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Diablo 4 Season 4 Loot Reborn
Image: Blizzard

All class balance changes coming to Diablo 4 Season 4: Loot Reborn

Pick your favorite loot collector.

I don’t know about you, but when in doubt, pick the Barbarian. Here are all class balance changes coming to Diablo 4 Season 4: Loot Reborn.

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Diablo 4: All class balance changes coming to Season 4: Loot Reborn

Now that the theme and content for Diablo 4 Season 4 is unveiled and thoroughly described, players are already looking forward to reliving their in-game experiences during the PTR, but now in a more stable and balanced way through Loot Reborn. Moreover, the May 2 developer stream unveiled many aspects that will change in Season 4, with a whole bunch of balance changes coming to the game and each of the classes. Let’s take a look at every balance change coming to Diablo 4 Season 4: Loot Reborn.

Diablo 4 Loot Reborn Blacksmith
Image: Blizzard
ClassChanges
BarbarianGeneral
– Barbarian’s 10% innate Damage Reduction has been removed.
– Legendary powers that require Call of the Ancients to be equipped no longer have that requirement.

Previously, Dust Devils would have varying durations, speeds, and movement patterns based on which legendary Aspect created them. Now, they all behave consistently regardless of which Aspect they are from. Additionally, the following updates have been applied for Dust Devils:

– The maximum number of Dust Devils that can be active at once is now 15. Dust Devils now move more quickly and dissipate sooner.


Skills
Charge: Damage reduced from 250% to 180%.

Power Charge:
– Cooldown Reduction per Target Hit reduced from 3 to 2 seconds.
– Cooldown Reduction for hitting a Boss reduced from 6 to 4 seconds.
– Maximum Cooldown Reduction reduced from 9 to 6 seconds.

Furious Hammer of the Ancients:
– Previous – Hammer of the Ancients deals 1%[x] increased damage for each point of Fury you had when using it.
– Now – Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 10 Fury you had when using it.

Violent Rend: Rend’s Damage against Vulnerable enemies increased from 12%[x] to 25%[x].

Rupture: The initial damage dealt from Rupture is now guaranteed to Overpower.

Call of the Ancients:
– Korlic Leap damage increased from 104% to 156%.
– Korlic Frenzy damage increased from 39% to 59%.
– Talic Whirlwind damage increased from 65% to 98%.
– Madawc Upheaval damage increased from 195% to 293%.

Kick;
– Range of damage increased from 2.2 meters to 3 meters.
– Additional damage when enemy is knocked into a wall increased from 70% to 105%.

Power Kick: Damage per 10 Fury consumed increased from 20% to 25%.


Passives
Unbridled Rage: Bonus damage reduced from 135%[x] to 100%[x].


Weapon Expertise
Polearm Expertise:
– Lucky Hit chance increased from 10%[x] to 15%[x].
– Damage while Healthy increased from 10%[+] to 15%[x].

Two-Handed Mace Expertise:
– Fury gain increased from 2 to 5.
Previous – You deal 15%[x] increased Critical Strike damage to Stunned and Vulnerable enemies while Berserking.
Now – You deal 15%[x] increased Critical Strike damage while Berserking.

Two-Handed Axe Expertise: Vulnerable Damage reduced from 15%[x] to 10%[x].

One-Handed Axe Expertise: Critical Strike Chance against Injured enemies increased from 5%[+] to 10%[+].


Paragon
Marshal Glyph: Cooldown reduction reduced from 4 to 2 seconds.

Blood Rage Legendary Node: Damage increased by Berserking bonus reduced from 25% to 10%, and caps at 30%[x] damage bonus.

Crusher Glyph: Additional Bonus: Overpower damage reduced from 30%[x] to 20%[x].

Dominate Glyph:
– Bonus Overpower Damage per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.
– Additional Bonus
Previous – After not Overpowering for 30 seconds, your next attack will Overpower.
Now – Every 30 seconds, your next attack will Overpower.

Seething Glyph: Additional Bonus: Fury gain on enemy kill increased from 3 to 5.


Legendary Aspects
Aspect of Sundered Ground: Description reworded for clarity, no functional change.
Previous – Every 25 seconds, Upheaval is guaranteed to Overpower and deals 10–25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.
Now – Every 25 seconds, your next Upheaval cast is guaranteed to Overpower and deals 10-25%[x] increased damage. This timer is reduced by 4 seconds when Upheaval Overpowers a Boss or an Elite enemy.

Earthstriker’s Aspect: Bonus Overpower Damage reduced from 35-50%[x] to 15%-30%[x].

Aspect of the Relentless Armsmaster: Fury Generation while all three Walking Arsenal bonuses are active increased from 20-35% to 35-65%.

Windlasher’s Aspect:
Previous – Casting Double Swing twice within 1.5 seconds creates a Dust Devil that deals 0.22-0.32 damage to enemies behind the target.
Now – Casting Double Swing creates a Dust Devil that deals 0.35-0.5 damage to enemies in its path.

Devilish Aspect:
Previous – After generating 100 Fury, your next attack that deals direct damage creates a Dust Devil that deals 0.24-0.38 damage to enemies behind the target.
Now – After generating 100 Fury, your next direct damage creates 3 Dust Devils that deal 0.4-0.6 damage to enemies in their path.

Dust Devil’s Aspect:
Previous – Whirlwind leaves behind Dust Devils that deal 0.22-0.32 damage to surrounding enemies (1 Dust Devil every 1.5 seconds).
Now – Whirlwind leaves behind Dust Devils that deal 0.4-0.6 damage to enemies in their path (1 Dust Devil every 0.75 second).

Aspect of Fierce Winds: Dust Devils created reduced from 5 to 3.

Veteran Brawler’s:
– Now increases the damage for Charge, Leap, and Kick.
– The timer on the buff has been removed.

Of Giant Strides:
Previous – Reduces the Cooldown of Leap by 3-5 seconds per enemy hit, up to a maximum of 9 seconds.
Now – Reduces the Cooldown of Leap by (2.5-5) seconds per enemy hit, up to a maximum of 9 seconds. Hitting a Boss with Leap provides the maximum cooldown reduction.

Of Anemia:
Previous – Lucky Hit: Direct damage against Bleeding enemies has a 15-30% chance to Stun them for 2 seconds.
Now – Lucky Hit: Damaging Bleeding or Vulnerable enemies has a 15-30% chance to Stun them for 2 seconds.

Of Vocalized Empowerment (Previously Of Echoing Fury): Now equippable by both Barbarians and Druids.
Previous – Your Shout Skills generate 2-4 Fury per second while active.
Now – Your Shout Skills generate 5-10 Primary Resource per second while active.


Unique Items
Rage of Harrogath:
Previous – Lucky Hit: Up to a 20-40% chance to reduce the Cooldowns of your non-Ultimate Skills by 1.5 seconds when you inflict Bleeding on Elites.
Now – Lucky Hit: Inflicting Bleeding on an enemy has up to a 20-40% chance to reduce the Cooldowns of your Skills by 1 second.

Azurewrath:
– Damage dealt when Freezing enemies increased from 2.0-3.0 to 3.0-4.5.
– Can now trigger from Non-Core skills.

Fields of Crimson:
– The blood pool now makes enemies take increased damage from all damage types.
– Damage bonus increased from 20% to 30%.

Ancient’s Oath: Bonus damage duration increased from 3 to 5 seconds.
DruidSpirit Boons
Packleader: Cooldown reset chance increased from 20% to 25%.

Energize: Spirit restoration increased from 10 to 20.

Masochistic: Critical Strike Healing increased from 3% to 5%.

Wariness: Reduced damage from Elites increased from 10% to 15%.


Skills
Claw:
– Damage increased by ~10% (.25 to .28).
– Enhanced Claw
– Attack Speed increased from 15% to 20%.

Maul:
– Damage increased by ~10% (.24 to .26).
– Enhanced Maul
– Fortify increased from 5% to 8%.

Raging Pulverize: Stun duration increased from 2 to 3 seconds.

Shred:
– Damage increased by 10%.
– Enhanced Shred
– Healing increased from 2% to 4%.

Debilitating Roar: Now categorized as a Shout skill.

Wolves:
– Wolves now gain Unstoppable when the Skill is cast.
– Health increased by 200%.
– Respawn reduced from 10 seconds to 5 seconds.

Hurricane: Damage increased from 134% to 187%.

Petrify
Prime Petrify:
Previous – Petrify’s effect durations are increased by 1 second.
Now – Petrify grants 50 Spirit when cast and its effect durations are increased by 1 second.

Supreme Petrify:
Previous – Killing an enemy affected by Petrify grants 25 Spirit.
Now – Killing an enemy affected by Petrify reduces its Cooldown by 1 second. Hitting a Boss with Petrify reduces its Cooldown by 10 seconds.

Lacerate: Damage increased by 22%.
Prime Lacerate:
Previous – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes.
Now – Lacerate hits Heal for 3% Maximum Life, doubled on Critical Strikes. The first Critical Strike is guaranteed and deals 150% increased damage.

Supreme Lacerate:
Previous – Lacerate’s initial strike is guaranteed to Critically Strike and deals 150% increased damage.
Now – Whenever Lacerate Critically Strikes, you deal 4% increased damage for 10 seconds, up to 40%.


Passives
Call of the Wild: Damage increased from 10% to 12%.

Quickshift:
Previous – When a Shapeshifting Skill transforms you into a different form, it deals 7% increased damage.
Now – When Shapeshifting into a new animal form, you deal 1% increased damage for 3 seconds, up to 6%.

Heightened Senses:
Previous – Upon Shapeshifting into a Werebear or Werewolf, gain 4% Damage Reduction against Elites for 5 seconds.
Now – When Shapeshifting into an animal form, Werebear grants 2% Damage Reduction and Werewolf grants 2% Movement Speed, each for 6 seconds. Bonuses are doubled while both are active.

Clarity
Previous – Gain 2 Spirit when transforming into Human form.
Now – After casting a Companion Skill, your next Core or Wrath Skill’s damage and Critical Strike Chance are increased by 5%, up to 15%.

Digitigrade Gait: Movement Speed increased from 3% to 4%.


Legendary Aspects
Of The Changeling’s Debt:
Previous – Damaging a Poisoned enemy with a Werebear Skill will instantly deal 120-124% of the Poisoning damage and consume the Poisoning.
Now – You deal 25-40% increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf.

Of The Unsatiated:
Previous – After killing an enemy with Shred, your next Werewolf Skill generates 25-32% more Spirit and deals 25-32% increased damage.
Now – After killing an enemy with Shred, you gain 20 Spirit. Your Werewolf Skills deal 10-25% increased damage when cast above 50 Spirit.

Of The Blurred Beast: Damage increased from 25-32% to 25-35%.

Nighthowler’s:
Previous – Blood Howl increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds.
Now – Blood Howl is now a Shout Skill and increases Critical Strike Chance by 5-10%. In addition, Blood Howl also affects Nearby Companions and Players for 3 seconds.

Raw Might:
– Now all Shapeshifting Skills contribute to the buff stacks.
– Damage increased from 35-50% to 40-55%.
– Stun duration increased from 2 to 3 seconds.

Shepherd’s: Now Wrath Skills also gain increased damage from Companions.

Mangled:
Previous – When you are struck as a Werebear you have a 25-40% chance to gain 3 Spirit.
Now – While in Werebear form, you gain 10-25 Spirit every 8 seconds.

Of Mending Stone: Killing an enemy with any Skill now replenishes the Barrier as well as Earth Skills.

Of Vocalized Empowerment (Previously of Echoing Fury):
Now equippable by both Barbarians and Druids.
Previous – Your Shout Skills generate 2-4 Fury per second while active.
Now – Your Shout Skills generate 5-10 Primary Resource per second while active.


Unique Items
Fleshrender:
– Damage bonus increased from 10% to 15%.
Previous – Debilitating Roar and Blood Howl deal damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have.
Now – Casting a Defensive Skill deals damage to Nearby Poisoned enemies, increased by 15% for every 100 Willpower you have.

Waxing Gibbous: Life On Kill replaced with Spirit On Kill.


Paragon
Tracker Glyph: Poisoning damage effect duration increased from 33% to 40%.

Bane Glyph: Poison effect double damage chance increased from 10% to 15%.

Shapeshifter Glyph: Critical Strike Chance increased from 20% to 25%.

Wilds Glyph: Damage increased from 120% to 130%.

Inner Beast Legendary Node:
Previous – After Shapeshifting, your Spirit costs are reduced by 10% for 5 seconds, up to 30%.
Now – After Shapeshifting, your Spirit costs are reduced by 5% for 10 seconds, up to 45%. If you reach 10 stacks, this bonus resets and reduces the Cooldown of your Ultimate Skill by 5 seconds.
NecromancerSkills
Enhanced Blight: The Tooltip now correctly references the defiled area for the Slow effect.

Blood Mist: Removed the movement speed reduction.

Golem: This ability can now be activated while crowd controlled. Activating this ability makes the player Unstoppable.

Decompose
– Reworded description to be more consistent with the use of Corpses.
– Interval reduced from 1.5 seconds to 1 second.
– Increased channeling Essence generation from 8 to 10 per second.
– Upgrades now activate when spawning corpses instead of channeling for 1 second.

Enhanced Decompose:
– Decompose now causes an explosion [40% weapon damage] when creating a corpse or when the target dies.
– Now also generates 10 Essence when creating a corpse.

Acolyte’s Decompose:
Previous – Every 1.5 seconds, Decompose makes Enemies Vulnerable for 4 seconds.
Now – Decompose explosions make enemies vulnerable.

Initiate’s Decompose:
– Movement Speed bonus is now on Decompose explosions instead of channeling.
– Bonus Movement Speed duration increased from 5 to 8 seconds.

Army of the Dead:
– Increased spawn rate of Volatile Skeletons by 50%.
– Supreme Army of the Dead spawn rate adjusted to match Volatile Skeletons.
– Is now categorized as a Summoning skill.


Passive
Inspiring Leader:
Previous – After you have been Healthy for at least 2 seconds, you and your Minions gain 4/8/12%[+] Attack Speed.
Now – While you are Healthy, you gain 4/8/12%[+] increased critical chance and your Minions gain 6/12/18%[+] increased Critical Strike Chance.

Kalan’s Edict:
Previous – After you have not taken damage in the last 2 seconds, your Minions gain 15% Attack Speed. This bonus is doubled while you have at least 7 Minions.
Now – Your Minions gain 3% Attack Speed for each active Minion.


Book of the Dead
– Skeletal Warriors will now run ahead of the Necromancer more often, and can initiate combat.

Skirmishers: Removed 3 second limit from the second upgrade.

Reapers:
– First Upgrade
Previous – Reaper attacks against enemies who are Immobilized, Slowed, Stunned, or Vulnerable reduce the cooldown of their powerful wind-up attack by 2 seconds.
Now – Wind-up attacks now reduce one of your active Cooldowns by 3 seconds.

Defenders:
– Now Taunts in an area around them, instead of negating damage every 6 seconds from the first upgrade.
– Second upgrade changed from increasing Thorns inherited from the player to Defenders reduce damage taken by 99%.

Shadow Mages:
– Attacks now pierce.
– First upgrade:
Previous – Shadow Mage attacks have a 10% chance to Stun for 2 seconds. This cannot happen toon the same enemy more than once every 5 seconds.
Now – You deal 3%[x] increased damage for each active Shadow Mage.
– The second upgrade now has an additional Shadow Bolt fired every 3 attacks, down from 4.

Cold Mages:
– Attacks now gain 3 Essence from the first upgrade.
– Attacks now apply Vulnerable without condition.

Bone Mages:
– First Upgrade:
Previous – Reduce the Life cost of your Bone Mages’ Attack from 15% to 10%. After being alive for 5 seconds, Bone mages deal 40%[x] increased damage.
Now – Bone Mages now cast Bone Splinters or Bone Spear every 6th attack if it is on your Action bar.
– Second Upgrade:
Previous – Each time a Bone Mage dies from its own attack they leave behind a corpse and Fortify you for 20% of your Maximum Life.
Now – Bone Mages drop a corpse when they die. Bone Mage attacks will grant 3% of Maximum Life Fortify.

Blood Golem:
– Golem now absorbs 30%, up from 15%, from the first upgrade.
– The second upgrade active ability from Golem also heals the player for 5% of Maximum Life for each enemy drained.

Bone Golem:
– First Upgrade:
Previous – Each time your Bone Golem takes up to 20% of its Maximum Life as damage, it sheds a corpse.
Now – Spawn 5 corpses around the Golem where its ability is used.
– Second Upgrade:
Previous – Your Bone golem gains 10% Maximum Life and the amount of Thorns it inherits from you is increased from 30% to 50%.
Now – Your Bone Golem unleashes Bone Spikes when taking damage.

Iron Golem:
– First upgrade:
Now casts the Shockwave every 2 attacks instead of 4.
Shockwave damage increased from 40% to 154%.
– Second upgrade
Now also pulls enemies in instead of applying Vulnerable.


Legendary Aspects
Blood-soaked Aspect:
Previous – Your movement speed is no longer reduced while Blood Mist is active.
Now – While in Blood Mist form, increases movement speed by 20%.

Unyielding Commander Aspect:
Previous – While Army of the Dead is active, your Minions gain 70-84% Attack Speed and take 90% reduced damage.
Now – While Army of the Dead is active, your Minions deal 70-100% increased damage and take 90% reduced damage.

Occult Dominion: Also increases the max number of Skeletal Warriors by 2.

Blood Getter’s:
Previous – Your Maximum number of Skeletal Warriors is increased by 2.
Now – Your Skeletal Priests also empower you at 55-70% effectiveness.

Flesh-Rending:
Previous – When Decompose spawns a Corpse, gain 25-40 Essence.
After: When Decompose explodes, gain 25-40 Essence.

Rotting:
Previous – Decompose can chain and burst up to 2 additional targets. When Decompose spawns a Corpse, it has a 50-100% chance to spawn a Corpse under all afflicted targets.
After: Decompose can chain and burst up to 2 additional targets. Explosions from Decompose deals 15-30%[x] increased damage.

of the Damned:
Previous – You deal 40-50%[x] increased Shadow damage to enemies afflicted by both Decrepify and Iron Maiden.
After: You deal 40-50%[x] increased Shadow damage to enemies afflicted by any Curse.

of Untimely Death:
Previous – Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Overpower damage on your next Overpowering attack, up to a 30-60%[x] bonus.
After: Each percent of your Maximum Life you Heal beyond 100% grants you 0.5%[x] bonus Critical Strike Damage on your next Critical Strike, up to a 30-60%[x] bonus.

of Potent Blood:
Previous – While Healthy, Blood Orbs grant 10-25 Essence.
After: Blood Orbs grant 10-25 Essence.


Unique Items
Ring of Mendeln:
Previous – Lucky Hit: Up to a 10% chance to empower all of your Minions, causing the next attack from each to explode for X Physical damage.
Now – Every 6th attack from each Minion is empowered, exploding for X Physical damage.

Lidless Wall: Lucky Hit Chance increased from 5-25% to 15-30%.

Bloodless Scream: Essence gain increased from 7-10 to 15-20.


Paragon
Control Glyph:
Previous – Additional Bonus: You and your Minions deal 10%[X] increased damage to Slowed or Chilled enemies or, instead, 20%[X] increased damage to Stunned or Frozen enemies.
Now – Additional Bonus: You and your Minions deal 20%[X] increased damage to Crowd Controlled targets.

Deadraiser Glyph: Additional Bonus maximum bonus buffed to 15%[X].

Dominate Glyph: Bonus Overpower Damage per 5 Willpower reduced from 39.9% to 14.9% at Glyph level 21.

Cult Leader Paragon Node:
Previous – Your Minions deal 15%[X] increased damage for each 20%[X] of Attack Speed Bonus they have.
Now – Your Minions deal 30%[X] increased damage for each 20%[X] of Attack Speed Bonus they have, up to a maximum of 100% Attack Speed Bonus.
RogueStun Grenades (granted by various aspects) base stun duration increased from .5 to 1 second.

Skills
Inner Sight:
– While the Inner Sight gauge is full, you also gain 25%[+] Critical Strike Chance for 4 seconds.
– Attacking enemies that are not marked will fill the gauge but at 5% of the normal rate.

Preparation: Reduced energy requirement from 100 to 75.

Flurry: Damage increased from 66% to 75%.

Volley: Can now be cancelled slightly earlier from another skill.


Passive
Victimize:
– Fixed an issue where this wasn’t activating and scaling from certain instances.
– Increased chance to proc from 45% to 50%.


Paragon:
– Exploit Weakness Legendary Node
– Maximum increased damage buffed from 15%[x] to 25%[x].

Leyrana’s Instinct Legendary Node:
Previous – When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your next 3 Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus.
New: When Inner Sight’s gauge becomes full, you gain 100%[+] Dodge Chance for 2.0 seconds. Your Core Skills deal increased damage equal to 25%[x] of your Core Skill Damage Bonus while Inner Sight’s gauge remains full.

Chip Glyph: Increased physical damage bonus from 6.6% to 9.9% for each 5 Dexterity purchased within range.


Legendary Aspects
Aspect of Encircling Blades: Increased damage range buffed from 10-25% to 15-30%.

Opportunist’s:
Previous – When you break Stealth with an attack, you drop a cluster of exploding Stun Grenades around your location that deal Physical damage and Stun enemies for 0.5 seconds.
Now – When you enter or break Stealth, you drop a cluster of exploding Stun Grenades around you that deal Physical damage and Stun enemies for 1 second. Your Grenade Skills deal 25-40% more damage.

Trickster’s: Now additionally increases Grenade Skill damage by 25-40%.

Of Surprise: Now additionally increases Grenade Skill damage by 25-40%.

Of Artful Initiative: Grenade Skill damage increase is now a range with higher potential, increased to 25-40%.

Of Uncanny Treachery:
Previous – Dealing direct damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 15-21% Control Impaired Duration Reduction for 4 seconds.
Now – Dealing damage to a Dazed enemy with an Agility Skill grants Stealth for 4 seconds. When Stealth breaks, you gain 10-15% 85-100% Dodge Chance for 2 seconds.

Of Siphoned Victuals:
Previous – Lucky Hit: Damaging a Vulnerable enemy with a Core skill has up to a 10-20% chance to drop a Healing Potion.
Now – Damaging a Vulnerable enemy with a Non-Basic Skill has a 5-20% chance to drop a Healing Potion.

Frostbitten:
Previous – Chilled enemies hit by your Grenade Skills have a chance equal to double your Critical Strike Chance to be instantly Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage against Frozen enemies.
Now – Enemies hit by your Grenade Skills have the same chance as your Critical Strike Chance to be Frozen for 2 seconds. You deal x10-25% increased Critical Strike Damage to Stunned or Frozen enemies.

Escape Artist’s:
– Number of attacks dodged reduced from 2-7 to 2-5.
– Smoke Grenade Dodge effect Cooldown has been reduced from 45 to 20 seconds.

Of Quickening Fog:
Maximum Dash Cooldown Reduction is reached from hitting 3 enemies, reduced from 5.

Of Volatile Shadows:
Previous – When a Dark Shroud shadow was removed, you would trigger an explosion around yourself that dealt Shadow damage.
Now – When a Dark Shroud shadow is removed, you trigger an explosion around yourself that deals Shadow damage and applies Shadow Imbuement to each enemy it hits.

Blast Trapper’s:
Previous – Lucky Hit: Dealing direct damage to enemies affected by your Trap skills has up to a 30-50% chance to make them Vulnerable for 3 seconds.
Now – Lucky Hit: Dealing damage to enemies affected by your Trap skills has a 15-30% chance to cause an explosion that deals Shadow Damage and applies Vulnerable for 2 seconds.

Of Lethal Dusk:
Previous – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth with an attack grants you 1-5% Maximum Life on Kill for 6 seconds.
Now – Evading through an enemy infected by Shadow Imbuement grants Stealth for 4 seconds. Breaking Stealth grants you 10-25% Maximum Life.

Vengeful:
Previous – Lucky Hit: Making an enemy Vulnerable has up to a 40-60% chance to grant 3% increased Critical Strike Chance for 3 seconds, up to 9%.
Now – Lucky Hit: Damaging a Vulnerable enemy has a 25% chance to create an Arrow Storm at the location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% more damage.

Of Arrow Storms:
Previous – Lucky Hit: Your Marksman Skills have up to a 10% chance to create an arrow storm at the enemy’s location, dealing physical damage over 3 seconds. You can have up to 5 active arrow storms.
Now – Lucky Hit: Your Marksman Skills have up to a 36% chance to create an Arrow Storm at the enemy’s location, dealing Physical damage over 3 seconds. Your Arrow Storms deal 25-40% increased damage.

Resistant Assailant’s: When using Concealment, Resistance and Max Resistance have increased duration from 4 to 6 seconds.


Unique Items
Writhing Band of Trickery: Reduced cooldown from 10 to 6 seconds.

Beastfall Boots:
– Damage bonus reduced from .5-1.5% per Energy consumed to .25-.75%.
– Energy restored from using a Cooldown increased from 5 to 15.

Eaglehorn: Damage bonus increased from 40-60% to 50-70%.

Skyhunter: Damage bonus increased from 10-30% to 20-40%.
SorcererMastery Skills are now also considered Core Skills.

Enchantments
Frost Nova Enchantment: Chance for conjuration skills to case a Frost Nova increased from 30 to 35%.

Frost Bolt Enchantment: Chill amount increased from 15% to 18%.

Flame Shield Enchantment:
Previous – Flame Shield automatically activates upon taking fatal damage. This effect can only happen once every 120 seconds.
Now – Flame Shield automatically activates after cumulatively losing 100% Maximum Life. Can only happen once every 30 seconds.


Skills
Frozen Orb:
– New Functionality: Travel distance is now controllable.
– Damage increased by 20% (.34 to .41).

Enhanced Frozen Orb:
Previous – When cast above 40 Mana, Frozen Orb’s explosion damage is increased by 45% against Elites and 30% against all other enemies.
Now – While Healthy, the explosion of Frozen Orb deals 45% increased damage.

Greater Frozen Orb: Vulnerable chance increased from 30% to 40% and duration increased from 2 to 3 seconds.

Ice Armor
Enhanced Ice Armor: Mana Regeneration increased from 25% to 30%.

Shimmering Ice Armor:
Previous – Enemies that hit you while Ice Armor is active have a 15% chance to become Frozen for 3.23 seconds.
Now – While Ice Armor is active, you reduce its Cooldown by 1 2 seconds for every 50 Mana you spend.

Mystical Ice Armor:
Previous – Damage against Vulnerable enemies contributes 50% more to Ice Armor’s Barrier.
Now – While Ice Armor is active, you periodically Chill Close enemies for 20% and deal 15% increased damage to Frozen enemies.

Shimmering Frost Nova:
Previous – Frost Nova generates 4 Mana per enemy hit.
Now – Frost Nova grants 3% Dodge Chance per enemy hit, up to 15%. Hitting a Boss gives the maximum amount. For the next 8 seconds, you keep this effect, and successful Dodges generate 20 Mana.

Flame Shield
Enhanced Flame Shield:
Previous – Flame Shield grants 25% increased Movement Speed while active.
Now – Flame Shield has a 50% larger burn radius.

Mystical Flame Shield:
Previous – You gain 25% Mana Cost Reduction while Flame Shield is active.
Now – After Flame Shield ends, surrounding enemies are Stunned for 3 seconds and your next Skill within 10 seconds is a guaranteed Critical Strike.

Teleport
Enhanced Teleport:
Previous – Teleport’s Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.
Now – You gain 30% Movement Speed for 3 seconds after Teleporting.

Mystical Teleport:
Previous – For 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies.
Now – Teleport deals 500% increased damage. It also forms a Crackling Energy for each enemy it hits, up to 3.

Supreme Deep Freeze: Now applies Vulnerable for 5 seconds when it ends.

Ice Shards: Damage increased by 28% (1.25 to 1.6).

Enhanced Ice Shards: Ricochet chance increased from 40% to 50%.

Hydra: Baseline maximum amount increased from 1 to 2.

Lightning Spear: Damage increased by 8% (.15 to .16).

Greater Charged Bolt: Damage increased from 25% to 35%.

Incinerate:
– New Functionality: Gain 15% baseline Damage Reduction while channeling.
– Damage increased by 10% (.76 to .84).


Passives
Elemental Attunement: Cooldown reset chance increased from 5% to 7%.

Mana Shield: Damage Reduction increased from 7% to 8%.

Devouring Blaze: Crowd Controlled enemies now provide the damage bonus instead of Immobilized.

Conjuration Mastery:
Previous – You gain 1% increased damage for each active conjuration.
Now – You gain 1% increased damage, 1% Movement Speed, and 2% Mana Generation for each active Conjuration.

Convulsions: Lucky Hit Chance increased from 3% to 5%.

Shocking Impact: Damage increased by 100% (.2 to .4).

Elemental Dominance: Damage increased from 3% to 4%.


Legendary Aspects
Bounding Conduit:
Previous – Gain 15-30% Movement Speed for 3 seconds after Teleporting.
Now – Teleport’s Cooldown is reduced by 1.0-2.5 seconds. After Teleporting, Crackling Energy hits 2 additional enemies for 5 seconds.

Of Frozen Orbit: Damage increased from 30-40% to 45-60%.

Of Concentration:
Previous – Your Mana Regeneration is increased if you have not taken damage in the last 2 seconds.
Now – Casting a Conjuration Skill grants you 10-20% Damage Reduction for 5 seconds.

Of Abundant Energy: Chance to chain to an additional enemy increased to 35-50%.

Snowguard’s Aspect: Damage reduction increased from 10-25% to 15-30%.

Of Singed Extremities: Now both Immobilize and Stun trigger the Slow effect.

Of Conflagration:
Previous – While channeling Incinerate, your Burning damage is increased by 25-40%.
Now – While channeling Incinerate, your Burning damage is increased by 25-40%. Enemies hit by Incinerate explode, Burning all surrounding enemies for over 6 seconds. This effect occurs once per 3 seconds.

Of Splintering Energy:
Previous – Lightning Spear has a 35-50% chance to spawn an additional Lightning Spear when you cast it.
Now – Casting Lightning Spear always spawns an additional Lightning Spear and increases your damage with Lightning Skills by 10-25% for 3 seconds.

Shattered:
– Enemies no longer need to die while Frozen to trigger the bonus damage.
– Damage increased from 25-40% to 30-45%.


Unique Items
Staff of Lam Esen: Critical Strike Damage replaced with Ranks of Charged Bolts.

Tal Rasha’s Iridescent Loop:
– Maximum stacks now capped at four.
– All Resistance variants increased from 8%/3% to 10%/4%.

Flamescar: Ember damage increased by 25%.

Staff of Endless Rage: Damage bonus increased from 20-40% to 40-60%.

Esu’s Heirloom: Evade Grant’s Movement Speed Affix duration increased from 2 to 3 seconds.


Paragon
Tactician Glyph: New Functionality: Now lasts 4 seconds longer for each Defensive Skill not on your Action Bar.

Winter Glyph: Cold damage increase maximum raised from 15% to 18%.
Diablo 4 Season 4 Gear
Image: Blizzard

As you can see, there are a lot of changes for each class. If you are willing to choose a new class for Season 4 or are adamant about using the same old favorite class – which I know I am, team Barbarian forever – then take a few notes on what you can expect from your new seasonal character. After all, both Helltide and The Pit of Artificers will need you to craft a powerful build so you can survive, let alone win and collect all Masterworking materials. Now that’s some content my skill will prevent me from enjoying!


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Author
Image of Alejandro Josan
Alejandro Josan
A musician with a heart of a gamer, Alejandro's life has always been accompanied by adventures on Nintendo platformers, countless hours of fantasy RPGs and several third-party FPSs. Currently, he is studying Game Design and Development and Creative Writing, preparing for a long career in the video game industry.