Blizzard Can’t Stop Changing Elite Enemy Density In Diablo 4 Dungeons

The Boss

Blizzard Can’t Stop Changing Elite Enemy Density In Diablo 4 Dungeons

Blizzard, changing, density, Diablo, Dungeons, Elite, enemy, Stop

Once you finish the Diablo IV campaign and reach level 50, the game starts getting harder and harder to play. At that point you’re in the building refinement phase, so you want to earn Paragon points and level up as quickly/efficiently as possible.

Dungeons are the best way for players to discover them, as they have a higher density of enemies than simply roaming the open world. But not all dungeons are created equal, so players have been grading the dungeons that give the best XP.

At least, that’s how it used to be.

watch on youtube

Once you reach endgame, the open world is (obviously) useless.

Since the density of elite enemies varies from dungeon to dungeon, there are dungeons that are actually “worse” than others in terms of XP payouts. Blizzard initially began responding quickly to these discoveries by nerfing each dungeon individually.

Now, however, the developers are normalizing the density of elite enemies across all dungeons, which means you should no longer have enemies that are more efficient than others. This change was implemented in the June 13th patch, which also made two balance adjustments to the Barbarian Legend aspect.

Edgemaster’s aspect should no longer apply its bonus to Barbarian’s Whirlwind. The Berserk Ripping aspect also works with the Barbarian’s two-handed sword specialist for massive damage – this has also been fixed.

The update also brings a few miscellaneous bug fixes, one of which caused the World Tier 3 quest to pop up before the requirements were met, and another that caused the level scaling to mess up in the Dilapidated Aqueduct event.

For more information on Diablo 4, why not visit our hub? For everything else, there’s also the large Dibalo 4 guide.

Leave a Comment