Promised Hotfixes Go Live

Today’s promised hotfixes include a variety of areas, though it’s clear that the drop rate change was the most anticipated. Based on the figures below, the ilvl 63 drops have nearly doubled for Acts II, III, and IV. In addition to this, they have tweaked DiabloWikiNephalem Valor yet again to provide 2 guaranteed rares with 5 stacks, while guaranteeing 1 rare with 4.

June 28

  • General
    • The drop rates for high-end items (items level 61-63) have been increased for Acts III and IV of Hell difficulty and Acts I – IV of Inferno difficulty:

The new approximate drop rates are as follows:

Hell – Act III and Act IV

  • iLvl 61: 9% to 13.9%
  • iLvl 62: 1.9% to 3.45%
  • iLvl 63: 0% (no change)

Inferno – Act I

  • iLvl 61: 17.7% to 23.9%
  • iLvl 62: 7.9% to 12.6%
  • iLvl 63: 2.0% to 4.8%

Inferno – Act II

  • iLvl 61: 18.6% to 23.3%
  • iLvl 62: 12.4% to 18.6%
  • iLvl 63: 4.1% to 9.3%

Inferno – Act III and Act IV

  • iLvl 61: 24.1% to 27.1%
  • iLvl 62: 16.1% to 21.7%
  • iLvl 63: 8.0% to 16.3%

Bug Fixes

  • Fixed a bug with several items that would allow those items to block pathing when dropped on the ground


  • General
    • Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor

Bug Fixes

  • General
    • Fixed a crash that could sometimes occur when a player was interacting with environment objects (e.g. opening chests or clicking on a lectern)
    • Fixed several additional game and service crashes

These changes may not fix the problems they perceived previously. Players will still farm up to 5 stacks (and probably an area or two after) and then kill a boss, and the boss itself is the pinnacle of a run. Currently, there is still little incentive to continue after a boss has been downed. Players have given a wide array of suggestions, including varied forms of the buff or unique buffs that a boss could provide after being downed.

On a similar note, many have voiced that item drop problems extend beyond the chance to drop. The general postulate is that items simply don’t roll affixes worth keeping. Personally, I don’t believe that is the case, and if it was, it’s probably working as intended. The best items should be rare, and once you have started collecting ilvl63 gear as a normal part of your set, the chance to get upgrades dwindles drastically. The random item hunt is the focal point of the current end-game, making it a requisite for good items to be extremely rare.

It’s a conundrum for progression, as the game is telling the player that they need better loot to progress, but better loot is simply not dropping at a predictable rate (as intended). In the end, the player is forced to either A) find upgrades through trading or B) farm less-lucrative areas until they find an upgrade. To combat this Blizzard can either increase the chance of rolling good items, OR decrease the difficulty to reduce the barrier for people to farm. Either option has its pros and cons, and it will be interesting to see how Blizzard strikes the balance in coming months.

*As a note, some comments are pointing out that they “do X, Y or Z, and then kill a boss.” This is very true, but it doesn’t fix the problem Blizzard stated: that people don’t feel compelled to continue after killing a boss. Perhaps that isn’t a problem for most people, and it seems to be a good capstone, but it diverges from what was noted as a problem.

Update: A fan sought clarification on the terminology in the post, and it was bestowed upon him.

Are they saying the old rate for iLvl 61 in Act I Inferno was 17.7% and is now 23.9%, or are they saying the new rate falls between the range of 17.7% – 23.9%.
Lylirra: I can see how it could be read either way. So, to clarify using your example: the drop rate was previously 17.7%, it has been increased to 23.9%. It’s not a range. 🙂
Related to this article
  • Diablo 3 Hotfixes
  • Diablo 3 PTR Hotfixes 15 September
  • Diablo 3 v2.4.3 Hotfixes

  • You're not logged in. Register or login to post a comment.

    57 thoughts on “Promised Hotfixes Go Live

    1. Okay great now they made Act 1 good but nerfed act3 and 4 compared to act 1 so all these noobs can try and compete with me. I spent all my allowance and birthday money over 1300$$ to make sure i would be the ebst, now look what blizzard does. they spat in my face because now stupid noobs with no cash can do shit and find items earlier than the hard levels. blizzard is so full of it… bet u they will make the game easier too son since noobs are so broke this game goes down the toilet faster than i can flush my turds. pray for the game to go back to how it was when it came out.

      never trust blizzard to make change on spot need more time to stop make stupider decisiosn because whiners cant afford new shit and need babied.

      • Too much loot, or too much good loot? There’s a difference.

        D2 was all about the perfects. That’s where D3 is headed, and I’m fine with that. The chances of finding a perfect item are ridiculously low. In fact I bet no one in the world has found a single perfect ilvl 63 rare.

        These changes mean people might be able to find upgrades for the characters without going to the AH. I applaud the changes.

        • Too much good loot. In Diablo 2, truly good stuff was damn near impossible to find despite weeks of farming. People these days have no patience and want everything handed to them. Blizzard is caving to the instant gratification crowd despite the fact it’ll greatly shorten the game’s life span.

          • Finding good loot in D3 is way more impossible than D2. Why do you think everyone has to go to the AH to purchase gear to progress past Act 1 Hell difficulty.

    2. Drop rates increased:

      61+ +50%
      62+ +76%
      63+ +140%

      61+ +46%
      62+ +69%
      63+ +127%

      61+ +35%
      62+ +58%
      63+ +104%

      It looks like act3/4 gets the short end of the stick, after lots of whine that act3/4 drop rate is bad. Wonder how crafting will be after the patch, as 62+ drop rate is increased by +58-76%.

      • This is about balancing drop rates, not increasing them across the board. If the drop rates of acts III and IV were considered more acceptable by Blizzard than they are from earlier acts, then it makes sense that there is a larger percentage increase in earlier acts. As much whine as there already is about drop rates in acts III/IV, there is much more whine about the difficulty in getting to them due to low drop rates in earlier acts.

      • Sorry, but this chart is meaningless. Taking a percent of a percent doesn’t mean anything. Even if it did, the percent change is naturally going to be higher for Act I because the base percentages were so low to begin with.

        In actuality, the changes were greater for Acts III/IV compared to Acts I/II.

        As I noted below, before patch, the chance of getting a 61-63Lvl item in Act 1 was 27.6% vs. 48.2% for Acts III/IV–a differential of 20.6 percentage points.

        Now the chances are 41.3% for Act I and 65.1% for Acts III/IV, for a differential of just over 23 percentage points.

        The differential between Acts II and III/IV is slight, but it did go up: 13.1 percentage points to 13.9 percentage points.

    3. Super excited!! Love those changes! Bosses are good again, but packs are good too! Both favorite! And double drop rates!!! 😀

    4. I like the boss change. 1 more rare isn’t that big of a difference, but it’s nice to have and makes a visual difference.

      Nizaris, not sure what you mean by “Players will still farm up to 5 stacks of valor and kill a boss, and the boss itself is the pinnacle of a run. ”

      I currently farm about 75% of Act1 Inferno HC as my routine. If you restart too often, you lose precious time gathering 5 NV. I know, many people like to do tower/festering for quickest NVs, but believe me, it’s not the quickest once you have to restart.

      I run

      Cath 3
      All of highlands + Leoric Manse
      Finally the generic Warden/Butcher

      Whenever I’m bored, I also run more cath and full Agony.

      Can’t wait to start on A2, tons more possibilities there.

      • That’s about the same places I go to. Do you do Weeping Hollow as well? Usually 3-4 elites in the area.

        • Sorry, I meant that’s what I meant by Grove. I forgot the name, and it’s like my favorite area, too! for some reason I call it Grove.

          Yes, it’s awesome, 3-4 packs + potential cave.

      • Their official line on the topic was that they wanted to prevent the stigma of boss runs. They created the 5-stack nephalem valor buff as a way for people to continue playing in a game, but it created a different pathway of least resistance: kill 5 packs and then a boss.

        Since we’re guaranteed rares all around now, I still fail to see how it’ll change when there are easy pathways to maximize your run times. Magda, for instance, is very simple. You mention in a later post that bosses “drop a lot more blue gear.” This, I think, is the main point. All of that “guaranteed blue” gear all has a chance to be rare based on your magic find. With a boss like Magda, it is extremely easy to switch to MF gear and last-shot her with 400+ MF and normally results in 3-6 rares on a good run (my average).

        Champ spawns are very predictable, and there are 3 spots where goblins are likely to spawn on your way to Magda.

        • Hmm, then I’d argue that what you consider the path of least resistance, actually isn’t 🙂

          In A1, the only area not really worth going into is Cath, because there are so many nooks to check for bosses, and it takes way too long. Hopefully they increase # of potential boss spawns in there.

          • Well, the path of least resistance is the path that leads to the most efficient accumulation of loot (time spent versus loot gained). And the problem at hand is not the accumulation of loot before hitting a boss, it’s a player’s desire to continue fighting after a boss is killed.

            According to Lylirra, they wanted to give incentive to people to continue playing after the boss is downed. As of right now, a boss is a solid indicator of a completed run, and I feel the only way to combat it would be to add an exclusive benefit to your character after defeating them. Loot notwithstanding, it is just an ingrained behavior in many.

            Perhaps this will be unlearned over time, and this solution proves to be best. My perspective is just a reflection of what Blizzard has deemed as the problem, not what I feel is the problem.

    5. ‘Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor’

      Does this mean bossruns are officially back ?

      • Not at all.

        Extra rare isn’t worth it, if you have to restart your stacks just to get it again.

        Every normal elite drops 2-3 rares… bosses aren’t really a big deal, although they drop tons more blues (e.g. 9), which is nice if you’re farming mats, I guess.

    6. Except now it seems the appearance of rare MOBs is very infrequent….been playing for an hour and haven’t got my NV above 4. takes way to long

    7. There’s no need to force items to roll with good stats. That’s very anti-Diablo and nobody really has the right to complain about it. You aren’t supposed to roll a Godly Sword of the Whale each time you kill a boss.

      • Of course you’re not supposed to! I’m sure everybody actually understands that these items are supposed to come from luck and hard work or pay. But try to tell that to all the whiners who think that their “feedback” is starting to make Blizzard to cave in on this…

        • Yeah, but once the item and affix pool increase (1.1 patch?) the chance of finding a good item will be even lower. Finding a great legendary item, because of the random magic affixes, will be very low also.

    8. Seems like this is a typo:

      Inferno – Act II

      iLvl 61: 18.6% to 23.3%

      Hopefully its 25.3 cause logically it doesn’t fit in compared with Act1’s rate of 23.9 and Act3/4’s rate of 27.1.

      • Probably around the time when you stop posting that same comment on every news item.

        • stop the trolling, tell me the answer, i really want to see this game in beta status!

    9. I’m really confused. I thought the complaining was about acts 3 and 4 having their ilvl63 drops nerfed which made them inefficient relative to the easier acts 1 and 2. So now Blizzard makes acts 3 and 4 even more inefficient relative to acts 1 and 2.

      • The only part of your statement that is correct is that you’re “really confused.”

        Before patch, the chance of getting a 61-63Lvl item in Act 1 was 27.6% vs. 48.2% for Acts III/IV. That’s a differential of 20.6 percentage points.

        Now the chances are 41.3% for Act I and 65.1% for Acts III/IV, for a differential of just over 23 percentage points.

        The efficiency of the latter acts has been increased, and to boot, you get a 65+ percent chance of getting a 61Lvl+ item.

        • He’s actually quite correct, and you are not. This basically keeps the ratio’s of the loot from the acts fairly similar (slight buff to a1/a2 relative to a3/a4, as someone else in the thread showed). The opposite should have been done.

          Oh well, guess we’ll all continue doing a1/a2 until they make a3 worth doing.

          • As I spelled out above, they increased the efficiency for Acts III/IV compared to Act I (where everyone was farming before the patch). If you agree with his view that the efficiency has been decreased, then you, too, are math deficient. And if yielding 65+ percent in 61-63Lvl items in Acts III/IV isn’t good enough for you, that says to me you’ll only be happy with 100%, i.e., EZmode.

          • You’re assuming that your inability to farm A3/4 efficiently enough to make it better than A2 and A1 is due to Blizzard making A3/4 too hard to be efficient. It’s just as likely that you haven’t reached the build efficiency needed to make A3/4 worth it for you.

            If it’s your build efficiency, then your perceptions of needing to stay in A1 & A2 are exactly right but you should be happy about it, not angry that they haven’t made the end of the end game efficient enough for your current build…

        • I don’t know what’s more frightening, your mathematical ineptitude or the fact that you got two likes for demonstrating it. First of all, read my post again, where did I say ilvl61-63? Nowhere, that’s where. I said ilvl63 only.

          But since you want to entertain that thought, you’re wrong there too. Why in the world are you doing subtraction on different percentages? Where did you go to school? To determine proportions your expression would be 27.6/48.2=.5726 pre and 41.3/65.1=.634 post patch. Division, not subtraction.

          • just shut up the lot of you.
            The drop rates for ilvl60+ have been increased substantially across the board and you should farm where you are most efficient.

            It WILL differ for different builds.

    10. OK, so, I agree completely flux, that amazing items should be crazy rare.
      But with D2… we had some reliably amazing items we could “craft” with runes that kind of became staples. That was stale! MEGA STALE. You know, #[email protected]!ing enigma, all that jazz. I DON’T want to sound like I’m advocating that, but there is one issue I have.

      There are affixes that as a single affix, +str/dex, +int/dex, etc, like that. And then items can also roll with a +STR affix, AND a +dex affix.
      Now, unless we see some reason to actually take non-primaries (Buff dogde, armor, resists gained from them? Duh?) then I think that +twostat single affixes should be buffed a little bit, and then chance to roll multiple primary stats outside the single affixes that ARE TWO STATS should be removed. If an item rolls 250str, it cannot also have 200dex or int, unless one of those things comes with as one of the +STR/other stat single affix.

      Because that is one of the most frustrating things about a potentially good roll. Sure, sometimes you roll VIT, too, and maybe you have an ammy that you can pass between your barb and your DH! but more often than not, for me, I find myself thinking “what would this item be like if it had rolled with more focus on usefulness”

      I think this small change could offer a lot of benefit.

    11. “Players will still farm up to 5 stacks of valor and kill a boss, and the boss itself is the pinnacle of a run. Currently, there is still little incentive to continue after a boss has been downed. ”

      This is nonsense. Before this patch there was no incentive to do the bosses, since they took more time then the average champ/elite pack for the same reward. After this change, doing at least some of the easier bosses will probably be worthwhile. But not nearly as worthwhile as killing all the champs in an act every run.

      In other words, people will probably do both, exactly what they wanted.

      • I agree, the comment: “Currently, there is still little incentive to continue after a boss has been downed.” Is misleading because if you kill a mini boss, there are more elite packs after and up to the final boss where the act ends. The incentive to continue after the boss has been downed is to start a new game and start the mf run over again (just like in d2).

        If you give the boss some special modifiers such as “increased MF by 100%” (or increase high ilvl drop rates) your run would be: get 5 NV stacks, kill a boss, kill more elites, then kill another boss. Or it could be: kill a boss, kill elites, then kill another boss. Adding special boss modifiers just seems unnecessary and could be confusing to newer players. I already think that the drop rates are too high because my inventory is full of “rares.” White and grey items are almost as rare as yellows to me.

    12. Am i the only one who just kill rares/champs? After 1.3 i havnt killed a single boss for farming purposes (soloed the game and it seemed too easy now but thats another story). Since blizz nerfed boss drops and buffed elite drops, just seemed natural to grind through a whole act. As an added bonus, if you start at the end of a2 you never have to listen to magdha hehe

    13. I think the guaranteed rares from any champ pack is plenty incentive to do more than just boss runs. Bosses take a lot longer to kill, and only have one extra guaranteed rare. Knowing a yellow will pop out every pack killed after 5 stacks makes me want to kill as many as possible before hitting the end boss.

      I’ve been running Act 2 for a while, Starting in Black Canyon, running through Alcarnus (of course with any random/quest dungeons). Go to Dalgur Oasis, farm all of that area, go to the desolate sands, farm all of that, then hit up Belial to finish things up. I almost always have 5 stacks before even getting to Alcarnus. That’s probably about another 20 or so packs after that point before Belial. That’s 20 guaranteed rares, and with the increased drop chances for the ilvl 63’s, even more reason to continue using those NV stacks to your benefit.

    14. can someone define boss for me in terms of guaranteed rares? Are they referring to act bosses only or is skelly king considered a boss. I’m only lvl 59 so haven’t had the chance to do the whole NV farming thing.

      • Any fight the is precluded by an event screen when in multiplayer. I realize that strictler single-players won’t know where these places are, but such bosses have their own arena.

        Skeleton King
        Queen Aranae
        The Warden (this is speculative as it’s somewhat of a mini-boss)
        The Butcher

        Zoltun Kulle

        Maiden of Lust

        Iskatu (he’ll arguably never drop guaranteed rares since there are no champs before this boss)
        Izzual (recently fixed, supposedly)

        I think there’s more that I missed, but those are the ones I can think of off the top of my head. These bosses usually indicate some cornerstone in the storyline, usually noted as “Kill X demon.”

    15. the guy spent 1300 dollars on d3 items? my brain is on stunlock. do you get a sense of satisfaction by paying off the game so you dont have to play it? i wonder how much other guys or girls have spent….

    16. It’s probably just me, but so far in two runs through almost the entirety of Act II there has been plenty of level 62/63 white and blue item drops, yet every rare is a POS ~55. Probably just bad luck.

    17. What’s wrong with ending a run on a a boss? If they’re doing their jobs right, that should be an epic and challenging battle. A good point to end at.

      If they really expect us to kill the Butcher and then start A2Q1 and not find another boss pack for a few minutes while we do the dialogues AT LEAST let us keep Valor stacks between acts -__-

      • They won’t let you keep the stacks because of the transition from Act 3 to Act 4. Cydea and Azmodan already are two bosses in quick succession. Adding Iskatu and Rakanoth without losing the stacks would probably be too much.

    18. This doesn’t fix anything, now we just have twice the crap loot as before. The problem with loot is the absurdly low chance to roll good on an item. Filling 2 stash pages with items and not one of them being worth the effort of selling is pretty disappointing.

    Comments are closed.