Diablo 4 Patch 1.2.2 Brings Back Powers From Season of the Malignant

Surya Kumar
Updated On: 
<div class="paragraphs"><p>Diablo 4 Patch 1.2.2 Brings Back Powers From Season of the Malignant</p></div>
Diablo 4 Patch 1.2.2 Brings Back Powers From Season of the Malignant

Cover-Credits: 

Highlights
This new patch will bring Five new Unique Rings, each for one class.
These Malignant Rings will be available in both Seasonal and Eternal realms.
The patch also brings other changes to Season of Blood such as dungeons and quests.

After being requested by numerous fans, Blizzard has finally decided to bring back the most fan-favorite abilities from the first season of Malignant Update, the major one being the Malignant Rings. Although this first season did have its fair share of disappointments, these malignant powers certainly impressed numerous fans, and the return of these powers is seen as a welcomed addition to the latest patch

This has been done to present new players with more powerful gear to go after. Blizzard is reintroducing five Unique Rings from season one where each ring is based on a popular power from the initial season. Let’s dive right in and take a look at them!

Malignant Rings For Diablo 4 New Patch 1.2.2

As mentioned above, Five new Unique Rings have been added to the game where each ring represents one class. Currently available in both Seasonal and Eternal realms, they are bringing back popular powers from Season of the Malignant.

  • Ring of Red Furor (Barbarian Unique Ring)

    • After spending 100 Fury within 3 seconds, your next cast of Hammer of the Ancients, Upheaval, or Death Blow is a guaranteed Critical Strike and deals 10—30% (multiplicative damage) [x] bonus Critical Strike Damage.

  • Tal Rasha's Iridescent Loop (Sorcerer Unique Ring)

    • For each type of Elemental damage you deal, gain 10—15%[x] increased damage for 4 seconds. Dealing Elemental damage refreshes all bonuses.

  • Airidah's Inexorable Will (Druid Unique Ring)

    • When casting an Ultimate Skill and again 5 seconds after, Pull in Distant enemies and deal 0.5-1.0 Physical damage to them. This damage is increased by 1%[x] per 1 point of Willpower you have.

  • Writhing Band of Trickery (Rogue Unique Ring)

    • Casting a Subterfuge Skill leaves behind a Decoy Trap that continuously Taunts and lures enemies. The Decoy Trap explodes after 3 seconds dealing 2.0-3.0 Shadow damage. Can occur every 12 seconds.

  • Ring of the Sacrilegious Soul (Necromancer Unique Ring)

    • Automatically activate the following equipped Skills on Corpses around you:

      • Raise the Skeleton every 1-2 seconds.

      • Corpse Explosion every 1-2 seconds.

      • Corpse Tendrils every 8-16 seconds.

Other Changes in Patch 1.2.2

Season of Blood

The following adjustments have been made for the Sanguine Battery Event.

  • Pillar health has been increased from 75% to 85%.

  • Pillar repair time has been decreased from 3 seconds to 1 second.

Bug Fixes

Season of Blood

  • Fixed an issue where the additional enemies in the Lord Zir boss fight would not get stunned when Lord Zir gets staggered.

  • Fixed an issue where Metamorphosis would not trigger temporary movement speed bonuses.

  • Fixed an issue where the Anticipation Vampiric Power didn't display Cooldown Reduction for Ultimate abilities when in town.

  • Fixed an issue where the Hectic Vampiric Power did not reduce the cooldown of skills with charges.

  • Fixed an issue where the seasonal quest “Battle of Fear” and “Faith” could be completed without completing Chapter 3 of the Season Journey.

  • Fixed an issue where the upgrade button for Vampiric Powers could be interacted with when there are no new powers available, wasting 25 Potent Blood.

  • Fixed an issue where Lord Zir could not respawn if the player re-entered the boss arena too quickly after respawning.

  • Fixed an issue where Evade and non-damaging Skills could trigger Hemomancy.

Dungeons and Events

  • Fixed an issue where progression would be blocked when an enemy spawned behind the locked door in the Luban's Rest dungeon.

  • Fixed an issue where monsters could spawn from a Nightmare Portal location after the portal had teleported or been destroyed.

Quests

  • Fixed multiple instances where the quest marker could disappear when leaving the area during multiple quests.

  • Fixed an issue where Prava and her knights could stop progressing through the area during the Scouring of Caldeum if certain Elites were killed from a distance during the “Kill Demons Attacking from Above” quest.

Gameplay

  • Fixed an issue where Lilith could still launch area-of-effect attacks after she is defeated following the first phase in the Echo of Lilith.

  • Fixed an issue where Angelbreath or Potions could randomly spawn when The Beast in the Ice spawned.

  • Fixed an issue where followers could get stuck when going back and forth over a traversal.

  • Fixed an issue where Inner Sight didn't trigger properly against Training Dummies.

  • Fixed an issue where Necromancer Minions and Druid Companions wouldn't attack Training Dummies.

Accessibility

  • Fixed an issue where the Screen Reader wouldn't properly read life totals above 999.

  • Fixed an issue where the Screen Reader on PS4 didn't read all the text in Vendor and Crafting displays.

Miscellaneous

  • Fixed an issue where achievements related to the Hatred's Chosen buff could not trigger appropriately.

  • Various visual, performance, and stability improvements.


Published On: 
author profile picture
Surya has been an avid gamer all his life with an emphasis on single-player titles since the PlayStation 2 era. After switching to PC, he has also dabbled in the world of Valorant ever since its beta. He aims to spread his passion for gaming through his writing.