        • Passive damage increased from 7.8% to 11%.
        • Active damage increased from 110% to 135%.
      • Enhanced Wolf Pack
        • Damage bonus increased from 20% to 25%.
      • Brutal Wolf Pack
        • Attack Speed bonus increased from 20% to 25%.
      • Ferocious Wolf Pack
        • Fortify amount increased from 5% to 8%.
      • Ravens
        • Passive damage increased from 13% to 20%.
      • Brutal Ravens
        • Additional functionality:
          • Increase the passive damage of Ravens by 40%.
      • Rabies
        • Damage over time increased from 76% to 110%.

      Paragon

      • Lightning Resilience Rare Node
        • Maximum Life bonus increased from 4% to 6%.

      Legendaries

      • Aspect of Metamorphic Stone
        • Spirit cost reduced from 60 to 50.
        • Damage dealt increased from 80-100% to 100-120%.
      • Aspect of the Alpha
        • Damage increased from 75-100% to 90-115%.
      • Mangled Aspect
        • Resource gain increased from 1 to 3.

      Class Mechanic

      • Overload
        • Lucky Hit Chance increased from 20% to 40%.
      Sorcerer

      Skills

      • Flickering Fire Bolt
        • Fire Bolt generates 2 Mana when hitting an enemy.
      • Enhanced Fireball
        • Casting Fireball increases its radius by 50%.
      • Destructive Fireball
        • Fireball’s Critical Strike Damage is increased by 20%. This bonus is increased to 30% if Fireball hits at least 3 enemies.
      • Greater Chain Lightning
        • Each time Chain Lightning bounces, it deals 5% increased damage for its duration.
      • Destructive Chain Lightning
        • Chance to form Crackling Energy increased from 25% to 30%.

      Passives

      • Vyr’s Mastery
        • Damage bonus increased from 10% to 15%.
      • Esu’s Ferocity
        • Additional functionality:
          • Both bonuses are also granted for 3 seconds when hitting a Boss with a Critical Strike.
      • Combustion
        • Your Burning effects deal x20% increased damage, plus an additional x2% increased damage per unique source of Burning you have applied to the enemy.

      Paragon

      • Searing Heat Legendary Node
        • Casting Fireball or Meteor increases your Critical Strike Chance by 5% for 5 seconds, up to 15%.
      • Ceaseless Conduit Legendary Node
        • Increase Crackling Energy’s damage from 2% to 3% per 20 Intelligence the player has Reinforce Rare Glyph.
      • Territorial Rare Glyph
        • Damage reduction increased from 10% to 15%.
      • Warding Rare Glyph
        • Damage reduction increased from 13% to 25%.
      • Keeper of Flames Rare Node
        • Damage reduction increased from 4% to 5%.
        • Bonus damage reduction increased from 4% to 5%.
      • Smoldering Embers Rare Node
        • Damage reduction from burning enemies increased from 4% to 5%.
        • Bonus damage reduction from burning enemies increased from 4% to 5%.
      • Guarded Rare Node
        • Damage reduction from Vulnerable enemies increased from 4% to 5%.
        • Bonus damage reduction from Vulnerable enemies increased from 4% to 5%.
      • Oppressive Rare Node
        • Damage reduction from Vulnerable enemies increased from 4% to 5%.
      • Lightning Resilience Rare Node
        • Maximum Life bonus increased from 4% to 6%.
      • The following attacks now deal reduced damage to Druid Companions and Necromancer Minions:
        • Balrog
          • Fire Breath
        • Elite Affixes
          • Fire Enchanted
          • Electrified Obelisks
          • Shock Lance

        GAMEPLAY UPDATES

        Monster Density

        We are increasing monster density in Nightmare Dungeons and in Helltide.

        • Bosses above Level 60 will have more health. Examples:
          • Bosses at Level 60 and below remain unchanged.
          • Bosses at Level 80 have 50% increased health.
          • Bosses at Level 100 have 100% increased health.
          • Bosses at Level 120 have 120% increased health.
          • Bosses at Level 150 and above have 150% increased health.

        Bosses and Events

        Developer’s Note: We are making adjustments to the health values of high-level boss monsters.

        • Level 35 and higher boss monsters will now have a 100% chance to drop a Legendary item.
        • Treasure Goblins now have an increased Legendary item drop chance from Level 6-14 and guarantee a Legendary item drop starting at Level 15.
        • Legion Events are now more rewarding and guarantee a Legendary item drop starting at level 35.

        General

        • We have made multiple improvements on how damage and other effects interact with active barriers.
          • Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers.
            • Ex: The Exploit Paragon Glyph will now apply Vulnerable to enemies that have an active barrier.
          • Cheat death effects will now work properly when the player has an active barrier.
          • This also affects PvP play.
        • Varshan will now break through any Bone Wall segments he dashes through.
        • The cost for refunding Skill and Paragon Points has been reduced. The reduction starts small at lower Levels and hits a maximum of 40% at Level 100.
          • Ex: Level 50 – 12%, Level 60 – 18%, Level 70 – 24%, Level 80 – 30%.
        • We’ve increased the stack limit for Elixirs from 20 to 99.
        • An additional Stash Tab can now be purchased at the Stash with gold.
        • We have restored the cast time for Leave Dungeon back to 3 seconds.

        Developer’s Note: Leave Dungeon ability was being used as another method of easy escape from danger in dungeons, particularly for Hardcore players. However, we recognize that this is outweighed by the downside of the game feeling less responsive. We’ve heard your feedback, and are reversing this change.

        • The following Nightmare Dungeon affixes have been removed:
          • Resource Burn
          • Backstabbers
          • Empowered Elites (Cold Enchanted)

        Malignant Hearts

        • Caged Heart of Spellbreaking
          • Changed to: Upon taking Elemental Damage, gain 10-20% Damage Reduction for 5 seconds.

        Generic Unique Items

        • Temerity
          • + All Stats affix replaced with Max Life.
          • Barrier is now based on maximum Life.
          • Now properly accounted by conditions checking for the player having a Barrier.

        BUG FIXES

        Accessibility

        • Screen Reader support for reading class icons has been added.
        • Fixed an issue where the Screen Reader wouldn’t read out capitalized, accented letters, or special characters.

        Cooperative Play

        • Fixed an issue where progression in the Final Straw quest could be blocked during Co-op play.
        • Fixed an issue where only the first player could activate Points of Interest during Co-op play.
        • Fixed an issue where using a Town Portal while attempting to enter a dungeon would cause both players to get stuck during Local Co-Op play.
        • Fixed an issue where follower NPCs could not function properly in scenarios where players were mounted during Local Co-Op play.
        • Fixed an issue where the quest progress tracker of other players wouldn’t display properly in certain situations during Local Co-Op play.
        • Fixed an issue where the Season Info would not properly display when Player 2 created a new character during Local Co-Op play.
        • Fixed an issue where a player engaged in conversation with an NPC would see a black screen if another player in their party teleported away.

        Dungeons

        • Fixed an issue where progression in the Seaside Decent Dungeon could be blocked when the Butcher or a Treasure Goblin spawned behind the barrier.
        • Fixed an issue where the Determination malignant power wouldn’t function against the Resource Burn affix for Nightmare Dungeons.
        • Fixed an issue where the Resource Burn affix for Nightmare Dungeons was applying from close enemies and not just distant enemies.
        • Fixed an issue where the Boss in the Den of the Blighted could be damaged through the fog wall.
        • Critters, non-combative creatures,in Nightmare Dungeons with the Death Pulse affix will no longer explode on death (this explosion was never dealing damage).
        • Fixed an issue where players could leave their Party after dying in a Nightmare dungeon, re-enter their party, and then re-enter the dungeon and not have their revives count towards the Dungeon’s revive cap.
        • Fixed an issue where Animus carriers killed before the Animus objective was triggered would not drop Animus, blocking dungeon progression.
        • Fixed an issue where the Reset Dungeon button often malfunctioned.
        • Fixed an issue where Keeper Xor’lim sometimes would not drop Garan’s Key in the Garan Hold Nightmare Dungeon.

        Gameplay

        Barbarian

        • Fixed an issue where Charge didn’t carry all enemies hit along with the Barbarian.
        • Fixed an issue where Lunging Strike could cause the player character to get stuck under the ground.
        • Fixed an issue where the bonus Critical Strike chance granted by the Focused Rage malignant power could be consumed by non-combat skills.
        • Fixed an issue where the Aspect of Berserk Ripping wouldn’t cause targets to bleed when Berserking.

        Druid

        • The tooltip for the Moonrage malignant power now also communicates the power’s additional Lucky Hit chance of spawning a wolf when damaging a boss.
          • This tooltip now properly communicates that it grants +3 ranks to Wolves.
        • Fixed an issue where Call of the Wild and Aspect of the Stampede were not properly affecting the passive portions of Companion skills and the active portion of Wolves.

        Necromancer

        • Fixed an issue that caused more Blood Orbs than intended to be active at the same time. Blood Orbs now function like Crackling Energy in that they cap at 30.
        • Fixed an issue where guaranteed Overpower attacks from the Rathma’s Vigor key passive were not benefiting from the Paragon Legendary Node Bloodbath.
        • Fixed an issue where the automatic Corpse Explosion casts from the Sacrilegious malignant power could ignore the damage reducing effect from the power when using unenhanced Corpse Explosion.
        • Fixed an issue where the Untimely Death aspect only increased Overpower damage on the Blood Lance that was cast and not other lanced targets.
        • Fixed an issue where when the Decrepit Aura Malignant Power was equipped twice, the power with the lowest number of near enemies required to activate was not the one that would trigger.
        • Fixed an issue where shields held by a Necromancer would cover their face in loading screens.
        • Fixed an issue where the Necromancer’s Imperfectly Balanced passive could only have 1 point allocated to it.
        • Fixed an issue where the Decrepit Aura malignant power wouldn’t trigger when mounted.

        Rogue

        • Fixed an issue where Poison Trap could be infinitely cast without spending Energy by using the Concealment skill near zone transition areas.
        • Fixed an issue where the Shadow clone’s taunt effect from the Trickery malignant power could Taunt other players in PvP, and the taunt was not breakable by Unstoppable effects.

        Sorcerer

        • Fixed an issue where the Elemental Dominance passive didn’t function correctly when using Core and Mastery skills that dealt Damage over Time.
          • Ex: A meteor cast at above 50 mana that would take you under 50 mana would not get the full damage bonus.
        • Fixed an issue where the Omnipower Malignant Power wouldn’t properly consume additional mana, which would then not trigger other interactions with additional resource consumption.
          • Ex: the damage reduction from the Mana Shield passive.
        • Fixed an issue where the Omnipower malignant power was inconsistently launching the appropriate number of projectiles. In addition, the tooltip has been updated to better describe the power.

        Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix.

        • Fixed an issue where the effects from the Dark Dance malignant power would reset the Align the Elements passive.
        • Fixed an issue where the random location teleport effect from The Oculus could cause players to get stuck in the environment.

        General

        • Fixed an issue where the speed increase from the Spur skill while mounted was slower on Controller than Keyboard and Mouse.
        • Fixed an issue where Invasion portals spawned during certain Helltide events could be pushed off screen with Fear effects.
        • Fixed an issue where Paragon Rare Nodes would sometimes not provide bonuses with stat-boosting gear.
        • Fixed an issue where continuously enchanting an item could result in having the same stat show repeatedly in subsequent re-rolls.
        • Fixed an issue where post-death damaging effects ignored the damage reduction from stats of close or distant enemies.
        • Fixed an issue where mounting your steed while moving would behave erratically when playing on console.

        Monsters

        • Fixed an issue where Elite enemies with the Teleporter affix could teleport from off-screen and deal excessive damage.
        • Fixed an issue where Tusked Charger enemies could still damage the player after dying.
        • Fixed an issue where the Corpse Spawn enemy wouldn’t attack the player.
        • Fixed an issue where the Mahjoob monster was more difficult to defeat than intended.

        Quests

        • Fixed an issue where progression would be blocked during the Reject the Mother quest if the player left the game and came back.
        • Fixed an issue where Quest objectives could be missed while mounted during the Desperate Remedies quest.
        • Fixed an issue where the Fury Against Fate quest could have its progression blocked.
        • Fixed an issue where the Quest tracker pin would not be visible outside of the zone where the Ruins of Faith quest was located.
        • Fixed an issue where the Gore-soaked barricade could become indestructible after exiting and returning to the Cellar during the Fury Against Fate quest.
        • Fixed an issue where players could repeatedly fight Varshan during the final Seasonal quest by resetting the Dungeon where he spawns.

        Season of the Malignant

        • Fixed an issue where the Prudent Heart malignant power would not trigger while mounted.
        • Fixed an issue where the Dark Dance malignant power could behave as if the player was damaging themselves, which could apply other effects that occur when the player deals damage.
        • Fixed an issue where the Invoker of Varshan recipe could be lost.
          • For any player that lost the recipe, it can be acquired from any malignant kill after the seasonal quest line has been completed.
        • Fixed an issue where the Barber malignant power would absorb damage from all other players and not just the player with it equipped.
        • Fixed an issue where the Urn of Bargaining season blessing was increasing the enchant costs for items.
        • Fixed an issue where the Dark Dance Malignant Heart could kill the player. It will no longer consume life if the player does not have enough life to pay.
        • Fixed an issue where effects that build up from dealing damage, such as Rogue’s Inner Sight, wouldn’t properly build up while the effect from the Barber Malignant Heart was active.

        Shop and Battle Pass

        • Fixed an issue where the Arise emote’s visual effects wouldn’t appear when playing on low graphical settings.
        • Fixed an issue where the Dagger Tap emote for Rogue from the Battle Pass would lock player movement for its duration.
        • Fixed an issue where the female Necromancer animation for the Cage Puppetry emote had visual errors in the preview.
        • Fixed an issue where the Phantasm Walker cosmetic set had multiple visual errors, such as clipping.

        UI

        • Fixed an issue where text was missing when speaking to Kres during the Tangled Memories quest.
        • Fixed an issue where the subtitles during the Light Extinguished quest were out of sync with the voiced dialogue.
        • Fixed an issue where the tooltip would show the wrong name for Wrathful Malignant Hearts when equipping two rings with the heart socketed in it.
        • Fixed multiple issues with text description inconsistency in Shop Bundles.
        • Fixed an issue where the Scroll of Amnesia tooltip referenced stat points instead of Paragon Points.
        • Fixed an issue where the tooltips for the Social and Miscellaneous tabs in the action wheel were mismatched.
        • Fixed an issue where the tooltip for Battlepass emotes would erroneously describe the Emotes as Shop emotes instead of Seasonal emotes.
        • Fixed an issue where the Coldiron Aegis displayed as supporting all classes, even though not all classes can use shields.
        • Fixed an issue where the timer for Whispers could display incorrectly.
        • Fixed an issue where the Stele of Velkhova and Hero Overwhelmed headstones were missing names in the Wardrobe.
        • Fixed multiple Localization issues.
        • Fixed an issue where the button highlights for controller would disappear after dismissing the Buy More Platinum prompt while navigating the Battle Pass menu.
        • Fixed an issue where The Hero list could not be re-ordered.
        • Fixed an issue where the player’s displayed death marker on the minimap was inaccurate compared to where their corpse was.
        • Fixed an issue where the quest markers would display incorrectly if the player left the area and returned during the Answers in the Ashes quest.
        • Fixed an issue where Mount Armor and Trophies wouldn’t update when selecting other Mounts in the Stable Master Vendor menu.
        • Fixed an issue where controller button highlights could disappear in the Stablemaster’s menu.
        • Fixed an issue where the Battle Pass interface would not properly navigate to the appropriate tier after tier skipping.
        • Fixed an issue where the Die! Emote from the battle pass displayed its name incorrectly.

        Miscellaneous

        • Fixed an issue where the Reins of the Bloody steed would reappear in the Stablemaster’s menu after it was already acquired.
        • Fixed an issue where opening multiple Clan Profile windows would cause a crash.
        • Fixed an issue where a certain Necromancer hairstyle would intersect the character’s neck in cutscenes.
        • Fixed an issue where Audio from Cormond could be heard even if the player was far away from him during the Enter the Forest Clearing quest step.
        • Fixed an issue where the weather effect and map color change to denote Helltide would persist after Helltide ended.
        • Fixed an issue where skipping the initial cutscene after creating a new character could cause a crash.
        • Fixed an issue where the Bloody Liquid Steed was not always rewarded after defeating Echo of Lilith.
        • Various other visual, stability, and performance improvements for all platforms.

        What do you think of the changes that Blizzard has implemented with Patch 1.1.1? Are they appropriate and do they improve your experience in Diablo 4, or is the Wizard or Barbarian still so weak that you wouldn’t even touch him? Let us know in the comments!

        Diablo 4: Players criticize world boss times, joking about quitting their jobs and leaving partners

        • Greaves of the Empty Tomb
          • Intelligence affix replaced with Bonus Movement Speed.
        • Minions

          • The following attacks now deal reduced damage to Druid Companions and Necromancer Minions:
            • Balrog
              • Fire Breath
            • Elite Affixes
              • Fire Enchanted
              • Electrified Obelisks
              • Shock Lance

            GAMEPLAY UPDATES

            Monster Density

            We are increasing monster density in Nightmare Dungeons and in Helltide.

            • Bosses above Level 60 will have more health. Examples:
              • Bosses at Level 60 and below remain unchanged.
              • Bosses at Level 80 have 50% increased health.
              • Bosses at Level 100 have 100% increased health.
              • Bosses at Level 120 have 120% increased health.
              • Bosses at Level 150 and above have 150% increased health.

            Bosses and Events

            Developer’s Note: We are making adjustments to the health values of high-level boss monsters.

            • Level 35 and higher boss monsters will now have a 100% chance to drop a Legendary item.
            • Treasure Goblins now have an increased Legendary item drop chance from Level 6-14 and guarantee a Legendary item drop starting at Level 15.
            • Legion Events are now more rewarding and guarantee a Legendary item drop starting at level 35.

            General

            • We have made multiple improvements on how damage and other effects interact with active barriers.
              • Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers.
                • Ex: The Exploit Paragon Glyph will now apply Vulnerable to enemies that have an active barrier.
              • Cheat death effects will now work properly when the player has an active barrier.
              • This also affects PvP play.
            • Varshan will now break through any Bone Wall segments he dashes through.
            • The cost for refunding Skill and Paragon Points has been reduced. The reduction starts small at lower Levels and hits a maximum of 40% at Level 100.
              • Ex: Level 50 – 12%, Level 60 – 18%, Level 70 – 24%, Level 80 – 30%.
            • We’ve increased the stack limit for Elixirs from 20 to 99.
            • An additional Stash Tab can now be purchased at the Stash with gold.
            • We have restored the cast time for Leave Dungeon back to 3 seconds.

            Developer’s Note: Leave Dungeon ability was being used as another method of easy escape from danger in dungeons, particularly for Hardcore players. However, we recognize that this is outweighed by the downside of the game feeling less responsive. We’ve heard your feedback, and are reversing this change.

            • The following Nightmare Dungeon affixes have been removed:
              • Resource Burn
              • Backstabbers
              • Empowered Elites (Cold Enchanted)

            Malignant Hearts

            • Caged Heart of Spellbreaking
              • Changed to: Upon taking Elemental Damage, gain 10-20% Damage Reduction for 5 seconds.

            Generic Unique Items

            • Temerity
              • + All Stats affix replaced with Max Life.
              • Barrier is now based on maximum Life.
              • Now properly accounted by conditions checking for the player having a Barrier.

            BUG FIXES

            Accessibility

            • Screen Reader support for reading class icons has been added.
            • Fixed an issue where the Screen Reader wouldn’t read out capitalized, accented letters, or special characters.

            Cooperative Play

            • Fixed an issue where progression in the Final Straw quest could be blocked during Co-op play.
            • Fixed an issue where only the first player could activate Points of Interest during Co-op play.
            • Fixed an issue where using a Town Portal while attempting to enter a dungeon would cause both players to get stuck during Local Co-Op play.
            • Fixed an issue where follower NPCs could not function properly in scenarios where players were mounted during Local Co-Op play.
            • Fixed an issue where the quest progress tracker of other players wouldn’t display properly in certain situations during Local Co-Op play.
            • Fixed an issue where the Season Info would not properly display when Player 2 created a new character during Local Co-Op play.
            • Fixed an issue where a player engaged in conversation with an NPC would see a black screen if another player in their party teleported away.

            Dungeons

            • Fixed an issue where progression in the Seaside Decent Dungeon could be blocked when the Butcher or a Treasure Goblin spawned behind the barrier.
            • Fixed an issue where the Determination malignant power wouldn’t function against the Resource Burn affix for Nightmare Dungeons.
            • Fixed an issue where the Resource Burn affix for Nightmare Dungeons was applying from close enemies and not just distant enemies.
            • Fixed an issue where the Boss in the Den of the Blighted could be damaged through the fog wall.
            • Critters, non-combative creatures,in Nightmare Dungeons with the Death Pulse affix will no longer explode on death (this explosion was never dealing damage).
            • Fixed an issue where players could leave their Party after dying in a Nightmare dungeon, re-enter their party, and then re-enter the dungeon and not have their revives count towards the Dungeon’s revive cap.
            • Fixed an issue where Animus carriers killed before the Animus objective was triggered would not drop Animus, blocking dungeon progression.
            • Fixed an issue where the Reset Dungeon button often malfunctioned.
            • Fixed an issue where Keeper Xor’lim sometimes would not drop Garan’s Key in the Garan Hold Nightmare Dungeon.

            Gameplay

            Barbarian

            • Fixed an issue where Charge didn’t carry all enemies hit along with the Barbarian.
            • Fixed an issue where Lunging Strike could cause the player character to get stuck under the ground.
            • Fixed an issue where the bonus Critical Strike chance granted by the Focused Rage malignant power could be consumed by non-combat skills.
            • Fixed an issue where the Aspect of Berserk Ripping wouldn’t cause targets to bleed when Berserking.

            Druid

            • The tooltip for the Moonrage malignant power now also communicates the power’s additional Lucky Hit chance of spawning a wolf when damaging a boss.
              • This tooltip now properly communicates that it grants +3 ranks to Wolves.
            • Fixed an issue where Call of the Wild and Aspect of the Stampede were not properly affecting the passive portions of Companion skills and the active portion of Wolves.

            Necromancer

            • Fixed an issue that caused more Blood Orbs than intended to be active at the same time. Blood Orbs now function like Crackling Energy in that they cap at 30.
            • Fixed an issue where guaranteed Overpower attacks from the Rathma’s Vigor key passive were not benefiting from the Paragon Legendary Node Bloodbath.
            • Fixed an issue where the automatic Corpse Explosion casts from the Sacrilegious malignant power could ignore the damage reducing effect from the power when using unenhanced Corpse Explosion.
            • Fixed an issue where the Untimely Death aspect only increased Overpower damage on the Blood Lance that was cast and not other lanced targets.
            • Fixed an issue where when the Decrepit Aura Malignant Power was equipped twice, the power with the lowest number of near enemies required to activate was not the one that would trigger.
            • Fixed an issue where shields held by a Necromancer would cover their face in loading screens.
            • Fixed an issue where the Necromancer’s Imperfectly Balanced passive could only have 1 point allocated to it.
            • Fixed an issue where the Decrepit Aura malignant power wouldn’t trigger when mounted.

            Rogue

            • Fixed an issue where Poison Trap could be infinitely cast without spending Energy by using the Concealment skill near zone transition areas.
            • Fixed an issue where the Shadow clone’s taunt effect from the Trickery malignant power could Taunt other players in PvP, and the taunt was not breakable by Unstoppable effects.

            Sorcerer

            • Fixed an issue where the Elemental Dominance passive didn’t function correctly when using Core and Mastery skills that dealt Damage over Time.
              • Ex: A meteor cast at above 50 mana that would take you under 50 mana would not get the full damage bonus.
            • Fixed an issue where the Omnipower Malignant Power wouldn’t properly consume additional mana, which would then not trigger other interactions with additional resource consumption.
              • Ex: the damage reduction from the Mana Shield passive.
            • Fixed an issue where the Omnipower malignant power was inconsistently launching the appropriate number of projectiles. In addition, the tooltip has been updated to better describe the power.

            Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix.

            • Fixed an issue where the effects from the Dark Dance malignant power would reset the Align the Elements passive.
            • Fixed an issue where the random location teleport effect from The Oculus could cause players to get stuck in the environment.

            General

            • Fixed an issue where the speed increase from the Spur skill while mounted was slower on Controller than Keyboard and Mouse.
            • Fixed an issue where Invasion portals spawned during certain Helltide events could be pushed off screen with Fear effects.
            • Fixed an issue where Paragon Rare Nodes would sometimes not provide bonuses with stat-boosting gear.
            • Fixed an issue where continuously enchanting an item could result in having the same stat show repeatedly in subsequent re-rolls.
            • Fixed an issue where post-death damaging effects ignored the damage reduction from stats of close or distant enemies.
            • Fixed an issue where mounting your steed while moving would behave erratically when playing on console.

            Monsters

            • Fixed an issue where Elite enemies with the Teleporter affix could teleport from off-screen and deal excessive damage.
            • Fixed an issue where Tusked Charger enemies could still damage the player after dying.
            • Fixed an issue where the Corpse Spawn enemy wouldn’t attack the player.
            • Fixed an issue where the Mahjoob monster was more difficult to defeat than intended.

            Quests

            • Fixed an issue where progression would be blocked during the Reject the Mother quest if the player left the game and came back.
            • Fixed an issue where Quest objectives could be missed while mounted during the Desperate Remedies quest.
            • Fixed an issue where the Fury Against Fate quest could have its progression blocked.
            • Fixed an issue where the Quest tracker pin would not be visible outside of the zone where the Ruins of Faith quest was located.
            • Fixed an issue where the Gore-soaked barricade could become indestructible after exiting and returning to the Cellar during the Fury Against Fate quest.
            • Fixed an issue where players could repeatedly fight Varshan during the final Seasonal quest by resetting the Dungeon where he spawns.

            Season of the Malignant

            • Fixed an issue where the Prudent Heart malignant power would not trigger while mounted.
            • Fixed an issue where the Dark Dance malignant power could behave as if the player was damaging themselves, which could apply other effects that occur when the player deals damage.
            • Fixed an issue where the Invoker of Varshan recipe could be lost.
              • For any player that lost the recipe, it can be acquired from any malignant kill after the seasonal quest line has been completed.
            • Fixed an issue where the Barber malignant power would absorb damage from all other players and not just the player with it equipped.
            • Fixed an issue where the Urn of Bargaining season blessing was increasing the enchant costs for items.
            • Fixed an issue where the Dark Dance Malignant Heart could kill the player. It will no longer consume life if the player does not have enough life to pay.
            • Fixed an issue where effects that build up from dealing damage, such as Rogue’s Inner Sight, wouldn’t properly build up while the effect from the Barber Malignant Heart was active.

            Shop and Battle Pass

            • Fixed an issue where the Arise emote’s visual effects wouldn’t appear when playing on low graphical settings.
            • Fixed an issue where the Dagger Tap emote for Rogue from the Battle Pass would lock player movement for its duration.
            • Fixed an issue where the female Necromancer animation for the Cage Puppetry emote had visual errors in the preview.
            • Fixed an issue where the Phantasm Walker cosmetic set had multiple visual errors, such as clipping.

            UI

            • Fixed an issue where text was missing when speaking to Kres during the Tangled Memories quest.
            • Fixed an issue where the subtitles during the Light Extinguished quest were out of sync with the voiced dialogue.
            • Fixed an issue where the tooltip would show the wrong name for Wrathful Malignant Hearts when equipping two rings with the heart socketed in it.
            • Fixed multiple issues with text description inconsistency in Shop Bundles.
            • Fixed an issue where the Scroll of Amnesia tooltip referenced stat points instead of Paragon Points.
            • Fixed an issue where the tooltips for the Social and Miscellaneous tabs in the action wheel were mismatched.
            • Fixed an issue where the tooltip for Battlepass emotes would erroneously describe the Emotes as Shop emotes instead of Seasonal emotes.
            • Fixed an issue where the Coldiron Aegis displayed as supporting all classes, even though not all classes can use shields.
            • Fixed an issue where the timer for Whispers could display incorrectly.
            • Fixed an issue where the Stele of Velkhova and Hero Overwhelmed headstones were missing names in the Wardrobe.
            • Fixed multiple Localization issues.
            • Fixed an issue where the button highlights for controller would disappear after dismissing the Buy More Platinum prompt while navigating the Battle Pass menu.
            • Fixed an issue where The Hero list could not be re-ordered.
            • Fixed an issue where the player’s displayed death marker on the minimap was inaccurate compared to where their corpse was.
            • Fixed an issue where the quest markers would display incorrectly if the player left the area and returned during the Answers in the Ashes quest.
            • Fixed an issue where Mount Armor and Trophies wouldn’t update when selecting other Mounts in the Stable Master Vendor menu.
            • Fixed an issue where controller button highlights could disappear in the Stablemaster’s menu.
            • Fixed an issue where the Battle Pass interface would not properly navigate to the appropriate tier after tier skipping.
            • Fixed an issue where the Die! Emote from the battle pass displayed its name incorrectly.

            Miscellaneous

            • Fixed an issue where the Reins of the Bloody steed would reappear in the Stablemaster’s menu after it was already acquired.
            • Fixed an issue where opening multiple Clan Profile windows would cause a crash.
            • Fixed an issue where a certain Necromancer hairstyle would intersect the character’s neck in cutscenes.
            • Fixed an issue where Audio from Cormond could be heard even if the player was far away from him during the Enter the Forest Clearing quest step.
            • Fixed an issue where the weather effect and map color change to denote Helltide would persist after Helltide ended.
            • Fixed an issue where skipping the initial cutscene after creating a new character could cause a crash.
            • Fixed an issue where the Bloody Liquid Steed was not always rewarded after defeating Echo of Lilith.
            • Various other visual, stability, and performance improvements for all platforms.

            What do you think of the changes that Blizzard has implemented with Patch 1.1.1? Are they appropriate and do they improve your experience in Diablo 4, or is the Wizard or Barbarian still so weak that you wouldn’t even touch him? Let us know in the comments!

            Diablo 4: Players criticize world boss times, joking about quitting their jobs and leaving partners

            Necromancer

            Skills

            • Enhanced Bone Spirit
              • Cooldown reduction increased from 6 to 7 seconds.

            Paragon

            • Wither Legendary Board
              • Willpower requirement for bonuses reduced from 50 to 40.
              • Bonus damage per 40 Willpower increased from 2.5% to 4%.

            Legendaries

            • Aspect of Empowering Reaper
              • Damaging enemies with Sever has a 10-20% chance to spawn a pool of Blight under the target that deals 20-60% bonus damage. This effect can only happen once every 3 seconds.
            • Aspect of Exposed Flesh
              • Lucky Hit: Up to a 10% chance to generate 30-50 Essence when hitting a Vulnerable enemy.
            • Aspect of Decay
              • Damage increased from 20-40% to 25-45%.
            • Aspect of Torment
              • Essence Regeneration increased from 20-30% to 90-170%.
            • Hulking Aspect
              • Legendary category changed from Resource to Utility.
              • Chance for Golem to reduce its cooldown increased from 1-4% to 2-5%.
              • Chance to Golem to spawn a corpse increased from 0.5-2% to 1-2.5%.

            Uniques

            • Greaves of the Empty Tomb
              • Intelligence affix replaced with Bonus Movement Speed.
            • Minions

              • The following attacks now deal reduced damage to Druid Companions and Necromancer Minions:
                • Balrog
                  • Fire Breath
                • Elite Affixes
                  • Fire Enchanted
                  • Electrified Obelisks
                  • Shock Lance

            GAMEPLAY UPDATES

            Monster Density

            We are increasing monster density in Nightmare Dungeons and in Helltide.

            • Bosses above Level 60 will have more health. Examples:
              • Bosses at Level 60 and below remain unchanged.
              • Bosses at Level 80 have 50% increased health.
              • Bosses at Level 100 have 100% increased health.
              • Bosses at Level 120 have 120% increased health.
              • Bosses at Level 150 and above have 150% increased health.

            Bosses and Events

            Developer’s Note: We are making adjustments to the health values of high-level boss monsters.

            • Level 35 and higher boss monsters will now have a 100% chance to drop a Legendary item.
            • Treasure Goblins now have an increased Legendary item drop chance from Level 6-14 and guarantee a Legendary item drop starting at Level 15.
            • Legion Events are now more rewarding and guarantee a Legendary item drop starting at level 35.

            General

            • We have made multiple improvements on how damage and other effects interact with active barriers.
              • Bonus damage or bonus effects that are applied on-hit or when dealing damage will now apply that same effect through barriers.
                • Ex: The Exploit Paragon Glyph will now apply Vulnerable to enemies that have an active barrier.
              • Cheat death effects will now work properly when the player has an active barrier.
              • This also affects PvP play.
            • Varshan will now break through any Bone Wall segments he dashes through.
            • The cost for refunding Skill and Paragon Points has been reduced. The reduction starts small at lower Levels and hits a maximum of 40% at Level 100.
              • Ex: Level 50 – 12%, Level 60 – 18%, Level 70 – 24%, Level 80 – 30%.
            • We’ve increased the stack limit for Elixirs from 20 to 99.
            • An additional Stash Tab can now be purchased at the Stash with gold.
            • We have restored the cast time for Leave Dungeon back to 3 seconds.

            Developer’s Note: Leave Dungeon ability was being used as another method of easy escape from danger in dungeons, particularly for Hardcore players. However, we recognize that this is outweighed by the downside of the game feeling less responsive. We’ve heard your feedback, and are reversing this change.

            • The following Nightmare Dungeon affixes have been removed:
              • Resource Burn
              • Backstabbers
              • Empowered Elites (Cold Enchanted)

            Malignant Hearts

            • Caged Heart of Spellbreaking
              • Changed to: Upon taking Elemental Damage, gain 10-20% Damage Reduction for 5 seconds.

            Generic Unique Items

            • Temerity
              • + All Stats affix replaced with Max Life.
              • Barrier is now based on maximum Life.
              • Now properly accounted by conditions checking for the player having a Barrier.

            BUG FIXES

            Accessibility

            • Screen Reader support for reading class icons has been added.
            • Fixed an issue where the Screen Reader wouldn’t read out capitalized, accented letters, or special characters.

            Cooperative Play

            • Fixed an issue where progression in the Final Straw quest could be blocked during Co-op play.
            • Fixed an issue where only the first player could activate Points of Interest during Co-op play.
            • Fixed an issue where using a Town Portal while attempting to enter a dungeon would cause both players to get stuck during Local Co-Op play.
            • Fixed an issue where follower NPCs could not function properly in scenarios where players were mounted during Local Co-Op play.
            • Fixed an issue where the quest progress tracker of other players wouldn’t display properly in certain situations during Local Co-Op play.
            • Fixed an issue where the Season Info would not properly display when Player 2 created a new character during Local Co-Op play.
            • Fixed an issue where a player engaged in conversation with an NPC would see a black screen if another player in their party teleported away.

            Dungeons

            • Fixed an issue where progression in the Seaside Decent Dungeon could be blocked when the Butcher or a Treasure Goblin spawned behind the barrier.
            • Fixed an issue where the Determination malignant power wouldn’t function against the Resource Burn affix for Nightmare Dungeons.
            • Fixed an issue where the Resource Burn affix for Nightmare Dungeons was applying from close enemies and not just distant enemies.
            • Fixed an issue where the Boss in the Den of the Blighted could be damaged through the fog wall.
            • Critters, non-combative creatures,in Nightmare Dungeons with the Death Pulse affix will no longer explode on death (this explosion was never dealing damage).
            • Fixed an issue where players could leave their Party after dying in a Nightmare dungeon, re-enter their party, and then re-enter the dungeon and not have their revives count towards the Dungeon’s revive cap.
            • Fixed an issue where Animus carriers killed before the Animus objective was triggered would not drop Animus, blocking dungeon progression.
            • Fixed an issue where the Reset Dungeon button often malfunctioned.
            • Fixed an issue where Keeper Xor’lim sometimes would not drop Garan’s Key in the Garan Hold Nightmare Dungeon.

            Gameplay

            Barbarian

            • Fixed an issue where Charge didn’t carry all enemies hit along with the Barbarian.
            • Fixed an issue where Lunging Strike could cause the player character to get stuck under the ground.
            • Fixed an issue where the bonus Critical Strike chance granted by the Focused Rage malignant power could be consumed by non-combat skills.
            • Fixed an issue where the Aspect of Berserk Ripping wouldn’t cause targets to bleed when Berserking.

            Druid

            • The tooltip for the Moonrage malignant power now also communicates the power’s additional Lucky Hit chance of spawning a wolf when damaging a boss.
              • This tooltip now properly communicates that it grants +3 ranks to Wolves.
            • Fixed an issue where Call of the Wild and Aspect of the Stampede were not properly affecting the passive portions of Companion skills and the active portion of Wolves.

            Necromancer

            • Fixed an issue that caused more Blood Orbs than intended to be active at the same time. Blood Orbs now function like Crackling Energy in that they cap at 30.
            • Fixed an issue where guaranteed Overpower attacks from the Rathma’s Vigor key passive were not benefiting from the Paragon Legendary Node Bloodbath.
            • Fixed an issue where the automatic Corpse Explosion casts from the Sacrilegious malignant power could ignore the damage reducing effect from the power when using unenhanced Corpse Explosion.
            • Fixed an issue where the Untimely Death aspect only increased Overpower damage on the Blood Lance that was cast and not other lanced targets.
            • Fixed an issue where when the Decrepit Aura Malignant Power was equipped twice, the power with the lowest number of near enemies required to activate was not the one that would trigger.
            • Fixed an issue where shields held by a Necromancer would cover their face in loading screens.
            • Fixed an issue where the Necromancer’s Imperfectly Balanced passive could only have 1 point allocated to it.
            • Fixed an issue where the Decrepit Aura malignant power wouldn’t trigger when mounted.

            Rogue

            • Fixed an issue where Poison Trap could be infinitely cast without spending Energy by using the Concealment skill near zone transition areas.
            • Fixed an issue where the Shadow clone’s taunt effect from the Trickery malignant power could Taunt other players in PvP, and the taunt was not breakable by Unstoppable effects.

            Sorcerer

            • Fixed an issue where the Elemental Dominance passive didn’t function correctly when using Core and Mastery skills that dealt Damage over Time.
              • Ex: A meteor cast at above 50 mana that would take you under 50 mana would not get the full damage bonus.
            • Fixed an issue where the Omnipower Malignant Power wouldn’t properly consume additional mana, which would then not trigger other interactions with additional resource consumption.
              • Ex: the damage reduction from the Mana Shield passive.
            • Fixed an issue where the Omnipower malignant power was inconsistently launching the appropriate number of projectiles. In addition, the tooltip has been updated to better describe the power.

            Developer’s Note: The previous tooltip was a bit misleading as it did not consume the entirety of your mana pool. It will consume as much as it can depending on the number rolled on the affix.

            • Fixed an issue where the effects from the Dark Dance malignant power would reset the Align the Elements passive.
            • Fixed an issue where the random location teleport effect from The Oculus could cause players to get stuck in the environment.

            General

            • Fixed an issue where the speed increase from the Spur skill while mounted was slower on Controller than Keyboard and Mouse.
            • Fixed an issue where Invasion portals spawned during certain Helltide events could be pushed off screen with Fear effects.
            • Fixed an issue where Paragon Rare Nodes would sometimes not provide bonuses with stat-boosting gear.
            • Fixed an issue where continuously enchanting an item could result in having the same stat show repeatedly in subsequent re-rolls.
            • Fixed an issue where post-death damaging effects ignored the damage reduction from stats of close or distant enemies.
            • Fixed an issue where mounting your steed while moving would behave erratically when playing on console.

            Monsters

            • Fixed an issue where Elite enemies with the Teleporter affix could teleport from off-screen and deal excessive damage.
            • Fixed an issue where Tusked Charger enemies could still damage the player after dying.
            • Fixed an issue where the Corpse Spawn enemy wouldn’t attack the player.
            • Fixed an issue where the Mahjoob monster was more difficult to defeat than intended.

            Quests

            • Fixed an issue where progression would be blocked during the Reject the Mother quest if the player left the game and came back.
            • Fixed an issue where Quest objectives could be missed while mounted during the Desperate Remedies quest.
            • Fixed an issue where the Fury Against Fate quest could have its progression blocked.
            • Fixed an issue where the Quest tracker pin would not be visible outside of the zone where the Ruins of Faith quest was located.
            • Fixed an issue where the Gore-soaked barricade could become indestructible after exiting and returning to the Cellar during the Fury Against Fate quest.
            • Fixed an issue where players could repeatedly fight Varshan during the final Seasonal quest by resetting the Dungeon where he spawns.

            Season of the Malignant

            • Fixed an issue where the Prudent Heart malignant power would not trigger while mounted.
            • Fixed an issue where the Dark Dance malignant power could behave as if the player was damaging themselves, which could apply other effects that occur when the player deals damage.
            • Fixed an issue where the Invoker of Varshan recipe could be lost.
              • For any player that lost the recipe, it can be acquired from any malignant kill after the seasonal quest line has been completed.
            • Fixed an issue where the Barber malignant power would absorb damage from all other players and not just the player with it equipped.
            • Fixed an issue where the Urn of Bargaining season blessing was increasing the enchant costs for items.
            • Fixed an issue where the Dark Dance Malignant Heart could kill the player. It will no longer consume life if the player does not have enough life to pay.
            • Fixed an issue where effects that build up from dealing damage, such as Rogue’s Inner Sight, wouldn’t properly build up while the effect from the Barber Malignant Heart was active.

            Shop and Battle Pass

            • Fixed an issue where the Arise emote’s visual effects wouldn’t appear when playing on low graphical settings.
            • Fixed an issue where the Dagger Tap emote for Rogue from the Battle Pass would lock player movement for its duration.
            • Fixed an issue where the female Necromancer animation for the Cage Puppetry emote had visual errors in the preview.
            • Fixed an issue where the Phantasm Walker cosmetic set had multiple visual errors, such as clipping.

            UI

            • Fixed an issue where text was missing when speaking to Kres during the Tangled Memories quest.
            • Fixed an issue where the subtitles during the Light Extinguished quest were out of sync with the voiced dialogue.
            • Fixed an issue where the tooltip would show the wrong name for Wrathful Malignant Hearts when equipping two rings with the heart socketed in it.
            • Fixed multiple issues with text description inconsistency in Shop Bundles.
            • Fixed an issue where the Scroll of Amnesia tooltip referenced stat points instead of Paragon Points.
            • Fixed an issue where the tooltips for the Social and Miscellaneous tabs in the action wheel were mismatched.
            • Fixed an issue where the tooltip for Battlepass emotes would erroneously describe the Emotes as Shop emotes instead of Seasonal emotes.
            • Fixed an issue where the Coldiron Aegis displayed as supporting all classes, even though not all classes can use shields.
            • Fixed an issue where the timer for Whispers could display incorrectly.
            • Fixed an issue where the Stele of Velkhova and Hero Overwhelmed headstones were missing names in the Wardrobe.
            • Fixed multiple Localization issues.
            • Fixed an issue where the button highlights for controller would disappear after dismissing the Buy More Platinum prompt while navigating the Battle Pass menu.
            • Fixed an issue where The Hero list could not be re-ordered.
            • Fixed an issue where the player’s displayed death marker on the minimap was inaccurate compared to where their corpse was.
            • Fixed an issue where the quest markers would display incorrectly if the player left the area and returned during the Answers in the Ashes quest.
            • Fixed an issue where Mount Armor and Trophies wouldn’t update when selecting other Mounts in the Stable Master Vendor menu.
            • Fixed an issue where controller button highlights could disappear in the Stablemaster’s menu.
            • Fixed an issue where the Battle Pass interface would not properly navigate to the appropriate tier after tier skipping.
            • Fixed an issue where the Die! Emote from the battle pass displayed its name incorrectly.

            Miscellaneous

            • Fixed an issue where the Reins of the Bloody steed would reappear in the Stablemaster’s menu after it was already acquired.
            • Fixed an issue where opening multiple Clan Profile windows would cause a crash.
            • Fixed an issue where a certain Necromancer hairstyle would intersect the character’s neck in cutscenes.
            • Fixed an issue where Audio from Cormond could be heard even if the player was far away from him during the Enter the Forest Clearing quest step.
            • Fixed an issue where the weather effect and map color change to denote Helltide would persist after Helltide ended.
            • Fixed an issue where skipping the initial cutscene after creating a new character could cause a crash.
            • Fixed an issue where the Bloody Liquid Steed was not always rewarded after defeating Echo of Lilith.
            • Various other visual, stability, and performance improvements for all platforms.

            What do you think of the changes that Blizzard has implemented with Patch 1.1.1? Are they appropriate and do they improve your experience in Diablo 4, or is the Wizard or Barbarian still so weak that you wouldn’t even touch him? Let us know in the comments!

            Diablo 4: Players criticize world boss times, joking about quitting their jobs and leaving partners

            This is an AI-powered translation. Some inaccuracies might exist.
            Source(s):
            1. blizzard.com

The GO Fest in London shows how grand Pokémon GO could always be

Last weekend, one of the live events for this year’s Pokémon GO Fest took place in London. Our MeinMMO author Franzi Korittke was on site and checked out the event. She shares her impressions and why she thinks the game should always be like this.

What event is this about? The big global GO Fest 2023 is already on the starting line, which is why the associated live events must not be missing. Therefore, on August 4th, the corresponding starting signal fell in London and Osaka. For 3 days, ticket holders could explore the cities and the selected parks, catch plenty of pocket monsters, complete raids, and benefit from bonuses.

After I visited the live event for the GO Fest in Berlin last year and was more than thrilled, I had the need for a repeat and therefore traveled to the GO Fest in London. What I particularly liked and what I think should be improved, I have summarized for you below.

Lots of Stops & Great Scenery

As I am a repeat offender and have not attended such an event for the first time, my expectations were correspondingly high. Last year, I was thrilled by the fantastic setups, the community on-site, and the overall atmosphere. This year, it was even surpassed in some aspects. What I liked so much, I have summarized for you below.

Event kick-off on Thursday: Since the event took place not only in Brockwell Park but also in the city center, Niantic had already arranged for additional stops in advance. Thus, enthusiastic trainers could get a taste of the upcoming event weekend near the Tower Bridge on Thursday.

And it was worth it, as numerous PokéStops stretched along the Thames and adorned the picture of this year’s live event. Moreover, one could take suitable photos against a great backdrop, for example with a Pokémon GO hot air balloon.

Pokémon GO balloons on Thursday near the Tower Bridge

Lots of Stops and Cool Scenery: But even in Brockwell Park, one could not complain about too few PokéStops. Additional points were also set up here, which were only active as long as one possessed a valid ticket for the park. And the sight was overwhelming.

Besides the different virtual habitats that one could wander through in the park, the scenery on-site was also appropriately adapted. In the Fairy Garden, one could find huge pink flowers or an artificial volcano in the Volcanic Island as well as a jungle-like passage in the habitat Dark Jungle.

In the habitat Hypnotic Glacier, a sort of glacier hall was set up where one could discover wonderful color plays and lighting effects matching the ice and water Pokémon. And of course, the Eevee and Pikachu mascots were also present and available for photos.

The Pokémon Bus: However, my personal highlight was the Pokémon bus, which was provided by the Pokémon Company on-site. The double-decker bus was not only a real eye-catcher from the outside, but I was even allowed to admire it from the inside.

The bus was decorated inside with many details featuring numerous Pokémon motifs. Additionally, there was a special wall made of plush Pokémon and other great exhibits. For instance, one could discover the popular Master Ball.

Special Atmosphere & Good Organization

Feeling on site: As in the last year, there was a great atmosphere in London. Numerous players from all over the world came together to catch Pokémon, play raids, solve tasks, or make new contacts.

Through the established trading and trainer battle zones, it was also easy to connect with other players and exchange information. I met not only a few German players but also got to know some new people from other countries, with whom I still keep in touch after the event.

Better organization: Furthermore, I found the surrounding arrangements this year to be a bit better than last year. This is mainly because the park did not seem as overcrowded from my perspective, as some trainers were always roaming in the city area. Thus, it was easy to find a seat at times or connect to one of the fixed PokéStop power banks.

And the entry into the park was totally chill and went super fast. While there were long lines in Berlin and trainers had to wait forever for their entry, you could enter the park here without problems and start playing immediately.

Exploring new areas: After my time in the park was over, I decided together with another player not to head to the sought-after hot spots of the city to continue playing, but rather walk from the park into the city center.

By doing this, we avoided the crowds that went to popular points like Piccadilly Circus and explored impressive areas of London that we probably would never have seen otherwise. And even though we were a bit off the beaten path, we were able to benefit from numerous spawns.

Missing Routes for Timed Research

Criticism of the research: However, there was also one thing that I did not like so much and which I found to be ill-considered: the timed research. I started playing in the park first, to then go to the city in the afternoon.

For this reason, I began my timed research in the park, which was generally not difficult. However, on stage 2, I was shocked because I was supposed to follow a route. But there was a problem, as there was not a single route present in the park.

Why was this a problem? One had to wait to solve the quest until reaching an area where routes were already present. This is generally not a problem in London, and I was still able to complete my research on time. However, I found it a bit strange that this was not set up by the developers in the park.

So, for those who did not want to spoil themselves like I did regarding what tasks were yet to come, there were concerns about having to rely on the habitats from the park to complete the research, and therefore not being able to finish it completely. Fortunately, that was not the case.

From my perspective, it would still not have been a problem to set up the route in the park beforehand and let it lead through the habitats, as trainers needed to visit all of these anyway to complete the special research and collector challenges. There is definitely still room for improvement here.

My Conclusion: I want more of these events

One of the best events: In retrospect, the GO Fest in London was one of the best experiences I’ve had in Pokémon GO so far. The entire feeling with numerous trainers, the special settings, the many PokéStops, and of course, the chance to meet new people showed me how grand the game can be.

And of course, I was also happy about some strong, special and shiny monsters. In particular, I was excited about the new monsters like Mega-Rayquaza, Mega-Diancie or Rocara. And I can now also claim a shiny Liliminip, which made its debut on that day.

More on the topic
Pokémon GO: You can finally get Mega Diancie at the GO Fest 2023 – Is it worth it?
von Franzi Korittke

Such experiences should happen more often: It is therefore very unfortunate that these unique experiences are only limited to these large events. Due to the pandemic, local communities are hardly existing in many places anymore, which is why many trainers only play alone. The GO Fest provides a successful change and great experiences that I think should happen much more often.

I would therefore wish that there are more of such events, even if perhaps on a smaller scale. Both Berlin last year and London this year have certainly shown me that it can be worth taking the trip and being part of such an event. I will definitely return.

Were you also at one of the GO Fest live events last weekend? If so, how did you like it? Or do you prefer to play just for yourself? Please feel free to write it down here on MeinMMO in the comments and exchange with other trainers.

In the coming weeks, there are still many events in Pokémon GO. We will show you all events in August.

This is an AI-powered translation. Some inaccuracies might exist.

Blind player wins important match in Street Fighter, defeats his opponent with a flying headbutt

This year’s Street Fighter 6 has been a huge success for Capcom. Currently, EVO 2023 is taking place. The most important professional fighting game event of the year. A blind player achieved the impossible and won a match on the main stage.

What happened? EVO 2023 is the most important fighting game event of the year. At the professional level, players compete in various fighting games for the 1st place. Just to participate, one must play at an extremely high level.

The player BlindWarriorSven achieved the impossible and won a match against his opponent. And that blind. BlindWarriorSven lost his sight due to cancer at the age of 6. Nevertheless, he loves fighting games, and as you can see, he performs incredibly well.

Capcom is not just a simple publisher, but for many, it is an important icon and still successful today:

Capcom shaped the 80s with Mega Man and Street Fighter – Today they are more successful than ever with 2 other games

Start video
Street Fighter 6 Your Story Trailer PS5 PS4

The man who made the impossible possible

How did he achieve this? Street Fighter 6 offers many options for accessibility. Sound also plays a role. The game enables the player to understand what is happening through acoustic signals. For people who see poorly or not at all, this is a way to play the game. BlindWarriorSven has been playing fighting games since Street Fighter 2.

BlindWarriorSven played the sumo wrestler E.Honda and defeated EternalPancake, who played Luke. In the final fight, he attacked his opponent with his super move and ended the battle with Honda’s classic headbutt. After his victory, he celebrated with the crowd, and both players thanked each other respectfully and were visibly happy for the game.

You can watch the video of the match here:

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How does the community react? Under the YouTube video of the match, the community celebrates his great victory.

  • bf_peitho4226: Congratulations, Sven! It was a great match. […] You have given everyone a challenge and a passion. The man who made the impossible possible.
  • CleoKujo: That was fantastic and nice to watch, I’m glad I found you, congratulations Sven!
  • Extragear-gv8qq: The match was fantastic to highlight accessibility. Huge thanks.

This is an example of how important accessibility in games can be. Even if the majority does not need these features, they allow people with physical limitations to pursue their hobby. And as we can see, one can even compete professionally.

Fans of Street Fighter 6 are currently facing issues with the platinum trophy of the game:

In a fighting game on PS5, no player has been able to collect the platinum trophy yet, even though it has sold 2 million times

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. 3DJuegos
  2. YouTube

German strategy expert presents a tip: “The best 6 € you can spend on Steam”

A new medieval strategy game called “Thronefall” has been released in Early Access on Steam. This allows you to play as a king defending his castle. Maurice Weber presents this hidden gem in one of his newest videos. What kind of game this is, we will tell you on MeinMMO.

Who is Maurice Weber? Maurice Weber is an editor at GameStar and a daily Twitch streamer since mid-2022. On Twitch, he wins the hearts of viewers with his relaxed, cheeky style. He has developed a distinctive affinity for challenging strategy games.

In one of his latest YouTube videos, Maurice reveals his enthusiasm for a fascinating new game – Thronefall. After an extensive explanation of the game, he openly states that this is a true hidden gem.

Here you can see the official trailer of Thronefall:

Start video
Thronefall – Official Trailer for the Strategy Game

“Fans of Stronghold to Bloons will get their money’s worth” – writes a user on Steam

What is Thronefall? On August 2, 2023, Thronefall was released on Steam as an Early Access title. Developed by the talented team called “GrizzlyGames”, an emerging development studio from Berlin. They had already found success with the game “Islanders” and have made a name for themselves as indie developers.

Thronefall is available for macOS and Windows operating systems. It has already received an impressive response on the Steam platform with 97% positive user reviews. Recently, “Dave the Diver” achieved similar success, captivating many users. As a cherry on top, you can currently purchase Thronefall in the Steam Sale for an attractive price of 6.20 Euro.

Maurice Weber raves about the game:

What is the game about? The charm of Thronefall lies in its simplicity, which requires profound strategic considerations. Players dive into a minimalist medieval setting, taking on the role of a small but determined king.

The day-night dynamic is crucial in this game. While you focus on building and developing your town during the day, armies await you in the dark, whose attacks you must defend against with clever tactics. Successfully surviving the night brings valuable gold that can be used to reinforce the main castle and finance the construction of new buildings.

However, city design proves to be tricky: fields and buildings cannot be placed randomly. Overall, this game requires skill and strategic thinking. You must make the right decisions and set priorities to advance.

For example: You can only build fields outside the safe city walls. These are a good source of gold to build new structures. However, they also become quickly vulnerable at this location, meaning you must defend them more. The question arises, do you build more fields first, or do you focus on troop deployment.

Highscore chases serve as long-term engagement

How does the game perform in long-term testing? Thronefall may start with a simple game mechanic, but the further you progress in the game, the more challenging it becomes. The game currently includes four challenging levels that players can explore in about five hours.

But the end of the journey does not mean the end of the game. The incentive to replay the levels lies in the exciting high score chase. Here you can not only achieve personal bests but also unlock new perks and abilities to keep the replay value consistently high.

Maurice himself emphasizes in his video how small development studios often choose creative approaches out of necessity and focus on the essence of their game. Thronefall is a prime example of this approach – a game that achieves greatness with limited resources and sets itself pleasantly apart from the mass.

With Thronefall, a promising strategy game is presented, which not only challenges tactical thinking but also captivates players with a lovingly crafted medieval world.

If you want to invest your 6 Euros elsewhere, you can find another recommendation from us here: Steam: „One of the best single-player games of all time“- For a limited time, you can get a great detective game for 6 €

Disclaimer: Maurice Weber is among the authors and talents of Webedia. GameStar, GamePro, and MeinMMO are part of Webedia.
This is an AI-powered translation. Some inaccuracies might exist.

We asked you: These are the 5 best Marvel movies in the MCU between 2008 and 2019

We conducted a survey at MeinMMO where we wanted to know from you which MCU movie from Phase 1-3 you think is the best. Based on the results, we present your top 5 titles.

We wanted to know from you in a survey on July 25, 2023 which Marvel movie in the MCU between 2008 and 2019 you think is the best. A total of 454 readers voted. Based on your votes, we created a top 5 ranking.

[toc]

5. Marvel’s The Avengers (2012)

Start video
Deutscher Trailer zu „Marvel’s The Avengers“

With 36 votes and thus 8 % of the votes, Marvel’s The Avengers is in 5th place among the best movies of the MCU Phase 1-3.

In the film, Iron Man, Captain America, Hulk, Black Widow, Thor, and Hawkeye work together for the first time to defend Earth against the Nordic god Loki, who wants to gain dominion over humanity with an alien army.

By bringing the 6 superheroes together in Marvel’s The Avengers, the foundation for the grand story surrounding the Infinity Stones was laid.

Many praise the dynamics between the characters, where the traits of each hero come to the fore. For example, the egocentric billionaire Tony Stark and the patriotic Steve Rogers clash due to their different personalities and life views, and we learn more about the friendship between Natasha Romanoff and Clint Barton.

In addition, the film impresses with Loki as an exciting antagonist and action-packed battles. Especially when the Avengers work together to fight the hordes of aliens in New York, there is a great special effects cinema experience.

Fun Fact: Robert Downey Jr. (Iron Man) hid food on set and ate it during filming. Since this led to humorous moments, the producers did not intervene. It is said that the scene where he offers Captain America a blueberry was not scripted but came from such an improvised moment (via watchmojo).

Even a significant line in Iron Man was improvised by the actor and thus influenced the entire MCU.

4. Guardians of the Galaxy (2014)

Start video
Trailer for the Marvel movie Guardians of the Galaxy

With the Guardians of the Galaxy, the intergalactic team of heroes takes 4th place in the voting. The film received 46 votes, which is 10% of the total.

In the first film, the various characters of the group get to know each other and confront the alien villain ‘Ronan the Accuser’ to ensure a powerful orb does not fall into the wrong hands.

For many, the colorful superhero team brought a fresh breeze to the MCU. With a hefty dose of humor, an electrifying soundtrack, and likable characters, the Guardians of the Galaxy won over numerous fans.

Additionally, the actors, such as Chris Pratt as Star-Lord, Zoe Saldana as Gamora, and Dave Bautista as Drax, managed to convincingly bring the comic characters to life.

Fun Fact: Dave Bautista burst into tears of joy when he learned that he had been cast as Drax (via comicbook.com)

A MeinMMO reader also commented:

I was never a fan of Cpt. America (USA, USA) or Iron Man (arrogant rich jerk).
Through the MCU, I actually found the characters more sympathetic, which was probably also due to the actors.
As a film, I liked Guardians of the Galaxy 1 the best. I like every character in this crazy crew.

commented MeinMMO reader Luripu

You can read here what cameos are hidden in the latest Guardians of the Galaxy film from our colleagues at Filmstarts.

This is an AI-powered translation. Some inaccuracies might exist.

Researchers develop AI that listens to you while typing – Knows what you write and knows your passwords

A team of researchers from several British universities has developed a self-learning AI that listens to keystrokes and can predict which words, including passwords, are being typed on a keyboard using a deep learning model.

Artificial Intelligence is now an integral part of everyday work and is taking on more and more tasks from us humans.

The prominent example ChatGPT is a chatbot that communicates with users through message exchanges. Through deep learning (a method of machine learning), the collected data can be used to generate increasingly better responses. The British research team follows the same approach with their AI, only in an acoustic manner.

Start video
Amazon presents cute robot – Watch the trailer on how Astro protects your home from bandits

The AI listens well and learns from it

To feed the technology with the necessary data, the research team used the keyboard of a modern MacBook Pro. Each of the 36 keys was pressed 25 times, and the resulting sounds were recorded.

Using an algorithm, the recordings were further processed, and the identifiable differences for each key were visualized as waveforms. With the data obtained this way, the researchers can now predict keystrokes with alarming certainty.
Only the recording method produces better or worse results.

A new digital danger

Any regular microphone can serve as a recording source. Even through phone calls or a smartphone with an installed meeting app, the AI can determine which keys are being pressed with up to 95% accuracy. This means that in the future, you not only have to be careful about what you say when the microphone is on, but also what you type.

You can protect yourself in this case with biometric authentication methods (e.g., fingerprint) or by using password managers.

What do you think about this development? Are you already actively using AI in your daily life, or can you not find anything positive about it?

Billion-dollar companies like Apple, for example, prohibit ChatGPT to protect their valuable secrets.

Source: pcgamer.com

This is an AI-powered translation. Some inaccuracies might exist.

Whoever wants to play Baldur’s Gate 3 has to agree to a strange contract and renounce evil

Larian Studios is once again messing around in the terms and conditions of Baldur’s Gate 3. If you’re reading this, you deserve a medal. You can find out what mysterious contract you’re agreeing to on MeinMMO.

What’s behind the contract? Baldur’s Gate 3 is undoubtedly a huge success, something even the developers didn’t expect. But Larian Studios shows how important it is to read all the user agreements.

If you play the RPG or plan to, be sure to take a look at the terms and conditions (yes, really!). The annoying user agreements that everyone usually skips. Larian Studios has hidden a nerdy surprise for you in the terms and conditions.

What contract are you agreeing to? Players discovered a clever message from Larian Studios in the lengthy terms and conditions of Baldur’s Gate 3. In the middle of the text is a hint: The developers warn players against making deals with supernatural beings of fey, infernal, or other eldritch origins. Better stay away, is the humorous message from Larian Studios.

Start video
5 helpful tips for Baldur’s Gate 3

Similar pact as in Dungeons & Dragons

The terms and conditions of Baldur’s Gate 3 wink at “Dungeons & Dragons” fans and put a smile on their faces. A similar contract appears in the fifth edition of Dungeons & Dragons. In D&D, nearly everyone is constantly trying to lure you into some pacts. Especially Warlocks derive their powers specifically from such a pact with a mysterious being. But don’t worry, a Warlock is unlikely to receive a lawsuit.

What do the reactions look like? Larian Studios’ attention to detail and desire to laugh with fans are evident even in their terms and conditions for Baldur’s Gate 3. Players react enthusiastically to the little details in the user agreements.

Numerous screenshots of the terms and conditions are circulating on social media. Here you can read section five again:

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Alwayslookingout wrote, for example, (via reddit.com): “I don’t know what’s more impressive. That Larian included this or that someone actually read the terms and conditions.”

User demoninadress commented (via reddit.com): As a lawyer, I’m obsessed with it.

Chesidia commented (via reddit.com): This is the first time in a long time (if ever, I must admit) that I’ve actually read the terms and conditions. To be honest, I’m completely in love with this studio.

In Baldur’s Gate 3, however, there are definitely opportunities for some quite interesting, if somewhat shady, deals:

Baldur’s Gate 3: The personal feud with a witch cost me 3 hours of life – The solution took no longer than 30 seconds

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. IGN

HandofBlood wanted to conquer LoL, now he is desperate because his team is going down twice in 3 days

The YouTuber Maximilian “HandofBlood” Knabe has entered the eSports scene in Germany with his own LoL team Eintracht Spandau, aiming to conquer E-Sports with League of Legends. On social media, the team is huge, but in terms of sports, they still fall short of their big ambitions in 2023. Within a few days, the dream of the German championship and the entry into the European Cup was over again.

How did the team fail?

  • Eintracht Spandau is playing in the 1st German League, the “PRM 1st Division”: In the Summer Split 2023, they had high hopes for the title. The regular season ended with EINS placing second with 14-4, only SK Gaming Prime was ahead of them.
  • But in the playoffs, they faced a rude awakening: All hopes were dashed within 3 days: They lost the first match on Thursday, August 3, 0-3 against SK Gaming and thus slipped into the Losers Bracket. The second defeat came on Sunday, August 6: They were eliminated with a 1-3 against the Unicorns of Love.
  • The team has once again missed its high goals: Eintracht Spandau will neither become champions nor can they qualify for the European Cup. They wanted to bring the European Cup to Berlin and become German champions anyway.
Start video
Everything you need to know about the LoL team Eintracht Spandau – in 4 minutes

“It feels like we’re always being outclassed” – Team messes up playoffs

What does HandofBlood think about this? HandofBlood sounds surprisingly disillusioned on Twitter. The YouTuber and person himself speaks, not an egomaniacal persona.

He writes that being eliminated from the playoffs really hurts because it happened this way (via twitter):

It is frustrating to see that when it matters, we simply do not deliver in sports, let alone meet our own expectations.

The YouTuber hints that it’s okay to lose a match and miss goals. But being eliminated so hopelessly and “getting knocked out 0-3” really bothers him. It feels like they are always being outclassed.

He intends to find out within the team what the problem is and to work on it.

What are the reactions? Most fans are cheering up HandofBlood. They have achieved so much in a short time. He shouldn’t get discouraged. But some are already disappointed after the strong regular season: The league went well, but we still need to work on the playoffs, they say about the elimination.

But his team Eintracht Spandau is often provocative on social media and insults their opponents, claiming that only Koreans and a few randoms play, throwing shade on YouTube against the Unicorns of Love, who are fielding 2 Koreans and 3 Germans.

The mockery is now assured for the team: “Less social media, more focus on the game” someone throws at the Berliners on Twitter.

What’s behind this: Eintracht Spandau relies on 4 players who are 25 and 26 years old: Only the supporter Lillip is 22,

So it’s not a team with “talents” who might make it big; rather, it is a team with established players who are expected to win now.

Therefore, there is no option to be patient and give the players more time, trusting that they will blossom in the coming years. They will have to recruit new players again and let some go, which actually contradicts HandofBlood’s plan to develop a team that stays together long-term to create identification with the players.

Originally, the team also wanted to rely more on German players, but they seem to have given up on that as well. The ideas they had to build a team “from the neighborhood” don’t really align with the sporting reality.

The casters from Eintracht Spandau are top-notch, but the team is struggling a bit:

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Even though Eintracht Spandau is very prominent on social media, the “sporting success” in LoL is hardly predictable: Even pro teams fluctuate in LoL. Teams that become world champions in one year can become completely irrelevant the next, because a single player leaves or a form crisis arises.

If a team fixes in its mind that it is “strong in the league, but falls apart in the playoffs,” it is a serious problem that HandofBlood will have to grapple with.

However, this is a problem that he does not have exclusively. The nominal best player in Europe and the two best German players also had a total nightmare season, and nobody knows exactly why:

LoL: The 2 best German players switch to Perkz’s super team, fail – “Doesn’t feel real”

This is an AI-powered translation. Some inaccuracies might exist.

I started Baldur’s Gate 3 twice and was disappointed: At first, when I did what many warned against, I liked it

Our author Schuhmann has now started Baldur’s Gate 3 for the third time (PC, later also XBox Series X, PS5). Only when he found the right hero for himself during character selection did he enjoy the role-playing game. He is precisely the hero, The Dark Urge, that many warn about.

Warning: Spoilers. The article contains information about the first 3 to 4 hours of the game.

This is how I experienced Baldur’s Gate 3: I tried Baldur’s Gate in early access in 2020. The spark just wouldn’t ignite.

I found the beginning story totally exaggerated: dragons and mind flayers, epic air battles at level 1. It was all too much and too far removed for me.

I could hardly get out of the eye-rolling: Oh, look, level 1 and in the background, a tentacle creature and a devil are battling each other while a dragon is burning everything.

Even before heading into the druid’s grotto, I lost interest; I found nothing exciting about the game: Especially since I was playing a faceless, self-created character who had only silently trudged through the story up to that point, while a warrior and a brain with legs were the main characters.

I was also annoyed by the feigned urgency that screams at you in the first minutes of the game: “Hurry up, the larva in your head can go off at any moment and turn you into a tentacle monster.”

I decided that my time for such games was long past. Baldur’s Gate 3 might have fit my self from 25 years ago, but not anymore with the current one. I hadn’t thought about Baldur’s Gate 3 for 3 years.

Start video
5 helpful tips for Baldur’s Gate 3

On the second attempt, a few days before release, I tried again to warm up to Baldur’s Gate 3. I created my own character and went through the pompous story again, encountered faceless companions yet again, and again, just before the grotto, I lost interest.

When I pulled a wizard from a portal, I felt like I already knew everything: So I meet a cold-blooded warrior, a worried cleric, and an apparently absent-minded wizard in the first minutes and we are all telepathically connected because we have thought worms in our brains. Meanwhile, red dragons are burning a thought airship, and I am stranded in the wilderness, all at level 1.

Okay.

baldur's-gate-3-mindflayer
Tentacle monster right at the start didn’t engage me.

Baldur’s Gate 3 felt like a game from much earlier

Why did the beginning annoy me so much? I played Baldur’s Gate 1 25 years ago and it impressed me back then, but the game has become worse in my memory over the years.

I haven’t thought about Baldur’s Gate 1 for years; it was a game for which I had hardly any positive memories left.

This is what I still knew about Baldur’s Gate:

  • You played as a “faceless hero” who somehow wanted good.
  • You started somewhere in the wilderness and only later arrived in the big city.
  • The mechanics were old-fashioned and there was an insane amount of text to read.
  • The battles felt “gimmicky” and you had to know the obscure rules system of Dungeons and Dragons well to exploit “unfair synergies” to win.

In the first hours, Baldur’s Gate 3 strongly reminded me of the “Baldur’s Gate” of old: a pale hero in an exciting story with outdated mechanics.

Only that it started completely exaggerated and I was carrying a ticking time bomb in my head, which was new.

rsz_3bg3_laezel
The first character you encounter: A cold-blooded warrior, a bit clichéd at first glance.

Only when I took a pre-made hero did the spark ignite

This has changed: In my 3rd run, at release, I didn’t create my own hero, but chose one of the pre-made origin heroes: “Dark Urge”, a character who constantly wrestles with himself. Here, it intrigued me that I could choose class and race. After reading an article about the Oathbreaker Paladin, I definitely wanted to try that.

In doing so, “The Dark Urge” is precisely the hero that many warn about.

Again, I played the beginning, but something was different this time.

With the wizard I could pull from the portal, there was suddenly the option: Imagine tearing his hand off. And when my hero came to again, he had actually turned that fantasy into reality and I found a severed hand in my inventory.

And from that moment on, something clicked for me. I suddenly found my character with his strange situation, not knowing anything about his past, but having these crazy ideas in his head, interesting. I continued playing the story.

I don’t want to spoil here, but: It was worth it.

Baldur’s Gate 3 is not the successor of Baldur’s Gate, but of Planescape Torment

I have now understood why the game caught me the 3rd time: Baldur’s Gate 3 is a trickster. For the game is not the “successor in spirit of Baldur’s Gate 1”, but of the best D&D role-playing game, Planescape Torment. I discovered that game a few years after Baldur’s Gate and still consider it a great game, which I often reminisce about:

  • In Planescape Torment you play a man without memory and without name.
  • The companions around you all have a dark secret that you unravel over time.
  • And the game is far from the classic “sword & staff” atmosphere that characterized Baldur’s Gate 1 back then: The first character you meet is a chattering skull.

How Planescape Torment differs from Baldur’s Gate 3: Planescape started much more quietly and only gradually confronted you with the “crazy side” of the universe. Baldur’s Gate 3 immediately launches into the crazy power fantasies.

Planescape Torment is considered a milestone in PC role-playing history:

After an hour, Baldur’s Gate 3 changes the pace

This is why I found Baldur’s Gate 3 exciting: Also in Baldur’s Gate 3, there was suddenly the fascination: Who am I actually?

The previously so pale main character was now exciting, because I was not only trudging through the outer plot with her, but she was also fighting an exciting inner conflict.

And the completely exaggerated opening sequence cools down relatively quickly and becomes a much more intimate drama, in which I am genuinely interested in the companions and their secrets.

The initial hysteria to get rid of the brain worm also eventually subsides.

On top of that, Baldur’s Gate 3 gives me a freedom in gameplay to solve problems that is really new and innovative. And there is just so much to discover in the game.

In hindsight, I am glad I gave the game – despite all my initial aversion – one more chance.

Twitch: Scene in Baldur’s Gate 3 scares streamer because it just won’t stop

This is an AI-powered translation. Some inaccuracies might exist.

Those who act really stupidly can finish Baldur’s Gate 3 shortly after the tutorial

Actually, Baldur’s Gate 3 is supposed to offer over 100 hours of gameplay. However, some players have now discovered that the game can end much earlier – albeit more or less unintentionally. At least it’s not a cruel demise, but something like a “happy ending.”

How do I finish the game in 20 minutes?

  • Shortly after you crash with the Nautiloid and collect some of your companions, you encounter a half-dead Mindflayer in the wreck.
  • This one tries to take your body because otherwise it will die. Of course, you don’t really want that.
  • A voice in your head tells you that it would actually be a good idea. If you agree, your character willingly gives up their life with a smile.

Is that really a “good ending”? Depends on how you look at it. The narrator says that your character has never felt happier. However, it probably isn’t a real “ending” since no credits roll across the screen.

Actually, this death only happens if you fail two really easy Wisdom saving throws. According to PCGamer, where this ending was “discovered,” this has even happened a few times.

However, you can also choose to willingly submit to the Mindflayer. The better option is to simply crush its head. This happens when you finish it off quickly.

Start video
Launch Trailer for the Role-playing Game Baldur’s Gate 3

17,000 different endings – Even without the Mindflayer

Baldur’s Gate 3 actually offers hundreds of hours of gameplay, unless you’re just eaten by a Mindflayer and take that as the end. Depending on how you decide, the conclusion can be very different.

The developers spoke of over 17,000 different outcomes for the story. We can only speculate what they are at the moment. However, we have already told dozens of different stories within the editorial team.

However, how you behave can already make a big difference in the outcome. For example, I decided to play a character for advanced players and promptly lost half of my companions. Now I am following a completely evil path.

Baldur’s Gate 3 allows you to fully indulge and make use of everything that can be done. Every creative solution is rewarded in some way, and almost everything works – even things that are absurd even for a fantasy world:

Legendary genius astonishes the head of Baldur’s Gate 3, plays completely different than planned – Shows how creative one can be

This is an AI-powered translation. Some inaccuracies might exist.

Then you will see the beginning of “The Dark Knight” with different eyes

Marco from Nerdkultur explains why 5 minutes at the beginning of The Dark Knight (2008) are enough to show what a masterpiece the superhero film by director Christopher Nolan is.

Christopher Nolan’s latest film Oppenheimer is currently in theaters. In a podcast episode of Nerd & Culture, the blockbuster was discussed.

There was also talk about a successful superhero film from 2008 by the director: The Dark Knight.

Marco analyzed why one can tell right from the start that the film is masterfully made in his latest video on the Nerdkultur YouTube channel.

We have embedded the video for you here:

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Afterwards you will see the beginning of THE DARK KNIGHT with different eyes… – Nerd culture

Marco Risch has been uploading videos about news, reviews, analyses, and interviews related to current films, series, and video games since 2015. The Nerdkultur YouTube channel is part of the Webedia network, of which MeinMMO is also a part. Especially nerdy“ topics such as Star Wars, Marvel, and DC are the focus of his channel.

In the video, Marco explains why the first 5 minutes of the film are so much more than mere popcorn cinema and go beyond the influences of director Christopher Nolan.

In his film analysis, he shows what inspirations have flowed into the beginning of the superhero film and takes a closer look at aspects of the Joker and another antagonist.

You can find an opinion piece on Nolan’s latest film Oppenheimer here with our colleagues at Moviepilot.

Once you have recognized all the small refined elements in the first 5 minutes of the film, you can see right from the start what a masterpiece the director created back then – and then see the beginning of The Dark Knight with different eyes.

If you like the video from Nerdkultur, check this out too: The best film with “Aragorn” – And it’s not “The Lord of the Rings”

Author: Marco Risch (Nerdkultur)

This is an AI-powered translation. Some inaccuracies might exist.

Twitch streamer is hypnotized and asked about things she usually remains silent about

In Antonia “Reved” Staabs (23) 7-day stream not only her Twitch colleagues HoneyPuu and starletnova visited, but also the famous mentalist Timon Krause. He hypnotized the three streamers and made the 23-year-old reveal her preferences.

The renowned streamer Reved (23) recently held her annual 7-day stream. She was seen day and night for a total of 226 hours and fought her way into the Twitch charts.

The grand finale featured a spectacular performance, where renowned German mentalist Timon Krause amazed and astonished everyone. Accompanied by her fellow streamers HoneyPuu and starletnova, the evening became a truly magical experience.

Here you can learn more about Reved:

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Whether on Madeira or at the mixing console – These are 5 of the biggest German Twitch streamers

Who is Timon Krause? Timon Krause (29), a master of mentalism and illusion, has made a name for himself by pushing the boundaries of the imaginable.

With his psychic abilities, he has already astonished and enchanted people all over the world. His unique skills range from mind reading to fascinating psychological experiments. He has also successfully published two books on the art of mind reading.

Mentalist tries to guess sexual preferences

What did Reved reveal? The evening with Timon Krause began with a presentation of simple illusions and psychic games, in which the streamers Reved, HoneyPuu, and starletnova also actively participated.

As everyone warmed up, Timon asked the streamer Reved to attempt a particularly intimate trick. He asked her to enter her last porn search term on Google and show it to her two fellow streamers.

To lighten the mood, he joked about a prize for revealing the term. In agreement, Reved showed the other two streamers her term. While HoneyPuu couldn’t hold back her laughter, starletnova reacted with a poker face.

Timon then asked the streamers a series of questions that seemingly had nothing to do with the previously discussed trick. They were to name the first term that came to mind on specific topics – from fruits to animals to countries and numbers.

After each of them had mentioned spontaneous associations, he wrote the sought term on a note and handed it to Reved. The amazement was boundless when it turned out that Timon could guess the sought term.

“This is so random! I didn’t even know what this was about at first!”, exclaimed starletnova in disbelief, while Reved trembled with excitement.

“That felt so strange”

What happened next? The evening continued its magical course as Timon Krause invited Reved into a hypnotic trance. While Reved and starletnova entered a trance-like state, HoneyPuu remained skeptical and resisted the hypnosis.

Reved eventually entered a deep state of trance, falling to the ground and later getting up confused. “That was a total loss of control,” she excitedly reported.

HoneyPuu kept trying, but hypnosis proved ineffective for her. She joked about whether Timon could curb her cravings for sweets. He laughed and declined.

What else happened in Reved’s 7-day stream, you can find out here: 23-year-old fights her way into the Twitch charts with a 7-day stream – so exhausted she dreams of forbidden things

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. RevedTV auf Twitch

Baldur’s Gate 3 Tips and Tricks: Here are the 9 best tips from players

With Baldur’s Gate 3, a new giant hit for PC has been released. After the first weekend, the game already has over 750,000 players just on Steam. Now fans are exchanging their tips and helping others who are starting out, so they don’t make the same mistakes.

Even before release, there were some veterans who shared useful tips for Baldur’s Gate. Now that the game has successfully survived its first weekend, players are actively exchanging ideas,

On Reddit, there is currently a large thread where fans share their best tips and tricks. Many of these should particularly help beginners – some even didn’t know our experts yet.

These are the tips from the community: We have already sorted a bit to not overwhelm you. We have also expanded some tips with information we found or that other players shared in further threads:

  1. You can send items directly from your inventory to camp with a right click. By holding Ctrl+click, you can select multiple items at once.
  2. You can easily take boxes and put them in your strength hero’s inventory. From these, you can for example build stairs to circumvent obstacles.
  3. “Help” is one of the most useful spells. It increases the maximum hit points until the next long rest. It is best to cast it every day.
  4. Humans are automatically proficient with shields and light armor. Especially spell classes can easily get +2 or more to their armor class.
  5. You can also throw healing potions or smash them on the ground to heal distant or multiple characters.
  6. If you click on an armor slot, you will see all possible items for that slot from each inventory of your companions.
  7. Buy every set for disarming traps that you find.
  8. If you take a candle and light it on the ground, you can “dip” your weapon there to cause fire damage.
  9. Don’t accidentally seduce your companions. Breaking up can hurt.

On GameStar, you’ll also find 11 tips that are particularly valuable at the beginning. In the video, we show you 5 more tricks:

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5 helpful tips for Baldur’s Gate 3

Tips from the editorial team: How to avoid “mistakes” in Baldur’s Gate 3

We also have several enthusiastic players and experts for Baldur’s Gate 3 and Dungeons & Dragons in the MeinMMO editorial team. One of our most valuable tips is to definitely make use of the short rest feature.

Additionally, we have some information for you, on how to best decide during a level-up. More tips and tricks from our editors are:

  • Shift+C allows your whole group to enter stealth mode.
  • Use the quick save function (F5) often.
  • Reduction spells and gaseous form allow you to fit through small holes and cracks.
  • A higher reputation with traders leads to better prices.

We will continue to expand this article with tips and tricks whenever we come across more useful information. If you have any helpful tips, feel free to share them in the comments.

A note especially for beginners, if you are just starting out: during character selection, the “Dark Urge” can be very tempting. However, you should rather avoid it during your first playthrough:

You should avoid playing a hero in Baldur’s Gate 3 as a beginner – unless you are absolute psychos

This is an AI-powered translation. Some inaccuracies might exist.