Diablo 4 Campfire Chat July 21

Diablo 4 Campfire Chat July 21

Diablo IV’s Live Service Mission Statements: 

  • Keep the game fun for players. 
  • Have a wide variety of viable builds to discover, put together, and optimize, across all five classes. 
  • Introduce new items and powers every season to keep the game fresh and increase build variety. 
  • Continue to evolve the endgame, with high monster density for powerful builds to mow down and activities to challenge your build. 
  • When making changes to increase build diversity, we will let some builds be overpowered until we have provided compelling alternatives.  
  • Introduce meta changes will occur at predictable times, like the start of a Season. 
  • React quickly to squash game-breaking bugs, damage or crashes.

Why we released Patch 1.1.0 and what we are trying to achieve: 

  • Diablo IV was always meant to be a capped power experience and not an endless grind. We know that building your character’s strength is an essential part of the fun of Diablo – and that it feels bad to take away power.  
  • So why did we do Patch 1.1.0? Our goal is for multiple builds to be powerful enough to defeat our toughest foes, like Uber Lillith: one build shouldn’t be the only way to play a class. Some changes implemented in this patch were made to address this issue. 
  • We also know that Nightmare Dungeons are currently way too difficult - they should feel achievable through multiple builds, and high-level tiers (beyond Tier 50) are particularly over-tuned towards difficulty. Patch 1.1.0 was the start of the changes needed to map against the changes we’re making to Nightmare Dungeons – which will be hot-fixed in today!

How we are addressing concerns, and why and how our approach to patches will change moving forward: 

  • Moving forward, we will take a more surgical approach when adjustments to balance are needed. We will ensure that if we’re adjusting something overpowered, we will provide compelling alternatives for players to explore for their class instead. 
  • We will be improving communication, sharing patch notes at least a week prior to launch so that we can have meaningful conversations with our community. 
  • We will be introducing several changes in the upcoming Patch 1.1.1: 
    • We will be continually evolving the endgame with high monster density for powerful builds to mow down and activities to challenge your build. 
    • We believe that making changes to certain builds, rebalancing Nightmare Dungeons, and creating additional engaging end-game experiences will ultimately result in a better game for more types of players.

On Patch 1.1.1: 

  • Today, we will release a Hotfix that introduces changes to Nightmare Dungeons: these are changes that map to some of the balance changes made in 1.1.0.  
  • We will be implementing Nightmare Dungeons tuning changes to pair with class changes that came with 1.1.0. 
  • Barbarians and Sorcerers - with Sorcerer first - will be getting adjustments to Legendary Aspects in Patch 1.1.1.  
  • Monster density will be substantially increased in Nightmare Dungeons, as well as in Helltide. 
  • We will add an additional stash tab as well as Elixir Stack Size increases. 
  • We will reduce the Gold respec costs by 40%. 
  • We want the leveling journey from 50-100 to be faster and are looking at increasing XP bonuses for playing on higher World Tiers. 
  • And more! We will go into more detail on these changes during our livestream next week. 

Tune in to the Next Campfire Chat

On July 28 at 11 a.m. PDT we will be hosting another Campfire Chat to continue the conversation with the community and dig in to details about Patch 1.1.1.

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Diablo 4 Campfire Chat Notes

1. Dungeons

  • They adjusting elite packs so that longer dungeons have more elite packs than shorter dungeons to limit people from playing the same small dungeon over and over---specifically referenced Destiny cave loot exploit (magic dancing!)
  • Nightmare dungeons were not as efficient as open world dungeons. That is going to change. And already has to some extent.
  • Nightmare dungeons are meant to be repayable with the variability in affixes. They are meant to be a dungeon system to farm experience and materials.
  • Nightmare Dungeon experience and loot (rewards) is going to be increased and we will be able to port to the nightmare dungeons using the sigils to limit time to complete (travel time). You can loop nightmare dungeons going from sigil to sigil essentially.
  • People need to realize a significant majority of players have not finished the campaign yet. Only those that have are feeling the dungeon pains right now. As this is a concern of the most dedicated players, they are working on this now. It is important. These changes will be in before season 1 launches.

2. Season Rewards (Renown)

  • Similar to Diablo 3 there will be new season mechanics each season.
  • They realize rediscovering the map with each new character doesn’t feel great and recollecting alters of Lilith does not feel great. Your map will not be reset for the new season. You will have to get the waypoints again, but they will be visible on the map if you already got them. You will NOT have to recollect alters of Lilith. All stat bonuses collected from alters and fog will also stay with you. They will preload you with that renown in the next season. Alts for season one will also benefit from these changes. Side quests right now will reset, but they will reevaluate if players think these are not fun to complete again. Same with strongholds. This may change as seasons progress.
  • They are still making decisions on what else will and will not ‘carry over’ into the next season (implying that some other things will).
  • Once you complete the campaign on one character once, you never have to complete it again, even in new seasons.

3. Materials:

  • Gems: Changes to gems in inventory will roll out around season 2. They are going to change the way you gather gems, so they show up as material in your list like veiled crystals or baneful fragments. You can still upgrade them, place them in weapons, etc. They will just be stored in your materials tab.
  • Material Caps: Caps on materials like veiled crystals will come off. There is no reason to cap them at 10,000 like they are now. This will be changed before season 1 in a future planned update.
  • Higher level Caches: Caches dropping at higher level than you from world bosses is a BUG. The items may be higher inside, but you will be able to open the boxes before season 1 in a coming patch.

4. Other Discussions

  • Content vs Patches: Seasons will not be patches or fixes. They will always bring new content. That is what is important in this game.
  • Evolution of the Game: D4 will evolve just like D3 did. Just because something is not here today does not mean it won’t be there in the future.
  • Resistances: Content Creators and players are a little confused on how resistances work in the game. The system has many different inputs. Some have multiplicative scaling. There are effects to your resistances as you move up in world tiers, which people seem to miss. As you move up your level of resistance drops so you must reacquire those resistances to stay healthy. The way it is working right now though, this still means resistance as a stat loses value the more you have and the higher world tier you go. This is going to change in the future to make resistances more valuable in higher levels and world tiers. However, due to the complexity of these changes, they will be rolling out around season 2 in the fall. (Quarterly seasons)
  • Hardcore stuff: Hardcore Deaths Due to Bugs will be investigated and fixed (deaths in loading, invulnerability, etc.). Scrolls of escape will be made to trigger when a person disconnects to instantly teleport them back to town on DC. This is a protective measure against DC’s. Must have one in your inventory.
  • Performance issues: lag, graphics, etc., large group of teams working on patching these on a rolling basis. Notes from players help with this. Diagnostic tools on the site help. Rubberbanding could be caused by many things, and they are working on these as more player feedback rolls in.
  • Social features: Can be difficult to get others to jump in with you. They are working on systems to jump into dungeons with ‘rando’s’. They brought up cross platform challenges and opportunities in this sphere and that the social features will continue to roll out and will grow a lot in the coming seasons.

5. Community Questions

  • Teleport to people without going to town first? – Essentially, No.
  • Buff resource generation? – Many buffs will be rolling out in a future patch. Essentially yes, but they don’t want to invalidate resource use entirely and this is not what they want. They want this to be possible in some rare circumstances, but not on a broken basis so as to make the game less interesting.
  • Buff Map Density? – Yes. They found a baseline and balance recently and they are going to increase from here. However, as the balance between exp and map density is complex, only Exp is being increased in the coming patch. Density will be addressed in the near future though.
  • Completed Side Quest Tab? – They want to improve things that can be tracked through the UI. Future plans. Kind of dodged the specific question. Ha.

D4 Campfire

The flame’s warmth puts you at ease.

Campfires are a special source of experience bonuses found in the open world. The only known location so far is in the Kor Dragan Stronghold north-east of Menestad. After you’ve cleared it, the Campfire unlocks and you can use it at any time. Campfires are marked by two crossed wooden log icons on the map. When lit, the above quote is displayed and a flame is added to the icon, indicating that it’s active.

  • Requires: Completion of the stronghold Kor Dragan (Lv. 25+)
  • Activating the Campfire grants an XP buff with the description "Each stack increases experience gains from monster kills."

Diablo 4 Campfires

Diablo 4 Campfire Buff

While standing next to the Campfire, you gain one stack of the Campfire Buff every 8 seconds. At this rate you max out with 15 stacks after two minutes, giving you a total of 15% bonus XP. Each stack has an individual duration of 15 minutes.

Diablo 4 Campfires

Campfire Location

Location: Kor Dragan.

Diablo 4 Campfires

The campfire provides an experience buff when within range of it and will increase in stacks over time to a maximum of 15%. It takes two minutes to reach the total experience bonus, so you’ll want to ensure you’re at the event early enough to get the complete benefit. You’ll be able to see the campfire bonus above your toolbar, where the other buffs are generally located.

This experience buff is only for the event you’re at and won’t extend out into the open world of Sanctuary once the event has been completed or if you decide to leave. 

D4 Guides & Tips