Patch 1.8.1 - Preview

We’re getting closer and closer to the release of Patch 1.8.1, so it’s finally time to share what’s actually in store!

[size=150]Legend Quality and Variety[/size]
Patch 1.8.0’s introduction of Eternal Legends was a step in the direction we want to go with Dropped Items, which is to make them a bit more interesting and viable compared to what you can create with Crystal Enchanting.

To take this further, we needed to revisit each existing Legend and update it so that the Eternal version of it would be even better.

In 1.8.1, we have updated all 251 existing Legend items to follow these rules:
[ul][li]All Legends must have at least one Legend Affix[/li]
[li]All Legends will have their Affixes rolled between 75-100% of their max potential[/li]
[li]No more yellow ( normal ) affixes on Legend items, besides Empty Socket[/li]
[li]If there’s no fitting Legend Affixes, we’ll create new ones.[/li]
[li]We try to look at each Legend and ask ourselves if we would actually use this.[/li]
[li]All Legends should follow the Affix Ordering rules for visual conformity.[/li][/ul]

Here’s an example of one of the updated Legends, Obsidian Blade:

Compared to the old version:

You can see we got rid of the yellow affix, added a Legend affix, and put more useful affixes on the item. Here’s the new version of one of the old favorites:

We don’t have enough time to share every single Legend revision we’ve made, but be assured each Legend has been given a similar treatment!

[size=150]New Legends, Affixes and Sets[/size]
So not only have we updated all our old Legends, we’re also introducing 88 new Legends, 21 new Legend Affixes, and 13 new Set Affixes! Many of these Legends will drop at the early floors, so the pool of Legends you can get in 1.8.1 will be increased throughout the game.

Here’s a few examples:


Reactor is a new set for Orb Wizards ( finally some Orb love ) which empowers their Orbs to shoot the Mythic skill “Arc” every half second. The set also features a new Legend Affix “Arc Dodge” which casts Arc whenever you Dodge. This item also increases your Orb proc and slows down all Orbs cast, effectively squeezing out as much damage as possible.


Equality is a new resource centered Set that encourages you to have as close to equal Health and Mana pools, and will reward you Damage Reduction and Resource Cost reduction for your efforts. The goal is to have another alternative to Blood Magic that encourages a different allocation of Health and Mana. The Balance Legend Affix acts like a combination of both Total HP% and Total MP%.

[size=150]Mythics[/size]
We realized that our old way of granting Mythic skills and talents on items was a bit inhibiting to the overall power of the item, forcing you to keep 4 Mythstones that you may not be interested in. So in 1.8.1, the 4 combined Mythstones needed will be transformed to a Mythic Affix on the item instead of replacing a Skill or Talent!

Here you can see that we’ve added Wisdom, Haste, Death, and Master to create the “Brutal” Mythic Affix:

This now leaves a lot of room to empower the chest even further, as all Crystal Enchanting will be allowed on Mythics in 1.8.1 ( may not be the best enchantments chosen, but you get the idea ):

[size=150]But wait, there’s more![/size]
There’s so much more to talk about in 1.8.1, but instead of discussing each new feature we’ll just share an early look at the full patch notes:

- Major Features
[ul][li]Mythics have been redesigned. Now when you complete a Mythic, it replaces the four Mythstones used to create it with a Mythic Affix that either adds a powerful proc spell or effect. Mythics no longer replace Special Skills or Talents.[/li]
[li]All 251 Legends have been revamped and updated with new affixes.[/li]
[li]21 New Legend Affixes
[list][]Mythology - Increases DMG of Mythic Skills by (rank)%[/li]
[li]Slow Projectile - Slows the speed of all projectiles cast[/li]
[li]Pickup Radius - Increases the range that items are picked up[/li]
[li]Specialist - Chance to cast your Special skill for free 1 second after casting[/li]
[li]Control Duration - Increases duration of your control impairing effects by (rank)%[/li]
[li]In Control - Reduces duration of control impairing effects on you by (rank)%[/li]
[li]Dmg to Elites - Increased DMG dealt to Magic rarity and above enemies[/li]
[li]Arc Dodge - Each dodge has a (rank)% chance to cast Arc on a nearby enemy[/li]
[li]Strength - Increases the Heroic Skill Rank of [Skills.17-Name][/li]
[li]Dexterity - Increases the Heroic Skill Rank of [Skills.18-Name][/li]
[li]Intelligence - Increases the Heroic Skill Rank of [Skills.19-Name][/li]
[li]Fortune - Increases the Heroic Skill Rank of [Skills.20-Name][/li]
li DMG - Increases All (element) DMG Dealt[/li]
[li]Weapon DMG% - Increased weapon DMG percent[/li]
[li]Armor - Increased Armor Rating[/li]
[li]Balance - Adds (rank)% Total HP and Total MP[/li]
[li]Regeneration - Adds (rank)% Total HP Regen and Total MP Regen[/li]
[li]Killswitch - Traps now explode for (rank)% OH DMG when destroyed[/li]
[li]Coat Proc - Chance to Cast Coat Weapon on Attack per Second[/li]
[li]BlinkStrike Proc - Chance to Cast Blink Strike on Attack per Second[/li]
[li]Sentry Proc - Chance to Cast Sentry on Attack per Second[/li][/ul][/
:m]
[li]88 New Legends[/li]
[li]13 New Sets
[ul][]Ninja - (rank)% to cast Quick Attack on Dodge, (rank2)% to cast Blink Strike on Quick Attack - 12.5 rank value[/li]
[li]Identity - Casting spells from other classes boost their DMG by (rank)% - 12.5 rank value[/li]
[li]Zealotry - Equipping Hammers +Attack and Move Speed by (rank)%. Equipping Shields +DMG by (rank)%. - 5 rank value[/li]
[li]Adventurer - While Gold Collected indicator is showing, +Move Speed and DMG by (rank)% - 7.5 rank value[/li]
[li]Equality - Reduce resource costs and DMG taken by (rank)% of your HP/MP equality % - 7.5 rank value[/li]
[li]Nadroji - Increases the chance to find extremely rare Legends by (rank)% - 12.5 rank value[/li]
[li]Defiant - Increases DMG and DMG Reduction by %(rank) of total HP% missing - 6.25 rank value[/li]
[li]Maelstrom - Increases the DMG of all proc spells by (rank)% - 7.5 rank value[/li]
[li]Mythical - (rank)% increased Mythstone drop rarity - 7.5 rank value[/li]
[li]Crystalline - (rank)% increased Crystal drop rarity - 7.5 rank value[/li]
[li]Eternalized - (rank)% increased Eternal drop rate - 7.5 rank value[/li]
[li]Spirit Master - Increases the total possible Spirit Minions summoned by (rank) - 1 rank value[/li]
[li]Reactor - Orb now casts Arc each half second for (rank)% MH DMG - 12.5 rank value[/li][/ul][/
:m]
[li]7 Updated Sets
[ul][]Electrified[/li]
[li]Summoner[/li]
[li]Cosmic Power[/li]
[li]Faun’s Gifts[/li]
[li]Vampiric Touch[/li]
[li]Golden Veins[/li]
[li]Deadly Arts[/li][/ul][/
:m][/list:u]
- Minor Features
[ul][li]UI
[list][]All Stat page now shows stat caps[/li]
[li]Now displaying skill resource cost in the stats screen[/li]
[li]Can now press back to get max salvage/convert[/li]
[li]Now announcing which Mythstones or Crystals you’re picking up[/li][/ul][/
:m]
[li]Items
[ul][]Mythics now lock upon creation[/li][/ul][/:m]
[li]Systems
[ul][]Gamble vendor now has a chance to produce guaranteed rare and ultra rare Mythstones and Crystals[/li]
[li]Now awarding more Hero Points for Epic+ enemy kills, which the amount now increases by floor[/li][/ul][/
:m][/list:u]
- Design
[ul]
[li]Gold from loot drops have been dramatically increased while gold earned from items sold have been dramatically decreased. This change is to encourage the use of Gold Find affix/effects and to encourage picking up gold from the ground. If most of a floor’s gold is picked up, 0% Gold Find you will earn less gold than before, but with full 650% Gold Find you will earn more than before.[/li]
[li]Skills
[list][]Blast’s damage increased by 25%[/li]
[li]Pierce’s damage increased by 25%[/li]
[li]Stealth and Vanish Cooldown increased to 8 seconds[/li]
[li]Earthshatter changed to “Erupts the ground infront of the warrior, stunning enemies and causing a large crater for (rank)% DMG”[/li]
[li]Earthshatter’s damage increased by 60%[/li]
[li]Bash’s damage increased by 200%[/li]
[li]Reduced recovery time for Bash’s animation[/li]
[li]Charge’s Dynamics reworked. Targets nearest enemy and quickly charged towards that target. Should be much faster than previous charge[/li]
[li]Lance’s Charges removed[/li]
[li]Ground Stomp replaced with Shield Wall - Reduces all DMG taken by 40% and increased reflect damage by 400% for 4 seconds.[/li]
[li]Vault’s Dynamics reworked. Vault is now faster.[/li]
[li]Scalp changed to - Summons 3 rotating hatchets dealing (rank)% offhand DMG every .5 sec with 100% bleed chance[/li]
[li]Stats / Affixes[/li]
[li]Fear, Frozen, Stun, Blind all now last 3 seconds[/li]
[li]Weakened changed to reduce enemy resists by a %[/li]
[li]Cooldown Reduction of Time mythstone increased to 15%[/li]
[li]The increase in Bleed Damage by both Golden Veins and Vampiric sets is now additive.[/li][/ul][/
:m]
[li]Sets
[ul][]Faun’s Gift changed to “Increases Total HP% and All Resist by (rank)% Luck on Gear”[/li]
[li]Electrified changed to Reflect DMG is applied to area, and + by (rank)%. Attacks have a (rank2)% chance to Paralyze.[/li]
[li]Vampiric Touch changed to “Increases Bleed DMG and Total HP by (rank)%, applying bleed heals 1% HP. Removes HP Regen”[/li]
[li]Golden Veins changed to “Increases HP and Bleed DMG by (rank)% Average Gold Find on gear”[/li]
[li]Deadly Arts changed to “Deadly Strikes have a (rank)% chance to finish all Cooldowns, DMG taken reduced by (rank2)%”[/li]
[li]Cosmic Power changed to “(rank)% MP and MP Regen. Time Warp adds (rank2)% DMG to projectiles”[/li][/ul][/
:m]
[li]Talents
[ul][]Lacerate is now additive instead of multiplicative[/li][/ul][/:m]
[li]Enemy
[ul][]Reduced enemy “Extra Health” affix to give 25% Extra Health instead of 100%[/li]
[li]Reduced enemy “Extra Damage” affix to give 25% Extra Damage instead of 50%[/li][/ul][/
:m]
[li]Map
[ul][]Reduced Map Affix range of “Enemy Heal” from 1 - 2.5% to 0.25 - .5%[/li]
[li]Reduced Map Affix range of “Enemy Health” from 125 - 250% to 25 - 50%[/li][/ul][/
:m][/list:u]
- Bug Fixes
[ul][li]Grass now drops loot[/li]
[li]Fixed Stealth actions taking heroes out of stealth[/li]
[li]Fixed Stealth’s description to “Dodges all attacks for 2 seconds, and removes all DoTs”[/li]
[li]Counter now works properly[/li]
[li]Certain feats are now able to be rewarded during Boss Fights[/li]
[li]Rerolling Crystals now roll Legend’s affixes in their proper 75-100% range[/li]
[li]Gamble Vendors now prefer to generate items fit for your current class[/li]
[li]Fustigate and other Stun boosts now works with Toss[/li]
[li]Harmony now works with offhands, and should have a more accurate modification on skill cost[/li]
[li]Fixed issue with Mainhand Specials using the wrong mana cost[/li][/ul]

[size=150]And much more to come![/size]
We hope that you’ve enjoyed this preview for 1.8.1. We’re extremely excited to see what new builds you guys will create with these new toys. As always we’re very open to feedback and suggestions, so make sure to let us know what you think on our forums!

We already have a good portion of 1.9 developed and will be hard at work making it one of our best patches yet. We will be previewing 1.9 the weeks following the release of 1.8.1, so make sure to continue following us on our twitter, facebook, and subreddit for updates!

Nice i hope no bugs

Hmm… Interesting… I’ll have to get rid of most of my legends though…

Just a thought. If Elemental Critical Affix and Coat Weapon Proc have the same cap, wont they technically be the same (unless you put points in coat weapon skill)? Unless ofcourse elemental critical affix works on 25% of all attacks, and coat proc works on 25% chance based on attacks per second.

Wow ! Not feeling the love in this thread :cry:

Awesome job Steiger, thank you.
Much love, respect and gratitude to the dev team.

[quote=“JesteR”]Wow ! Not feeling the love in this thread :cry:

Awesome job Steiger, thank you.
Much love, respect and gratitude to the dev team.[/quote]

Its because we’re still waiting on the update :wink:

Nonetheless, it sounds great, so I am looking forward to it!

1.8 was released less than 2 months ago. Most games aren’t updated this frequently and definitely don’t have this level of change in them. The game is evolving at an incredible rate.

I am amazed at how quickly new features are rolled out.

[quote=“snowman”]1.8 was released less than 2 months ago. Most games aren’t updated this frequently and definitely don’t have this level of change in them. The game is evolving at an incredible rate.

I am amazed at how quickly new features are rolled out.[/quote]

For an update this size, it is pheneominal; however, 1.8 mainly introduced Eternals, so while a nice update, the time it took isn’t that surprising; even for 1 person. You should grade on complexity rather than data when comparing update rates. Nonetheless, I will state that the speed they give updates for their size is quite impressive.

[quote=“Ircher”][quote=“snowman”]1.8 was released less than 2 months ago. Most games aren’t updated this frequently and definitely don’t have this level of change in them. The game is evolving at an incredible rate.

I am amazed at how quickly new features are rolled out.[/quote]

For an update this size, it is pheneominal; however, 1.8 mainly introduced Eternals, so while a nice update, the time it took isn’t that surprising; even for 1 person. You should grade on complexity rather than data when comparing update rates. Nonetheless, I will state that the speed they give updates for their size is quite impressive.[/quote]
Yep, 1.8 was just Eternals. Nothing else. And it went directly from no Eternals to them just being there the next day. No planning, no balancing, no testing cycles and bug fixes. Bam, Eternals! Simple.

Speed it up guys! :smile:


I would like to thank the thinkers that think they thunk the thoughts they theorized.

We hope so too?

[quote=“JesteR”]Wow ! Not feeling the love in this thread :cry:

Awesome job Steiger, thank you.
Much love, respect and gratitude to the dev team.[/quote]

Thanks JesteR :smile: and thanks everyone for the feedback and bug reports, it really helps make these patches much better. It’s hard to catch everything with just myself and Todd!

Okay, can make these patches come faster… but we’ll have to spend at least 3 less weeks testing. Maybe more. :stuck_out_tongue:

You guys make me moist. :smiley:

so all Mythic effects are passive skills now?

[quote=“JTmon”]You guys make me moist. :smiley:

so all Mythic effects are passive skills now?[/quote]
Gross.

On armor pieces they are passive, weapon mythics work as procs.


I would like to thank the thinkers that think they thunk the thoughts they theorized.

Looking at the preview, its one of the best so far!! As compared at the introduction of the rogue and the release of heroic points, CS/MS.
I bet im just as excited to try the new patch as the others.
While reading my mind instantly went theorizing to update my build!
I love it and can’t wait to try it!

Someone got moist, someone says we need diapers while reading this thread! They are correct!!! :smile:

Looks like a completely different game!

Did the bows get nerfed?

Im crying HAHAHA tears of joy! Thanks to all admin :smile: I think dq will conquer all rpg game

Sent from my iPhone using Tapatalk

[quote=“kioflores7”]Im crying HAHAHA tears of joy! Thanks to all admin :smile: I think dq will conquer all rpg game

Sent from my iPhone using Tapatalk[/quote]

As much as I love DQ (and look forward to this update), I must disagree; DQ needs a good story-line before it is better than EVERY SINGLE rpg; nonetheless, its a pheneominal game!

Wow! Did not expect all of that to be in this next update. Looks great and I especially like the changes to existing sets and the new sets. Looks like I’m going to have a harder time choosing which sets I want to use. That equality set looks awesome; I’d love to have a viable alternative to blood magic.

The changes to gold drops are interesting and I like that you are making gold find be a more useful stat. Will you be changing the gold find feat to reflect the increased gold drops and if so, can you give a ballpark figure of the ratio change (for me it’s about 4:1 in favor of items sold versus gold drops that make up my gross income for any given floor).

Like I said, I’m very excited to see this update be released. Thank you for the hard work and for constantly working to improve the game.

One final question though: can there be something said about the reasoning for the massive disparity between the kill Enslavers feat and literally every single over feat? While I freely admit that I may be the only person that has trouble understanding the reasoning behind this; it does bother me that I can get guaranteed eternals at a rate of one per ten enslavers killed (granted I am using the hunter ring which will skew the numbers heavily). Are legendary pets that much of a game changer? Considering their inability to be modified in any way other than increasing the value of the stats which come on them; to get one which has useful stats (and I include the set in this as not all sets are viable for all builds, and some are either contradictory or ineffective when paired with certain combinations), could take 3-5 or more drops. As I understand it; this feat is the sole method of actually getting a legendary pet we can’t even say that the feat just gives us a guaranteed legend. Am I missing something or what? I’m still over sixty enslavers from my first legend pet drop and I’m working on my fifth eternal drop. And the feat was released quite a bit before eternals (I don’t know how many enslavers I had killed prior to eternals but it was more than fifty).

[quote=“Ircher”][quote=“kioflores7”]Im crying HAHAHA tears of joy! Thanks to all admin :smile: I think dq will conquer all rpg game

Sent from my iPhone using Tapatalk[/quote]

As much as I love DQ (and look forward to this update), I must disagree; DQ needs a good story-line before it is better than EVERY SINGLE rpg; nonetheless, its a pheneominal game![/quote]

Why a story line ? Its a hack and slash on a mobile device. You pick up your phone and kill sh!t. I think a story line would only get in the way :open_mouth: for me anyway. Time is precious, I want all action that is not broken by text or cut scenes, even if there is a “skip” button, its still eating away my precious game time.

Even in a game like WoW, that you sit down and emerse yourself in, the story line is annoying.

Just my personal point of view, sorry if it offends anyone :wink:

I agree Jester. This game is a pick up commit genocide for a while then move on with your day kind of thing. I love a good story game but it would get in the way here. I do see the point being made that to completely dominate all rpg’s it would need a stellar story; but as an action RPG it neither requires nor benefits from one. I actuall like the fact that they didn’t even put a little blurb about having to descend this dungeon to save the kingdom or anything like that. It is what it is: pure carnage. It’s better this way.