Blizzard Confirms Diablo III Nerfs

Written by: (@QuintLyn) | May 24, 2012 8:30 pm

8 Comments

Yesterday, our own Mike Schaffnit and Austin Regimbal reported on some changes that Diablo III players had been noticing regarding how their classes play.

As it turns out, players, you are correct, things are not what they were.

Three classes — Demon Hunter, Monk and Wizard — have all received some tweaks to active skills. While some of these are fixes, others are indeed nerfs. The changes are as follows.

The Demon Hunter has had changes applied to both the Smoke Screen skill and it’s accompanying  Lingering Fog skill rune.  Both now last for half the duration they did before.

The Monk class has had nerfs applied to both the Tranquility Skill Rune and Matra of Healing. Like the Demon Hunter’s smoke screen, Tranquility’s duration is cut in half.

As for Mantra of Healing, it will now only give two times the base healing effect rather than four. The accompanying Boon of Protection rune has also been changed to stop absorbtion at 1000 hp.

Those playing Wizards will see changes to the numbers of missiles that can be generated at once using Arcane Torrent. Blizzard has now set that number at ten. The amount of new missiles fired per kill has also been dropped from three to one.

I feel a little sorry for Schaff on that last one.

Just a little, though.

Has the nerf bat hit you hard in Diablo?

Blizzard Confirms Diablo III Nerfs

  • William Miller

    I hate to beat a new dead horse.. but now Monks are looking forward to dying in 6-8 seconds in Inferno. As opposed to the 9 second window BoP gave you (which is the max number of times it could be cast before you were spirit starved). Which cuts our on target DPS window effectively in half (based on BoP alone, mind you. You can pull another 3-6 seconds from Serenity and Blinding Flash).

  • http://profile.yahoo.com/7MPGC5FCQJZGFKICKCMALR3AYY Eric

    Buff Barbarians! (╯°□°)╯︵ ┻━┻  

    am i doin it rite?

  • Topi Tuulensuu

    “nice to see stability updates”
    I guess if everyone hadn’t already beaten the game.

  • Sicarius09

    Before now I watched Monks stand toe to toe with bosses, even Diablo without a care in the world. Health going almost no where and just dishing out pretty good damage, I was always curious to know why my Barbarian couldn’t do the same thing. 

  • http://twitter.com/Succorbenothi Christopher

    I love ya GBTV, but survivability of monks made things trivial? lol 

  • http://www.facebook.com/McBazz Barry Skene

    World 1st was a Wizard then a DH followed days later by a Barb.
    At the moment with these nerfs Barbs are the strongest class at the moment in Act3/4, Although wizards are still very strong with the new crit build.. Which will be nerfed soon.
    So wizards will have to buy a whole new set of gear for a 3rd time most likly.

  • http://www.facebook.com/profile.php?id=1103680651 Dave Jeannotte

    The game scales with the number of players you have, so if you’re playing solo it’s SUPPOSED to be easier.  So the fact that some individual (or individuals) finished inferno before Method seems inconsequential.

    But I’m sure you already knew that.  :P

    • http://www.facebook.com/fredrik.gardsio Fredrik Fronken Gardsiö

       That isnt really correct, with each person joining in on a game, all enemies gain 75% more health, so the game gets progressively easier the more people you have joining in, as long as they know what to do that is.

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