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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
| Before | After | |
|---|---|---|
| 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 run | 59–98% | 19–42% |
| Potions spent | none | most runs |
| Deaths | none | sometimes |
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