Patch 2.1.1 Hotfixes

Now with more Blood Shards in Greater Rifts, and an upcoming increase in Rare crafting materials

Diablo III Hotfixes for Patch 2.1.1
Hotfixes on the Diablo III servers are small server-only updates to fix bugs. The first hotfix has rolled out for patch 2.1.1, to take care of a bug that cropped up in the patch. Pets are not supposed to be targeted by the monster affix Thunderstorm, since that is supposed to target where a player is standing. The changes in patch 2.1.1 to the damage taken by pets inadvertently let pets be the focus of that attack. The hotfix changes that back, so instead players will be targeted.


Diablo III PC Patch 2.1.1 Hotfixes
This is the hotfix list for patch 2.1.1. It will automatically update as more hotfixes arrive, over time.
Below you will find a list of hotfixes recently applied or coming soon that address various bugs or mechanic tweaks.

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.

Last updated November 17. Hotfixes are denoted by the date they were applied to live servers.

Previous Hotfixes: [2.1.0]

[UPCOMING HOTFIXES]

There are no upcoming hotfixes at this time.

[LIVE HOTFIXES]

General:
  • Thunderstorm will no longer target pets and should now properly target players (9/24)


Greater Rifts
  • Monster health now properly scales off of the number of players who open a Greater Rift, regardless of whether a player leaves the Rift or game. (10/24)
  • Players will now receive more Blood Shards when completing Greater Rifts (9/26)
    • For example, at Tier 15, you will receive 58 Blood Shards (up from 45) and at Tier 25, you will receive 115 Blood Shards (up from 83)

  • The Greater Rift keystone reward from completing the Realm of Trials in multiplayer games has been increased (9/26)
    • 2 Player groups will receive a key equal to their last wave completed minus four
      • Ex. If you completed wave 20, your group will receive a level 16 keystone
    • 3 Player groups will receive a key equal to their last wave completed minus five
      • Ex. If you completed wave 20, your group will receive a level 15 keystone
    • 4 Player groups will receive a key equal to their last wave completed minus six
      • Ex. If you completed wave 20, your group will receive a level 14 keystone

Items
  • Boon of the Hoarder
    • Number of gold piles produced has been reduced from 5 to 2 (11/17)
      • The amount of gold earned per pile has been increased so that the total amount of gold dropped is unchanged
  • The number of Rare crafting materials that drop from monsters (including Rift Guardians) has been greatly increased (9/30)


Thunderstorm Hotfix Explanation
Nevalistis provided some context on reddit for the first hotfix, and why it was necessary. If players had been happy that their pets were getting hit instead, they should be ready to get targeted by the lightning once again!
Thunderstorm has always targeted the player's location. It was unintentionally targeting pets instead (as a byproduct of the patch changes that reduce the amount of damage pets take from Thunderstorm and other affixes), so this hotfix was just to address that bug.


Realm of Trials Explanation
Nevalistis also gave detailed reasoning for the changes in both patch 2.1.1 and with a hotfix, to the Greater Rift key rewarded from the Realm of Trials.
The Realm of Trials is designed to test your limits and, as accurately as possible, assess what level of Greater Rift you should be tackling. However, we also want there to be a small “safe zone” before reaching this limit, so completing the Realm of Trials should ideally land you a couple of tiers below your maximum capability. The Trials, up to this point, weren’t achieving this, so we’ve been working for some time to adjust them internally.

The adjustments to the Realm of Trials in Patch 2.1.1 had a few goals. First, we wanted to more consistently test your survivability. High damaging creatures weren't always spawning in each pack, which means your Toughness wasn't always being properly evaluated. Second, we wanted the Trials to feel less punishing for melee characters. And third, we wanted to mirror the monster variety you'd experience in a Greater Rift as best as possible. While the experience won't be identical, it should be reasonably close.

The changes to address these issues are as follows:
  • We've adjusted how monsters will spawn during a trial. As part of this adjustment, we recategorized monsters into different “pools.” In the case of the Realm of Trials, a “pool” is a set of potential monster spawns that all have a specific theme. Different pools now include low hit point creatures that die quickly, slightly meatier “mid-ranged” enemies, tanky damage-soakers, and more consistent damage-dealers.)
  • With this, we ensured that least one monster type from each “pool” spawns dependably.
  • Monsters that run or kite frequently were removed from the spawn pools to improve the experience for melee players. To a lesser extent, this also lowers the need for players to have a “vortex” ability.

Finally, we realized that the reduction in keystone tier for multiplayer groups was too harsh. It’s intended that you receive a keystone lower than your theoretical maximum. The increased reduction for player groups helps counterbalance the higher capabilities of a group, especially when considering class diversity and buff sharing. We overshot that counterbalance initially, but this will be adjusted with an upcoming hotfix.

[UPCOMING HOTFIXES]

Greater Rifts
  • The Greater Rift keystone reward from completing the Realm of Trials in multiplayer games will be increased
    • 2 Player groups will receive a key equal to their last wave completed minus four
      • Ex. If you completed wave 20, your group will receive a level 16 keystone
    • 3 Player groups will receive a key equal to their last wave completed minus five
      • Ex. If you completed wave 20, your group will receive a level 15 keystone
    • 4 Player groups will receive a key equal to their last wave completed minus six
      • Ex. If you completed wave 20, your group will receive a level 14 keystone

Update 9/25: Updated with details on the second hotfix.
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