Updates from Blizzard about technical problems being resolved in Diablo III. Diablo 3 Hotfixes:
Fixed a crash that would occur when the Skeleton King attempts to continue to whirlwind after he has been defeated (1/20)
Fixed an issue that could prevent some players from logging in (1/20)
Wizard: Black Hole
Fixed an issue where enemies affected by both Black Hole – Event Horizon and Taunt would remain at 1 hit point and be unable to be killed (1/20)
Witch Doctor: Fetish Army
Fixed an issue where fetishes could stop casting Poison Dart while using the Carnevil Legendary Voodoo Mask (1/20)
Adventure Mode: Set Dungeons
Fixed an issue where the game could crash when a Set Dungeon begins, but there is not a valid portal saved (1/20)
Fixed an issue where taking fatal damage in a Set Dungeon could cause the Set Dungeon to be empty the next time it was entered (1/20)
These hotfixes should not require you to download a new patch. Some of the hotfixes below will go live the moment they are implemented while others may require restarting the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
Zombie Dogs should now spawn the proper number of pets and matches in line with PC functionality
Dungeon of Firebird’s Finery: Fixed an issue where completing the objective to set 20 enemies on fire 6 times would prevent the objective to hit enemies with the Revive Meteor from tracking
Dungeon of Roland’s Legacy: Fixed an issue where players would not always be properly be prompted with the completion window if they kill all monsters before the time expires
Fixed an issue where Carnevil would impact non-Witch Doctor pets summoned by items
Fixed an issue where fetishes could stop casting Poison Dart while using the Carnevil Legendary Voodoo Mask
Fixed an issue where taking fatal damage in a Set Dungeon could cause the Set Dungeon to be empty the next time it was entered
Another big issue on Console has been a long-standing debate about monster hit points differing from PC. Long ago on the console, the Nephalem Glory bonus from yellow globes doubled damage — as a result, most monsters had double hit points, which evened things out, but fans felt it was unfair against bigger enemies, like Rift Guardians, who took longer than 3 minutes to kill. Blizzard investigated and they’ve released their conclusions.
After some thorough investigation, we’ve found why some of your reports differ in result from the ones we’ve produced internally.
Here’s the down low:
There are some differences between Console and PC with monster health; however this is only below level 70 and on Normal and Hard difficulties
Why? It was a “tuning by gameplay feel” decision, as well as a consequence of Console originally having a different number of difficulty settings than PC.
At level 70 on Torment I or above, all monsters should have identical health pools on console as they do on PC.
While Nephalem Glory does function differently on console, it is not a consideration in our tuning numbers for monster health or otherwise. Most of the differences that exist between platforms are mechanical ones meant to make the game feel good with the different camera angles and game controls that are unique to the console. Nephalem Glory doesn’t serve to bring console in parity with PC; its bonus was tuned around the rest of the game, not vice versa.
So now everything is good. All bugs fixed. Carry on, Nephalem.