Diablo 4 Classes Changes

Classes Changes 14 April 2023

General

  • Effects like Stun and Freeze can be applied to Elite Monsters twice as long before they become Unstoppable.
  • Reviewed class skills to confirm that all classes have access to sufficient skills that remove control impairing effects.
  • Many Legendary Powers have had updates to their effectiveness.

Barbarian

  • A flat 10% passive damage reduction has been added for the Barbarian Class. Some Skill Tree passives had their damage reduction effects reduced to compensate.
  • The Whirlwind Skill now deals more damage and consumes more Fury.
  • The Double Swing Skill Enhancement refunds its full Fury cost when used on Stunned or Knocked Down enemies.

Druid

  • Companion Skills will now deal heavily increased damage.
  • All Ultimate Skills have had their cooldowns reduced.
  • Usability improvements have been made to Maul and Pulverize.
  • Using a non-Shapeshifting Skill will transform a Druid back into their human form.

Necromancer

  • Summoned Minions will die more often, requiring players to utilize Corpses more often.
  • Many bonuses in the Book of the Dead have had their stats increased.
  • The damage dealt by the Corpse Explosion skill has been reduced.
  • The brightness of the Skeletal Warriors and Mages has been reduced.

Rogue

  • Upgrades for Subterfuge Skills have had their bonuses increased.
  • Multiple passive Skills have had their bonuses increased.
  • All Imbuement Skills have had their cooldowns increased.

Sorcerer

  • Charged Bolt’s damage was increased and the Mana cost to cast has decreased.
  • Decreased the damage of Chain Lightning and reduced its effectiveness against Bosses.
  • Decreased the cooldown for the Incinerate Skill’s Enchantment bonus.
  • Firewalls will now spawn underneath enemies more frequently when using its Enchantment bonus.
  • Increased the Lucky Hit chance for the Meteor Skill’s Enchantment bonus.

Developer’s Note

Whenever we introduce changes to our Classes, it is with the goal of making both them and their Skills feel impactful and powerful—your feedback has helped us uphold this ideal. Some players have adeptly noticed that certain Skills were too powerful. One of our goals for Skills is to have them be interesting to wield and interactive in terms of itemization and combat feel. We’ve made some changes to help in this regard, with one example being the Necromancer’s Minions. We’ve made a change that makes them more vulnerable in combat, which will make raising the dead a more active component of the Necromancer’s gameplay.
Launch is just the first step of our Class balance journey, and you can expect further updates that iterate on this pillar of Diablo IV.

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