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v0.23.11 · 17 October 2026

The deep end fights back

How v0.23.11 keeps deep World Tiers dangerous: monsters toughen up with depth, armor has limits, deep foes keep their edge.

We send our testing heroes — real saves, real gear — through the highest tiers on autopilot. At Torment VI and beyond they had outgrown the yardstick the world measures itself against several times over: monsters were connecting on about one swing in twenty, each hit was a scratch, and nobody died or even drank a potion. Deep tiers are meant to stay dangerous no matter how good your kit is.

What we saw

What changed

What it plays like now

Sampled autopilot runs, before and after (deep-tier test heroes)
BeforeAfter
Basic attacks that connect~1 in 20~1 in 10, more for most kits
A landed swing (share of your health)~2%~5–9%
Lowest health seen in a run59–98%19–42%
Potions spentnonemost runs
Deathsnonesometimes

Normal tier, the campaign and the descent's first halls are untouched — every early-game run replays identically under the new rules. The change only reaches heroes whose gear has outrun their world.

See also