[Icy-Veins] Diablo 4’s Tower Goes Live With Major Changes From The PTR
[Icy-Veins] Diablo 4’s Tower Goes Live With Major Changes From The PTR
The Tower is officially live later today in Diablo 4 Season 11, but players jumping in will notice that it is not exactly the same version that appeared during PTR testing. Blizzard made a number of balance adjustments and quality-of-life changes based on early feedback, with the goal of making the mode feel fairer, smoother, and more consistent with other endgame activities. If you spent time testing the Tower on PTR, here is what changed before launch. What Changed Since The PTR The Tower now unlocks tiers the same way the Pit does, making its structure easier to understand and more familiar for endgame players. Encounters also received multiple adjustments. Monster populations have been tuned to feel fair for both ranged and melee builds, and bosses no longer show problematic behavior such as self-healing or turning invisible. Boss health was also lowered to better match Pit bosses, which should make runs feel less punishing. Pylons saw the most noticeable changes:
( Source URL ) 2.5.2 Build #70156 (All Platforms)—January 12, 2026 Game Updates The Tower and Leaderboards General
Source: https://icy-veins.com/d4/news/diablo-4- ... -from-ptr/
- The delay between breaking a Pylon Cage and using the Pylon is gone
- Pylons are less tanky overall
- Spawn order has been tuned to reduce unfair rolls
- Pylon of Power now grants 3x damage instead of 4x
- Pylon of Speed grants +50% Attack Speed and lets players knock down enemies they pass through
- Pylon of Channeling now provides resource gain per second to help builds that struggle with resource drain
- Dying will no longer respawn players on a previous floor
- Exit portals now appear closer to the player at the end of a run
- Tower now unlocks Tiers the same way the Pit does.
- Monster populations have been tuned to be fair to both ranged and melee builds.
- Bosses have been adjusted to remove unwanted behavior such as self healing and invisibility.
- Boss health has been lowered to have parity with Pit Bosses.
- Removed the delay between when a Pylon Cage is destroyed and when a Pylon can be used.
- Pylon health has been reduced in an effort to make them less tanky.
- Tuned the pylons to be more balanced to avoid unfair rolls of pylon spawn order.
- Pylon of Power Damage from 4[x] to 3[x].
- Player gains a chunk of Temporary Attack Speed (+50% Attack Speed).
- Player can Knockdown enemies they pass through.
- Resource gain per second to support builds that drain resource which don’t benefit from Cost Reduction.
- Orbs drop immediately when the monster dies, and no longer wait for post-Death effects (Elite affixes like Fire enchanted, certain spiders, etc.)
- If the orb drops close enough to the player, orbs will appear closer to you to avoid backtracking. If you are too far, orbs will drop at the corpse of the enemy that dropped it.
- Dying will never respawn players on the previous floor.
- Exit portals now spawn closer to the player at the end of a run.
Source: https://icy-veins.com/d4/news/diablo-4- ... -from-ptr/
