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July 8, 2024 • 36 mins
In this episode, I talked about Infernal Hordes; Season 5 PTR; Balancing Solo vs Group Play; Patch Notes; Akarat; and the State
Mark as Played
Transcript

Episode Transcript

Available transcripts are automatically generated. Complete accuracy is not guaranteed.
(00:00):
Coming to you from somewhere in sanctuary.
This is episode 456
of shattered soul own, your Dia community podcast.
This episode is called infer hordes. It's 06/07/2024
and this is Jen. I'm gonna start off
with something from Blizzard watch titled how to
conquer the new inferno hordes event in Dia

(00:22):
4 season 5. This 1 is written by
Liz Pat, and
here's what she wrote. Dia 4 season 5
features a new event called the inferno hordes
where, quote, hell tides were only the beginning
of the horrors lying in weight end, quote.
This event sends you back to the hell
to fight against the endless way waves of

(00:42):
demonic cords, attempting to hold back the tide
and collect some sweet rewards along the way,
of course. Here is what you need to
know to successfully run Inferno hordes and Dia
4 season 5 when it launches this August.
Step 1 unlock infer hordes. First, comply eat
the new quest line, the eyes of the
enemy. The quest starts in H bizarre. I

(01:03):
hope I pronounced that. Right? On world tier
3 and only needs to be completed once.
On your account, after which the infer hordes
are permanently unlocked because if fertile hordes are
available on eternal and seasonal realms, you might
be able to complete the lock with your
freshly move to eternal level 100, so your
seasonal characters have access incredibly early, But seasonal

(01:24):
play wasn't available for testing on the Et,
so we can't be sure whether this shortcut
will work will update this post when we
know for sure. Completing that quest provides your
first
tier 1 infer compass to access the realm
of hatred. After using that first compass, you'll
have to far more from defeating bosses in
the endgame ladder, hell tides, nightmare dungeons and

(01:46):
whisper caches. And fertile compass are the equivalent
of a nightmare dungeons sigil, but with 8
difficulty tiers instead of 100.
And each of these tiers, changes, more than
just monster level. Here's what you could expect
from higher tier, I'll reach you a little
bit more of this, the number of waves
you'll need to knock out increases from 5
for tiers 1 to 3 to a maximum

(02:07):
of 10 for tiers. 8, the starting difficulty
of the monsters in the hoard increases, the
potency of your rewards increases, your avail number
of revive
decreases,
exclamation point. And it goes on from there,
it's a really good article. The step 2
is demons, which of course, you're gonna do
in this game because that's what you do
in Dia 4, and it's a really good

(02:29):
article. I'll leave you to read the rest
of it. Everything that I talk about in
this episode will be on the shattered sol
stone dot com website so you could go
and check out the links and you read
the rest of this yourself.
But there's a lot of good stuff in
here this time. It's gonna be a shorter
show because, you know, fourth of July just
happened and
everybody's kind of on vacation a little bit

(02:50):
still, I think. So I've also got 1
from 06/21/2024,
which seems, yeah, Like, that was kind of
a bit ago, but this is A dia
4 official blizzard
post titled the Dia 4 season 5 Pt
t, what you need to know. So here's
a little bit of that. Great forces gather
beyond the gates of hell Wander. Do you

(03:11):
dare to coal their threat? The second public
test realm, Pt for Dia 4 is coming
soon, which means it's I think it's already
happened at this point, based on what I've
seen on social media I think that might
be done, but I'm not a hundred percent
sure.
Okay. So it's coming soon of for offering
you the chance to test

(03:32):
upcoming changes and features for season 5. Pt
will be available from June 25 to July
2, which means it is in fact done,
but there's stuff in here about it, so
new turtle quest line, the eyes of the
enemy. Season 5 features a new story where
enemies are cut out, alliances shift and unlikely
friends emerge from the shadows. The Pt features

(03:52):
a new quest line that takes place after
the events of the main quest line and
is available on both seasonal and internal realms
and will remain on the eternal realm once
season 5 has concluded. Head to H in
world tier 3 and investigated disturbance amongst the
city folk there. Completing this quest line will
allow you to battle in infer hordes and

(04:13):
new gameplay activity coming with season 5, note
that only that you only have to complete
this quest once across your count. Slay the
infer hordes. You can kinda guess where I
got the name of the show now. Right?
Hell tides were the only the beginning of
the horrors lying weight confront seemingly endless waves
of hell legions in the hell, the realm
of hatred as the infer hordes grow more

(04:35):
powerful with each passing day. Now the infer
hordes is an activity where you slay hordes
while earning burning Ether to unlock powerful weapons
and rewards, so successfully slay the hordes, and
you'll be able to fight the powerful fell
counsel.
Enter the realm of hatred by using an
infer compass.
Hell compass can be found by defeating game

(04:55):
bosses, hell tides, nightmare dungeons and whispers. A
hell compass will be granted to you upon
complete the newest eternal quest. And fertile hordes
have time limited waves lasting 90 seconds each,
collect burning ether during a wave to spend
at the end of a successful in for
run. At the end of the 90 seconds,
kill the remaining enemies and decide between 3

(05:17):
infer offers once selected the new wave will
be... The next new wave will begin. Successfully
slay all waves in the tier you are
attempting to advance to the well of hatred
and then battle a Fell council.
Upon defeating the Fe Council, you spend your
burning Ether on the spoils of hell. In
infer offer, there's some screenshots in here that
are kinda neat. They're all saying not final

(05:38):
in there in the corner, which means they're
probably still developing or something like that. But
it gives you an idea of what look
like when you get into the game.
Upon defeating each wave, Hell will tempt you
within an infer offer. The infer offer gives
you a choice of 3 different booms and
beans that modify your your run. Select 1.
Example, elite damage increased Elite grant increase burning

(06:02):
Ether. Choose wisely, and infer offers will stack
across the duration of your infer hoard run.
Many can be active at the same time.
And fertile offers are your chance to increase
the difficulty in order to earn more burning
ether or select a more
infer offer if the intensity is too great
for you. So what's burning Ether? Here's what

(06:23):
it is. Earn burning Ether by slay Ether
fiends and Ether Lore. I don't know if
Pronouncing that correctly, but it's spelled Ae THE
arm. Or by destroying sole fires and a
theory
masses.
Bernie Ae is
earned individually regardless of playing solo or in
a group. This lets you decide how to

(06:43):
spend it at the end of your run,
Then we have the spoils of hell. On
a successful run, you'll use burning ether to
unlock spoils of hell. There will be 4
different spoils of hell available on pleading your
infer hoard, run, spoils of equipment, spoils of
materials, spoils of gold, spoils of greater equipment.
This spoil of hell, guarantees, an item with

(07:04):
a greater array of A.
And infer compass, there are 8 tiers of
infer compass holy moly. This is a lot
of stuff
in which scale in difficulty and worlds tier,
each infer compass tier increases the number of
waves starting at 5 4 tiers 1 through
3, increasing until a maximum of 10 waves
with the Tier 8, I think in infer

(07:25):
compass. It also increases these starting difficulty of
monsters and increases the potency of your rewards
while decreasing your number of revive. Abyss scrolls
can be earned and you to upgrade your
infer compass by upgrading their tier in infer
compass will only drop at tiers 1 through
2 through 3. Try that again.

(07:46):
That's hard, Man. It's hard. It's in robo
numerals, and I'm d forensics so. Here we
go. As pistol scrolls will be needed to
increase their level to a max of tier
8.
Infer compass can be used at the following
levels and World tiers, tier 1 available at
World tier 3 tier 2 available at World
year 4
includes bonus,
which increased crafting materials and legendary and unique

(08:09):
drop rates tier your available at level 100
includes bonus
includes spoil of greater
equipment. There's also battle fell priests and I
have no idea what this is. So let's
find out. There are, again, there is a
photo here or a screenshot here of this
and says not final, so don't... You know,

(08:29):
you could check on everything once this goes
up and see all this interesting art that
they've got going on. So here we go.
If you managed to survive the inferno hordes,
the Fell council await, I originally meant to
protect us from the prime evil
During the event in Dia 2,
these noble priests were corrupted and became champions
of the very demon they swore to oppose.

(08:50):
There are 5 fell council members in total
each equipped with the different with different unique
abilities. Every time you face the Fe council,
there will be 3 different members to fight
you. Each 3 will be selected to fight
you at random. Be wary of their unique
abilities in the various combinations, you'll encounter them.
Once you inflict enough damage on the fell
council, the priests will become more f in

(09:11):
their attacks, stay on your guard if you
wish to live. On defeating the Falcon Council,
you can spend your burning Ether in the
spoils of hell. There's also some new weapons
coming in, including season 5 introduces legend legendary
unique some items. These new legend legendary and
unique could be earned by sling enemies across
sanctuary, but have the best chance of appearing
playing the infer hoard. So that everything is

(09:32):
aimed towards these infer hordes so that you
could go in and fight by yourself or
with group or however you wanna do that.
And then we have quality of life updates
to end to game bosses and more. We
are making some overall quality of life improvements
to the way game boss fights are accessed.
And game bosses. You no longer need to
reset the dungeon to replay the same boss

(09:53):
upon killing them, the summon alter reappear and
allows you to use more resources to play
them. Again, Summon Ver now only requires malignant
hearts. Trembling hands, blackened and femur and gu
heads have been removed from the game. Now
that's interesting because I'm pretty sure early on,
I did go to it
attack Var in, like, the lowest level of

(10:14):
the game because I don't have a lot
of energy, you know, so I just kinda
did it that way, and it
require trembling hands, blackened and femur, and gu
heads and malignant hearts. So now just malignant
hearts, which probably makes things a lot easier
so you don't have to run all over
sanctuary to try to find those things. So
I think that's cool that they are fixing
that or have fixed that.
Endgame bosses now drop. Additional gold instead of

(10:37):
rare items
beast in the ice. I don't know. I
think I...
I'm not sure if I'd I've done this
1 in a beta or an alpha or
something, but Anyway, Beast in the ice, the
beast in the ice boss fight now functions
as a standard dungeon. You no longer have
to craft a sigil to enter the fight.
So that's good too. Because that means you
don't have to, like, wait around to get

(10:57):
the sigil
before you can fight the boss. I think
it's good that they made that change.
Any leftover beast in ice sigil held by
previous seasonal realm or eternal characters can be
used to summon beast in ice instead of
using summon materials. The boss fight is now
much closer to the entrance so you'll no
longer need to progress through the dungeon before
the fight. Sigil dust has been removed as

(11:18):
a material cost to summon, and we have
hell tides and whispers. There's a lot going
on in here, you know? We've significantly reduced
the time. It takes a complete whisper bounties.
We've now made it so that there are
always enough whispers to earn 10 grim favors
with a given health hide, should now take
significantly less time to complete.
Additionally, icons have been updated to be consistent

(11:40):
with other whispers. In increasing your threat now
consistently scales with the health of slain monsters.
We're adjusting bane heart drop rates as they
were dropping too frequently to feel valuable.
Chance to get 1 from a tortured gift
starts at 13 percent and increases each time
you fail to get 1. Once you are
rewarded with the bane heart, the chance resets

(12:01):
to 10 percent. Hell born and the Hell
tied assassin and started at 1 percent chance
to drop a heart and also increases each
time you fail to get 1. It now
threat resets to 2 percent. The cole demons
whisper bounty now includes fallen
cole fallen whisper bounty now replaced with cole,
cult tests. Lit rewards. We all wanna know

(12:22):
about leap rewards. Right? Res spark award for
defeating tormented bosses can now be earned separately
on both hardcore and non hardcore. I have
not played on hardcore on this 1 yet.
Someday, maybe I will. Res spark and scattered
prism will no longer be automatically picked up.
Additionally, these items can be found in the
lost items stash if forgotten when they drop.

(12:44):
Unique and thick unique items can now be
acquired through whisper caches, the p prevail of
and tortured gifts in hell tied. The chance
to find mythic are unique through all non
boss locations has been increased. And then you
have the Treasure goblins, which I have been
tracking down, the moment I see them I
think I've killed maybe 4 or 5. Haven't

(13:04):
had time to play a lot, but it
was fun chasing them, like, through mobs and
stuff like that. Because that's what they do.
So Treasure Goblins. The loot quality from Treasure
goblins has been improved. They can now drop
1 to 3 legendary items and 2 to
6 rare items, the higher the number of
legendary drops the lower the number of rare
drops. The opposite is also true. Example, if
2 legendary items drop than 4 errors will

(13:27):
drop in addition. Now drop 1 to 2
eli,
the treasure goblins do and are guaranteed to
additionally drop common or herbs, leather and j
fragments.
Increased amounts of gold that drops examples. Level
1 in world tier 1 is 40 k
gold, level 100 in world tier 4 is
a hundred and 50 k gold. In world

(13:47):
tiers 3 and 4. Treasure goblins also dropped
forgotten souls. I don't know that I've seen
that, but maybe I have and missed it.
Additionally, they now have a 10:20
30 percent chance to drop 1 to 2
scattered prisons in world tiers 1 and,
2 and world tier 3 in royalty for,
respectively.
And then there's weapons stuff in here,

(14:08):
future accessibility items,
and that seems to be audio navigation assistance,
different things like that. This is the kind
of thing. And again, this is a screenshot
of not final kind of thing development stuff.
And here's quality of life for this
In the season 5 Pt t, we have
3 large quality of life and accessibility features
we're looking to for feedback on. These features

(14:29):
are designed to allow players to easily navigate
the old and find the destinations of their
quests. They are work in progress features, so
every piece of feedback helps us make adjustments
prior to their official release in a later
update. And then there's... It goes on from
there. There's also features offered for testing. I'm,
I don't know for sure if the
Pt is still going or not, but there's

(14:50):
stuff in here about that, a whole bunch
of stuff, you know, how to how to
do that and everything.
Moving on. We have everything from blizzard Watch.
This 1 is also from,
Elizabeth Harper. Everything you need to know about
to Dia 4 season 5, and it's infer
horror. And it's got this picture of all
the classes you know, right around a a
fire in the middle of them, that kind

(15:11):
of thing. So I'll read you a little
bit at this. The 1 was posted
June 26. So if you missed it here's
what we got,
Dia 4, season 5 starts on August 6,
which is coming up shortly. I feel like,
and we had a preview with a short
Pt period that was available for Pc battle
dot net players from June 25 to July
2. So that's obviously done. The Pt t

(15:33):
featured the whole of season 5, including the
new infer hordes event and Fell counsel battle,
but whether you're eager for another new end
game event or not. There's a lot to
look forward 2 to next season, which will
be a brief 1, but we'll add a
lot of content for both seasonal and non
seasonal characters. Here's is what we know about
Dia 4 season 5 is Pt t and

(15:53):
the short season 5 schedule. What are infer
hoard? Making their debut in season 5, these
Hell new dungeons through waves of enemies at
you, and in between each wave, you can
choose a new infer offer, which adds a
new challenge to the next wave
and more of rewards to go with it.
Each wave is a quick 90 seconds, and
you will need to survive them and kill

(16:14):
all enemies as you progress, you'll burning ether,
which will unlock spoils of hell at the
end of the run, rewarding gold materials or
gear.
If you complete every wave, go on to
battle the Fe Council, the same Zac room
priest who guarded Me Soul stone and t
call, a place will be returning to in
vessel of hatred. That's the upcoming expansion. There
are 5 fell priests fight, but the encounter

(16:36):
will pit you against 3 of them at
random making each run a bit different. Inferno
hordes have 3 different Tiers of difficulty with
tier 1 available in world tier 3, tier
2 available in world tier 4 and tier
3 available in world or 4 at level
100.
Rewards will scale with difficulty so expect more
gold and better gear as you progress. I'm
gonna stop there, basically, you know? Because they're

(16:58):
a lot in here, but I will read,
like, a couple paragraphs
beyond the parts I've skipped. Again, everything will
be on the show notes and
Chad also dot com when we're done here.
Big updates coming to unique items. The season
won't include a huge loot rework, but it
includes significant buffs to unique items, which fell
behind during season 4 when everything else was

(17:19):
buff because unique items didn't benefit from the
new tampering system that gave gear extra, they
simply had fewer stats and became far less
compelling. While Season 5 isn't adding tempering to
unique, it will buff unique across board and
add some of our favorite tempering Apex to
them. So while you can't customize with your
preferred tempering ability, they will get some new

(17:39):
abilities from the tempering pool.
All unique will be updated, though we won't
see most of them on the Pt, we'll
only see their final stats when season 5
launches in August. We're also getting new updates
and a lot of them, they're were be
50 new unique items, which are all designed
to be powerful enough to complete. And compete
with season 4 is powerful temper tempered legend
areas, and there's more stuff in here. I'm

(18:01):
gonna you just a little piece of. And
infer hordes and updated unique are the biggest
features of season 5, but there are more
tweaks and quality of life improvements coming here
are some highlights. It's easier to summon game
bosses. After killing an game boss, the altar
to summon will respond so you no longer
have to zone out, reset the dungeon and
fight your way back in. Summon Var will

(18:21):
now require malignant hearts. The other tier... Every
materials will be removed. The beast ice is
now located in a normal dungeon. You won't
need to craft a special night to summit.
It's easier to double up on whispers and
hell tides. It will now be easier to
complete whispers in hell tied zones, and there
will always be enough whispers during tied to
get a full 10 for a reward. Treasure
goblins carry more loot, and that is 1

(18:43):
of my favorite things about this game right
now. Hunting down Treasure goblins was sometimes
disappointing, so in season 5, they drop more
gear, more gold and more crafting materials, including
a chance to drop scattered prism.
More classes can wield more weapons, which also
means the A apex is on many weapons
will be modified to make them more useful
to more classes And I think that's pretty
cool.

(19:03):
Season 5 features will also be on internal
realms,
the e turtle realms.
1 thing about season 5 that gives me
pause, writes, the author of this. Well, I
think it's great to build out the base
game season four's item optimization change and Rift
like pit dungeon are also available to season
and non seasonal players and will remain once
the season ends, it does leave very little

(19:24):
for the season itself. Originally, Dia 4 promised
seasonal storylines, but they've proven to be quite
spa in season 4 players had a short
iron wolves quest chain and a less short
iron wool rewards track, but the item
overall was
overhaul was available to everyone's season or not.
In season 5 the quest to open up
the inferno hordes will be available to seasonal

(19:45):
and non seasonal players. And it goes on
from there a little bit. Okay. This is
from Wow head written by Si 1 day
ago. Balancing
solo groups and group play in dia 4.
So here's a little bit about that. Dia
4 has been out for a bit more
than a year now, which gives enough time
to reflect on Blizzard design philosophies regarding group

(20:05):
play and to take ed to take a
look at the current state of Solo versus
group play balance in D 4. While many
changes have already been implemented for quality of
life. There's still quite a ways to go.
We're exploring the current state of a group
play Dia 4 and diving into to into
potential solutions to common problems the community faces.
So here's some of this. I've got a
blue thing from blizzard. I'm gonna read you

(20:27):
part of this and you can check the
rest out Later on.
Design philosophy, x lead systems designer, David
gave some insight into Blizzard design philosophy for
group interactions during an interview with R at
B 20 19. Yes, that far back. The
developers wanted to provide options for players who
were looking for a more support oriented play

(20:48):
style while also making sure that, quote, everyone
is playing the game and fighting the monsters,
specifically mentioning skills that would directly interact with
monsters during combat example, skills that allow players
to pull monsters together. It is likely that
Blizzard wanted to keep effects that interact with
other players to a minimum seeing how it
affected group play and having pure support builds

(21:08):
play a big role in the group meta
and made solo play inferior in many regards
in Dia.
Blizzard seems to take a more cautious approach
with Dia 4 when it comes 2 group
synergies that affect the balance between Solo and
group play, which is supported by lead class
designer Adam Jackson during an interview with U.
I hope I said that right. I'd bliss
con 20 23.

(21:28):
In the interview, Adam Jackson asked the community
for feedback on skill interactions between players. So
there's a little blue note here from Blizzard.
We are really open to feed back on
adding support options now. We are a little
bit torn on how we feel about it
on the 1 end, it's really cool to
play with other people and support friends
shout shout and all my friends and everyone
around me gets strong. I think this person

(21:48):
is talking about playing at Barbarian.
There is a really good feeling about that.
On the other side, we know that a
of people like going through Dia as kind
of that solo experience, powering through on your
own. The more we make these group things
a thing that exists the game, the more
we kind of tell people the optimal way
to play is in a group because your
shout is more effective when you have more
people around. When we make something good, it

(22:09):
suddenly becomes man if it's best, finding that
line between a fun bonus and this is
the best thing to do. You must do
this now is really a thin line in
a lot of the times.
Okay. And then there's current state state India
4, looking at Dia for today only a
few skills directly interact with other players in
a game to this day. Some of those
exceptions are the Barbarian shout War cry Rallying

(22:32):
cry and by association rate leader. The Drew
Cyclone armor in combination with aspect of Sonic
force, it's more common to see effects that
interact with monsters directly than by making them
vulnerable or crowd controlling them. And it goes
on from here for quite a bit. It's
a pretty interesting article. How can the balance
be improved? I will read you this little
part. A possible solution to solve both the

(22:52):
boss rotate and and the pit material reward
issues would be to make it so everyone
in a party has to contribute the same
amount of materials when starting an inactivity In
case in the case of the pit, every
participating party member would contribute 3 shards each.
Summon a boss from the boss ladder would
require party member to pay the materials needed
to summon a boss. This would remove the

(23:13):
need for group reward penalties and no longer
forces players want to play by themselves into
a group for content where it's not necessary.
Another solution would be to add Ss f
solo cell found mode for dedicated solo players
about that. They actually put that dia 3.
Not that long ago, really. I mean, it's
not like yesterday or something, but there is
a solo file in self found mode, which

(23:35):
I started playing as soon as that appeared.
I gotta go back and do that sometime
is kinda fun. Regardless to continue, this might
alleviate some of the developers concerns regarding solo
versus group play balance while opening up design
space in the process. The new Barbarian unique
unbroken chain coming in season 5 indicates that
Blizzard intends to explore additional support options further

(23:55):
during their season 5 camp fire chat livestream
stream, which is linked in this article. Blizzard
has that changes are coming for the group
reward distribution in the pit. The changes are
planned to be released with the launch of
season 5, what these changes will look like
remains to be seen. And there's more in
here, and I'll just let you find that
later on. We've also got patch notes. I
love reading the patch notes because sometimes they

(24:16):
are ridiculous
Sometimes they're funny, and sometimes it's just like,
oh yeah. That's a good 1. So here
we go. This was posted on July fifth,
which was a couple days ago. The Dia
4 team has been monitoring your feedback as
we introduce patches to keep your experience in
sanctuary smooth, we will update the below list
and denote whether the fix are intended for
Pc xbox, playstation or all platforms. Here's the

(24:39):
game update from 07/10/2024.
The sale price of boss summon materials has
been increased examples, blackened and femur, gu head
and trembling hand sell price increased from 2000
a 20000 gold to 50000
sticky stone sale price increased from 70000
gold to a hundred and 50000 temper manual

(25:00):
drop rates have been improved to be more
consistent. Eli, general drop rates has been reduced,
tempered Apex on items now have an icon
associated
to the temporary category
instead of the same icon for all tempered
a.
Bug fixes, accessibility.
Fixed an issue where the screen reader didn't
function properly when interact with c menus. Oh,

(25:20):
that's a problem. I'm so glad they fixed
that. There are people who are playing this
game that have
limited vision, and
I think it would be very hard to
figure out where did that drop if you
can't see it properly. So I think it's
good that they fix that problem right there.
Gameplay fixed an issue where boss summon materials
could be lost if transferred to a newly

(25:41):
created character. Fixed an issue where the torture
shift of amulet in hell height didn't grant
as many items as intended. Fix an issue
where a hell tied ambush from a threat
level increase could spawn within the iron wolves
en camp. I don't think that was supposed
to happen. Fix an issue where players could
get stuck in place if the world tier
statue was interacted with while using a town

(26:03):
portal,
fixed an issue where the bold chief aspect
did not grant cool down reduction for Drew
debilitating roar or blood hal. Fix an issue
where progression in Ga hold qui blocked if
keeper z was killed too quickly.
Fix an issue where progression in sunken library
could be blocked if the head librarian spawned
behind a locked door.

(26:26):
Fix an issue where the play could get
stuck behind certain tortured gift chest, Fix an
issue where the tempering Apex to increase the
duration of the damage reduction granted by re
also increase the cool down for how often
reef could reap could form a corpse. So
that's weird.
It's got a via net thing. Fixed an
issue where the tempering
For increasing corpse, tend crowd control duration instead

(26:50):
cause the skill to take longer to pull
in enemies. Fixed an issue were bone prisons
created by jens blessing would persist indefinitely. Fixed
an issue were fire going near, but not
through firewall would still split into 3 when
using flame wafer, fixed an issue where Venom
mis moat alters could sometimes not be interacted
with to complete the whisper, fix an issue
where changing Mount Armor could reset your spur

(27:12):
count, fix an issue where some of the
drowned to see h, attacks were harder to
see in dark environments. Fish an issue where
the following aspects were not dealing as much
down much is intended. They are dust devil's
aspect, aspect of surprise, Tricks aspect, aspect of
art initiative vengeful aspect aspect of arrow storms

(27:32):
and fixed an issue where storm beans wrath
could teleport to the player during it's cast
in a nightmare dungeon, instantly killing the player.
There's more from here there's stuff about interface
and user experience kind of thing, which I'll
let you read. There's a little bit of
miscellaneous in here,
fixed an issue where the impact sound effects
for hell born disciple meteor, while fighting the
blood maiden were loud vin intended. I mean,

(27:54):
that would be really bad. Fixed an issue
where multi colored lights would display in front
of a Drew head when transforming.
And then in parenthesis, it says ak A
k exclamation 0.1 too many forest mushrooms.
It goes on from there.
And so that's what we're getting with the
patch notes and we've got a couple... A
a thing here that's a lower thing written

(28:15):
by our obtain
on wow head. So the the topic here
is who is Oc in dia 4 discussing
lore of the vessel of hatred cinematic, which
we've all seen. You know, they did post
it fairly recently.
It's kinda gruesome
and some people probably won't be into that,
but if you're playing dia Apple before, you
probably think that's fine.

(28:37):
Okay. So Blizzard cinematic never disappoint and that
certainly holds true for the announcement trailer for
vessel of Hatred in Dia
first expansion. A g haunt few minutes focus
on Nor and her burden, the Soul stone
containing none other than the eldest prime evil
himself, Map. We watched Do pray at the
beginning of cinematic 1 name stands out above

(28:58):
everything else. Ak. Who exactly is Ak, the
prophet of Za room, why do people invoke
his name for protection or salvation? What is
the inner light and what do Ak and
Za room have to do with it. We're
taking a closer look at Oc the wandering
ace.
Here we go. Ak the ace to know

(29:20):
Ak is to know not of just the
man and why he sought a new way,
but their wisdom and the failure of those
who sought to walk the path of Zach.
Regarded his kind, selfless and beyond compassionate,
Ak wished to share his wisdom with all
peoples, not out of any personal gain, but
simply to teach others, and there's a quote
here from him.
I say unto you that not the file

(29:42):
darkness engulfed the light within you. For whoever,
who whoever hears these were and knows them
to be true. Shall be reborn, ak. So
here's a little bit. I'm not gonna read
you the entire thing, but you can you
can get it easily.
The fires of war and divine inspiration. The
war between the,
In and amulet clans wreak deaf wrecked.

(30:03):
Rick's devastation across the lands of Ke, the
capital city of Vis june lay strewn and
ruins,
reckless magic and the d depressed act of
unleashing enslaved demons. In the aftermath of such
atrocities,
many who once revered magic came scorn what
was once a away of life. The fabric,
which once weave so thoroughly early through society

(30:25):
was burned away by the tariff
masses,
feeling lost from its absence, however, many people
flocked to faith over the subsequent decades, praying
desperately for protect and certainty.
Some instead chose to remove themselves from the
woes of si turmoil in Za tsa. A
group of people retreated to the gu
go mountains to become a acidic,

(30:47):
red
their material comforts for a life of contemplation
and meditation. 1 of which was acr. After
some time had passed while hay atop the
F Mountain peaks Ak conjure division of blinding
radiant while journey deep within their soul in
meditation. The ace witnessed a brilliant flash of
light within the tran, pure and beautiful.

(31:08):
Envelop the sky and embracing the earth with
its warm glow. Awe here erroneous believed this
to be an angel, which he would come
to call Y, meaning son of light in
the length of the z. In the wake
of such a site came an incomplete yet
powerful
revelation, a glimpse of secret long forgotten knowledge
of the uni first and mankind's greatest treasure.

(31:28):
This vision stirred something within the Oc
compelling him to leave his fellow ce behind,
beginning a great journey to the cities of
Ke so that he may share what he
had learned with the world.
Walking the busy streets and cities of city
in all across Ke Ak would tell all
who would listen the meaning of Za cara.
Be it Prince or Popper. He spoke how

(31:49):
every individual had been endowed with Sa or
inner light since even the time of the
ancients. He preached the importance of nurturing this
inner light by living a good life to
manifest strength and balance with the world and
its people. As his words started to resonate
with more people, several began to follow Ak
as disciples to learn more from him and
live by his example, There's a quote here

(32:10):
I'll read to you. My words are not
new. The ancients embraced the light completely and
I made them my dear than we can
ever, and it made them might than we
can ever imagine Aqua. There's a lot more
in here if you wanna read more.
It definitely links up with vessel of hatred.
I have 1 more thing for you here.
And let's see. This is from 6 days
ago written by Da on Wow head. The

(32:32):
state of sorcerer
featuring Mi and Ro Dia 4 season 5,
and it definitely has a sorcerer with that
big glowing snake, burning down, whatever these monsters
are around her. Okay. So let's see.
Here's a little bit. It's like a little
quotes from these people. So Roxy said the
nerf 2 flame shield and the, quote, immortal
and quote, play style were expected. However, the

(32:54):
change to ice armor was more than surprising.
Before we were able to keep its spare
air effect running by dealing damage consistently on
Pt this form of life leech. Effect has
been removed from ice armour base effect, which
is a huge hit to source sur
because both uptime and total barrier value are
much lower than before. Obviously, the teleport cool

(33:15):
in only adds insult to injury, making it
much harder to get out of sticky situations
in case of no active barrier. The change
to viewers
I think it's Ver, mastery looks promising.
Unfortunately, we can't say for sure if it's
much better than the old version because pits
are not working properly on the season 5.
In terms of item changes, the decision to

(33:36):
remove cool down reduction from focus off hands
as their inherent
Seemed like a creative way to make sources
to use more often, but those will have
damage over time as their inherent and, which
doesn't quite hit the mark looking at the
current source meta. Mc said this. As Ro
said, Nerf flame shield has been a big
hit to class, it might have been healthier
for the game as a whole, but blizzard

(33:57):
should offer something in return, exclamation point, the
ice armor nerf seems on Area, our defenses
were never great and now they're even worse.
What's wrong with sources in general. Ro said
over the last year, the defensive capability cases
of sorcerer have been quite hit or miss
at launch and during season 1, sources were
incredibly squishy. And in season 2, the class
had to rely on damage reduction while injured

(34:18):
to just survive, while Seasons 3 and 4
saw heavy use and eventual abuse of famed
flame shields in vulnerable
effect. Season 5 appears to be to to
be the return of even fewer sourced defenses
with a heavy focus on defensive
abilities and,
we tend to just fall over. And terms
of offenses, sources need to rely on unintentional

(34:40):
skill interactions like ball lightning and season 2
to get on top of their tier list.
The class has has a ton of really
fun and creative builds which look cool and
showcase unique players, but they just don't deal
enough damage to tackle the harder game content.
For me personally says Roxy, the sorcerer en
enchanting system also needs a complete overhaul. Initially
it was planned for sources to have 3

(35:01):
en chapman slots. And while I'd love to
see the third slot return, the system itself
needs to be reworked to make lesser used
effects more viable
viable at all. Okay. There's more in this
article, and I will put this all up
at chant dot com for you to read
rest of it if you're interested especially if
you happen to be playing a source we're
and really enjoying it. There's some things happening
with that that you might wanna know. And

(35:22):
this is where I'm gonna end the show.
You've been listening to episode 5 6 of
the Shattered Soul, your Dia community podcast. Missed
an episode, you can find the show blog
and listen to the show archives at WWW
shattered sol dot com. Come join us in
game. In our in game community and clan,
both name shattered Soul are open to anyone
who would like to join. You can also
join us on discord for the ultimate team

(35:44):
in community experience, find
our shattered stone as well as the Shattered
Sol website. Thank you.
A abyss souls can be earned and you...

(36:05):
Sorry Scrolls. That's not. Right?
Let me try that again.
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