Unleashing the Abyss: Diablo 4's New Patch Introduces the Ultimate Endgame Dungeon, Abattoir of Zir

Unleashing the Abyss: Diablo 4's New Patch Introduces the Ultimate Endgame Dungeon, Abattoir of Zir

Embark on the ultimate test of skill in Diablo 4's latest patch with the arrival of Abattoir of Zir, the most challenging dungeon to date Experience an adrenaline-fueled journey as you battle your way through the darkest depths of Diablo's realm

Diablo 4 players can now participate in the new endgame event called Abattoir of Zir, where they must conquer a challenging dungeon to earn and improve the powerful Tears of Blood Glyph. The first level of the Abattoir of Zir is as difficult as a level 100 Nightmare Dungeon, and the subsequent 25 levels increase in difficulty.

To access the Abattoir of Zir, players must have completed all chapters of the Season of Blood and unlocked the recipe for the Bloodforged Sigil. Players have 10 minutes to defeat enough enemies to summon the dungeon bosses, which must be defeated to progress through the level.

Clearing each tier will unlock the recipe for the next tier's Bloodforged Sigil. Defeating the first tier will also unlock the Tears of Blood Glyph, which requires a higher amount of Paragon Glyph experience to level up. This will be rewarded by progressing through the higher tiers of the Abattoir.

In addition to the new event, Patch 1.2.3 for Diablo 4 includes various tweaks and bug fixes. Notably, Blizzard has increased Glyph experience for Nightmare Tiers from level 18 onwards to encourage players to push to higher levels. See the full patch notes for the update below.

Diablo IV Patch 1.2.3a (PC)

BUG FIXES

Resolved a problem in which the resource-draining impact of Melted Heart of Selig was leading to performance issues in PvP.

Developer’s Note: In order to address these performance issues, the impact will no longer be considered as resource expenditure in PvP scenarios.

The Tooltip for the Tears of Blood Glyph incorrectly indicated that the damage bonus was additive, when it should have been indicated as multiplicative. Additionally, there was an issue where Paragon glyph experience increased, causing active glyphs to lose levels, which has now been resolved.

Fixed an issue where Tier 7 and Tier 8 Bloodforged Sigils had incorrect sigil dust rewards when being salvaged.

Diablo IV Patch 1.2.3 (All Platforms)

GAMEPLAY UPDATES

Starting on December 5, players can battle legions of Zir’s minions and race against time in a new endgame pinnacle dungeon, Abattoir of Zir. For more information, visit this article.

You can now see a complete list of potential affixes by using the new View Possible Affixes button in the Enchantment menu. Additionally, Glyph experience earned from most Nightmare Tiers has been increased. There is no change for Tiers 1-17.

By Tiers 30: From 66 to 79.

By Tier 50: From 106 to 139.

By Tier 75: From 156 to 239.

By Tier 100: From 206 to 339.

Upon reviewing gameplay data and player feedback, we have acknowledged that reaching higher Nightmare Tiers did not feel as rewarding as we had anticipated. Many players would stop their journey after reaching Tier 50. The increase in Glyphs experience at higher Tiers was implemented to encourage players to push their builds, making reaching Tier 100 a more fulfilling experience. We will be monitoring how this change impacts players and encourage you to share any feedback you have about this system.

We have also added additional support for NVIDIA Reflex technology. You can enable this feature by visiting the in-game settings.

BUG FIXES

Accessibility

Resolved an issue where the required pacts for Vampiric Powers were not announced by the Screen Reader.

Resolved a malfunction in the Screen Reader on the Steam Deck.

Dungeons

Resolved an issue where the Mechanical Box failed to respawn after the player was defeated by the boss in the Bastion of Faith.

Resolved a problem in the Fallen Temple dungeon where the task of destroying the Idol of the Fallen Temple could not be properly fulfilled if the Idol was destroyed immediately.

The debuff effects in the Fallen Temple can no longer be avoided by leaving and re-entering the Dungeon.

Enemies from the Sole Survivor event will no longer spawn behind locked doors in the Hallowed Ossuary, preventing them from blocking event mastery completion.

Nightmare Dungeons now reset properly after all revives are exhausted in local co-op games.

Animus-carrying monsters with the Summoner affix no longer unexpectedly carry Animus when spawning enemies.

Gameplay

Resolved an issue where bonus Elemental Damage affixes in Nightmare Dungeons were incorrectly scaled, resulting in damage being either too low or too high for their Tier.

Gameplay

Resolved an issue where certain attacks performed by the Echo of Lilith would fail to trigger properly if the initiating player in the Party died during the encounter.

The first Death from Above cast by Echo of Lilith now has regular timing and displays an incoming projectile indicator.

Frostburn and Mother's Embrace will now drop as Ancestral instead of Sacred from Tormented Echo of Varshan in World Tier IV.

Some sources, like Avarice's chest or Whisper Caches, were still dropping Gems instead of Gem Fragments. This issue has been resolved. Additionally, Werewolf companions using the Of the Alpha legendary aspect were sometimes missing with their Rabies cast, but this issue has also been fixed.

Druids can no longer continuously run into a wall when using Trample to move towards a nearby wall. Additionally, Treasure Goblins will no longer become invincible and run away if the player mounts or unmounts near them. (Watch out, they've had enough of your bullying.)

Season of Blood

Fixed an issue where Blood Harvesters could quickly disappear after spawning.

Fixed an issue where the Norvaic enemy could spawn repeatedly in certain co-op situations.

Resolved a problem where Seeds of Hatred extracted by Hatred's Chosen were not contributing to the progress of a Season Journey objective.

Resolved an issue that prevented access to Potent Blood dropped from a Blood Well.

Developer’s Note: The previous Hotfix enabled players to access Potent Blood by walking through Blood Wells. This update removes the ability to walk through Blood Wells, but in return, Potent Blood will no longer spawn in the middle of Blood Wells to make it more accessible.

Resolved the issue of Duriel not spawning when players re-enter the boss arena after respawning.

User Interface and User Experience

Resolved a problem where map overlays for Helltide and Blood Harvest would not appear correctly when entering a region covered by fog of war.

Addressed an issue where the tooltip would periodically blink while hovering over certain items.

The text on how to unlock Mounts has been corrected for players who skipped the Campaign. If players choose to play through the Campaign, they must complete the Donan's Favor quest to unlock Mounts. However, if the campaign is skipped, Mounts can be unlocked at Level 25. The previous tooltip only mentioned Quest completion, which is not relevant when the Campaign is skipped.

Fixed an issue where navigating to the Season Journey from a Seasonal Aspect wouldn't open the correct chapter.

Navigating the Seasonal Stash with a controller will now be more consistent.

Miscellaneous

Resolved a problem where the visual effects of armor would continue to be fully visible during Concealment. (Lilith sees all, foolish wanderer.)

Implemented several visual, performance, and stability enhancements.

Editor's P/S

As a Gen Z netizen, I am thrilled about the release of Diablo 4's new patch and the introduction of the Abattoir of Zir dungeon. The promise of an adrenaline-fueled journey through the darkest depths of Diablo's realm is exactly what I crave in a game. The concept of a challenging endgame dungeon that tests my skills and pushes me to my limits is incredibly exciting. I can't wait to delve into the Abattoir of Zir and see what it has in store for me.

However, I do have some concerns about the difficulty level of the new dungeon. The fact that the first level is as difficult as a level 100 Nightmare Dungeon is quite daunting, and I worry that it might be too challenging for many players. I hope that Blizzard has found a way to balance the difficulty so that it is accessible to a wide range of players while still providing a satisfying challenge for those who are more experienced. Overall, I am optimistic about the new patch and eager to experience all that it has to offer.