Diablo 3 Patch 2.1.1 Notes

Diablo 3 Patch 2.1.1 Notes

Patch 2.1.1 has been deployed on the Americas server. It is still to go live on the European and Asian servers. The full patch notes are below.

patch 2.1.1




  • Philosophy
    • We want pet survivability to be roughly equivalent to the player that summoned them
  • Many monster attacks that are intended to be avoided by players, and weren’t already dealing reduced damage to pets, now deal significantly less damage to pets
  • Bug Fixes
    • Pets are now properly affected by Shield Pylons


Active Skills

DiabloWikiShield Bash (db)

  • Can now be interrupted during the hit animation

Witch Doctor

Active Skills


DiabloWikiFetish Army (db)

  • Fetish Life has been greatly increased
    • Fetish movement speed has been significantly increased
    • Fetish leash range has been slightly increased

DiabloWikiGargantuan (db)

  • Gargantuan is now summoned at the location of your mouse cursor
  • Summon animation speed has been increased

DiabloWikiSpirit Walk (db)

  • No longer cancels early when the physical body that is left behind takes enough damage

DiabloWikiSummon Zombie Dogs (db)

  • Zombie Dog Life has been greatly increased

Passive Skills

DiabloWikiFetish Sycophants (db)

  • Fetish Life has been greatly increased
  • Fetish movement speed has been significantly increased
  • Fetish leash range has been slightly increased

User Interface

  • Fetish Army and Fetish Sycophants portrait icons should now display more fitting names on mouseover


Class-Specific Legendary Items


DiabloWikiFirebird’s Finery

  • The infinite DoT debuff should now have a unique effect when it is applied

Legendary Gems

DiabloWikiBoon of the Hoarder

  • The number of Gold piles that explode from enemies on kill has been reduced
    • To compensate, the amount of Gold in each pile has been increased
    • The total amount of Gold dropped remains unchanged, but this will noticeably reduce screen clutter

Bug Fixes

Adventure Mode

Rift Guardians and Greater Rift Guardians now drop more crafting materials

Infernal Machine

  • In multiplayer games, the DiabloWikiKey of Bones, DiabloWikiKey of Gluttony, and DiabloWikiKey of War will now be considered group drops
    • This means that, instead of players having an individual chance to find a key, that chance is now exists at the party level
    • If a Key of Bones, a Key of Gluttony, or a Key of War drops, it will drop for everyone in the party at the time

Greater Rifts

  • The Rift of Trials has received numerous adjustments in an effort to more accurately assess an appropriate level of Greater Rift
  • Large Aqueduct and Sewer maps will no longer show up in Greater Rifts



  • While DiabloWikiKadala is doing a great job of giving players more control over finding specific items, we felt the current experience was a bit cumbersome and inconvenient
  • As a result, we’re working to reduce the frequency at which players need to run between Kadala and the Blacksmith to salvage unwanted items
  • The cost to purchase items from Kadala has been greatly increased
  • The chance for Kadala to drop a Legendary item has also been greatly increased

Bug Fixes

  • Fixed an issue that could cause Greater Rift Guardians to sometimes drop multiple of the same Legendary Gem





  • We want players to be able to more reliably add sockets to their jewelry in order to enjoy Legendary Gems
  • We still have long term plans to provide more outlets for excess gems and more ways to farm gems that a player needs; however, since those changes are further down the road, we wanted to improve the quality of life of Seasonal and Non-Seasonal players alike by making it easier to add a socket to your Rings and Amulets
  • The cost to enchant jewelry has been reduced from a Flawless Imperial gem to an Imperial gem


  • The Electrified monster affix now has a short internal cooldown
  • The damage of The Butcher’s Fan of Spears attack has been slightly reduced
  • The range of the Charging Beasts’ Charge attack has been slightly reduced
  • Plague Nest Bats have had their health globe drop rate significantly decreased
  • Nephalem Rifts and Greater Rifts
    • Maggot Broods no longer start out burrowed in Nephalem Rifts and Greater Rifts
    • Sand Dwellers no longer start out burrowed in Nephalem Rifts and Greater Rifts
    • Demonic Hellflyers now run away less frequently and no longer ambush players from the air in Nephalem Rifts and Greater Rifts
    • Ghosts now run away less frequently and no longer fly through walls in Nephalem Rifts and Greater Rifts
    • Rockworms can no longer spawn in Nephalem Rifts and Greater Rifts

Lots of good changes, including quality of life stuff. It’s clear that Bliz has their finger right on the pulse of the community, as multiple issues in the patch featured in our rants/complaints on the podcast posted this morning, and of course that legendary drop gamble data post also put up this morning.

On the new Pod, Monstrous ranted about how the Realm of Trials was harder than GRrifts, for some classes, and that’s addressed in the patch. We all complained about the clutter of Boon of the Hoarder stacks, and that’s addressed. Everyone has been annoyed at the sheer amount of clicking required to gamble, and that’s been addressed. Melee chars have been ascared of Electrify, and that’s been adjusted. WDs have been down on pet viability for weeks, and that’s been buffed.

If you want more long-form debate, there’s additional patch changes commentary going on in the forums, in a thread started by Altermaven.

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17 thoughts on “Diablo 3 Patch 2.1.1 Notes

  1. A clarification by Travis Day, he said that even though the Blood Shard cost has gone up, the chances of a legendary or set being rewarded to you has increased even greater. The overall expectation, is that you want to feel you get a little more than your gamble's worth.

    While this has impacted reagent generation (Veiled Crystal, Arcane Dust, Reusable Parts), these now drop in greater numbers from Rift Guardians and Greater Rift Guardians.

    • Prior to the change to Kadala, I could run around 5 rifts at t2 for ~300 shards and would nearly always be able to get at least one legendary from the proceeds (of the 5 shard varieties). After the change, I've so far gotten roughly the same number of shards from the same number of rifts, but, so far at least, I haven't seen a 500% increase in the odds of getting a legendary -let alone a GREATER THAN 500% increase to actually increase the overall odds from pre-patch. 15 rifts in with 0 proceeds doesn't make me feel like gambling is worth the time. Is anyone else seeing a greater than 500% increase in their gambling?

      • I gambled ~18 gloves yesterday and got 3 legendaries. The legendary chance is 10%, so pretty easy to figure out the odds of your RNG streak.

  2. I understand that Kadala’s drop rate has been upped, even increased above proportional, to make up for raise in shard prices but it doesn’t feel rewarding or efficient. Spend say 30 mins maxing out shards on T6 then, if you’re looking to gamble 2h’s(expensive) you’ve exhausted your supply in 6-7 rolls. Not very satisfying. I’ve read some posts elsewhere saying that it’s a good long term place for more legs and seeing some of the math I’d agree, but as a gamer I’m really more interested in the short term then the long term.

    I’m thinking they’ll make changes via hotfix very soon.

  3. Veiled Crystals are now ridiculously tedious to gather. From doing a handful of T6 rifts, they drop a single crystal each, plus 30 or so reusable materials and a dozen-ish dusts.

    I have 3 stacks of the white materials and dusts, but only 30 crystals total. The "improved materials drop" from Rift Guardians only results in me getting more junk crafting materials to sell faster.

    As for gambling: gut reaction is it feels worse, just because out of 10 pants so far I've gotten 1 blackthorne's and that's it. Could be similar to the old ratio, but now it feels more expensive for less consolation prizes (veiled crystals), so I dread seeing that.

    5 T6 rifts for 5 rare amulets feels like a kick in the teeth.

    • And since I can't edit… before someone mentions it, yes I pick up every yellow in every rift. Still not enough when you blow through thousands trying to get 1 mod properly enchanted on a chestpiece.

      • Completely agree. Getting yellow crystals was the only good thing about gambling. Now that is gone…

        • I played a bit to test stuff and yellow mats were definitely less common. Blue seemed buffed; stacks of 10-20 from Guardians (same for white mats in stacks), and I got a lot of chests dropping 2 blue items at once, which almost never happened before.

          Of course I had 1000 blues and hadn't even been picking them up, while I'm always out of souls and had only a few hundreds yellows, which will quickly be gone next time I do some set crafting.

  4. "Everyone has been annoyed at the sheer amount of clicking required to gamble, and that’s been addressed."

    I've never once read that from anyone and I frequent the forums every day .

    I just started playing my monk , now that's clicking right there 😛

  5. And with all the changes to Kadala, they still can’t let fucking Monk’s gamble their claws seperately like other classes can gamble mojos, sources and quivers, quite unfair and disappointing really. You would have thought they’d be aware of this and make the bloody change already.

  6. Have Zombie Dogs or Tall Man's Finger also been buffed on damage? Only had a few minutes to play the patch yet, but seen some crits in the 120/130 million range, whereas prepatch around 65 million were the dog its hardest hits…

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