I server sono andati offline alle ore 19 di ieri 14 aprile e son tornati disponibili alla 1 ora italiana di stamattina 15 aprile, tempo nel quale è stata implementata la nuova patch, che include una moltitudine di aggiornamenti, bugfix e cambiamenti QoL, tra cui:
Modifiche alle classi ed ai mercenari
Nuove ricette del Cubo Horadrico
Cambiamenti al gameplay e tanto altro
Se volete leggere nel dettaglio quali novità attendono gli eroi di Sanctuarium, di seguito sarà incluso il bluepost ufficiale, che coprirà tutti gli argomenti in maniera esaustiva.
Heroes of Sanctuary, the Lord of Terror welcomes you to the Diablo II: Resurrected Patch 2.4 and Ladder launch update. Put your battle skills to the test with the first competitive Ladder season as we introduce a world of updates impacting a multitude of gameplay elements. For the first time in over a decade, we’re implementing significant gameplay changes to promote new strategies for your next trip to Sanctuary. Among the changes are various updates for each class, new Rune Words, fresh Horadric Cube Recipes, Mercenary reworks, and much more! Study up, for using this newly penned knowledge to your advantage will have demons cowering in your presence.
Before you begin your quest east, you will need to make a handful of necessary preparations. So, we’ve assembled a guide to make sure you return to Sanctuary with ease, especially as you ready yourself for battle against the forces of the Burning Hells.
PATCH NOTES
Below you will find patch notes Diablo II: Resurrected, Patch 2.4.
We are excited to invite you the Diablo II: Resurrected competitive Ladder system starting on April 28, PT. The Ladder launch represents an optional ranked competitive system of the game through a series of modes available to select from with a fresh Ladder-specific character. Each mode will have their own leaderboard where players compete to strategically gain experience within a limited timeframe while having access to Ladder-specific content. When the Ladder season ends, leaderboard rankings will reset, transitioning characters to non-ladder mode, giving players an opportunity to store their hard-earned treasured loot as a new Ladder season awaits them.
Like Diablo II Legacy, Diablo II: Resurrected will feature four different Ladder modes, including:
Version
Description
Classic Ladder
The normal version of Ladder play that encompasses playing with four acts.
Hardcore Classic Ladder
The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts.
Expansion Ladder
The normal version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.
Hardcore Expansion Ladder
The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.
Feature details:
Select Diablo II: Resurrected content will be exclusively for Ladder modes
Players can use /ladder and /helpladder chat commands to retrieve season start and end information
Ladder information is made available in the leaderboard UI, and for console, players will be updated upon loading into each game
At the end of a season, your Ladder character will be converted to a non- Ladder character, along with any Ladder -exclusive items your character has equipped or in their inventory
Once a season ends, you will have until the start of the season after next to retrieve items from your seasonal Ladder shared stash tab to bring into your normal online play
For example, once Season 1 ends, you have until Season 3 begins to retrieve items from your Season 1 stash. Any items not retrieved will be lost forever
In celebration of the first Ladder season for Diablo II: Resurrected, we will be hosting a special broadcast and competition between fan favorite content creators from North America, Australia, and Korea as they work together and against each other to race to the top of the ladder leaderboards! The Infernal Race will be broadcasted on the official Diablo and the Diablo Korea Twitch channels beginning at the start of the Ladder season at 5PM PDT March 31st / 9AM KST April 1st so make sure to tune and watch the best of the best compete!
We’re thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, we’re just as eager as you to find new ways to play. This is incredibly special, as the last patch to make balance changes to classes in Diablo II was Patch 1.13c, which was released back on March 23, 2010! Now, twelve years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’ve reviewed many aspects of the game in order to fulfill these goals.
We want to empower you to be creative with the builds you want to play, but we don’t want to “reinvent the wheel” and steer classes from their core purposes. Dive deep below and review our various Class changes for Patch 2.4.
Attack Rating modification has been removed, now this skill will always hit the target
This skill now slows the target by a percentage for a duration
Animation speed increased by 30%
Fend
Attack Speed increased by 100% (Reduced the rollback frames value between each attack)
Power Strike
Removed synergy from Lightning Fury skill
Lightning Bolt synergy increased from +10% to +14%
Charged Strike synergy increased from +10% to +14%
Lightning Strike synergy increased from +10% to +14%
Charged Strike
Removed synergy from Lightning Fury skill
Power Strike synergy increased from +10% to +14%
Lightning Bolt synergy increased from +10% to +14%
Lightning Strike synergy increased from +10% to +14%
Lightning Strike
Removed synergy from Lightning Fury skill
Power Strike synergy increased from +8% to +11%
Lightning Bolt synergy increased from +8% to +11%
Charged Strike synergy increased from +8% to +11%
Poison Javelin
This skill’s damage scaling at high levels has been slightly adjusted
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Plague Javelin
Plague Javelin poison duration and damage has been adjusted. This should net out to a 20% damage-per-second increase at level 1 and up to a 33% damage-per-second increase at max level
Poison Javelin synergy increased from +10% to +14%
Casting Delay reduced from 4 seconds to 1 second
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Developer Comments: We wanted to give more advantages for using Amazon melee skills, so we are freeing up skill synergy reliance on “Lightning Fury”, which will make the lightning melee skills a cheaper skill point alternative to build around. Also, we are improving the power of the lesser-used melee skills such as “Impale” and “Fend.” Lastly, “Plague Javelin” has received improvements with Casting Delay, damage synergy, and duration scaling, to further diversify its usage compared to “Poison Javelin.”
Passive And Magic Skills
Inner Sight
This skill’s radius has increased by 35%
Slow Missiles
Missile slow now scales instead of staying at a flat base of 33%
This skill’s radius has increased by 35%
This skill will now reduce enemy missile damage based on skill level
Valkyrie
Casting Delay reduced from 6 seconds to 0.6 seconds
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Dodge
The animation can now be interrupted and will no longer lock out the Amazon from performing other actions
Avoid
The animation can now be interrupted and will no longer lock out the Amazon from performing other actions
Developer Comments: We wanted to add some quality-of-life changes to certain Passive and Magic Skills. We improved the radius for “Inner Sight” and “Slow Missiles”, and we gave more reason to invest skill points for “Slow Missiles.” Also, we wanted to alleviate the disadvantage of the animation lockout from using the “Dodge” and “Avoid” skills so that players are more willing to spend points on these skills.
Bow And Crossbow Skills
Freezing Arrow
Mana Cost per level reduced from +0.5 to +0.25
Magic Arrow
Increased the amount of physical damage converted to magic damage for the base level and per level
Multiple Shot
Added synergy from Guided Arrow: +12% physical damage per level
Guided Arrow
Damage bonus per level increased from +5% to +7%
Added synergy from Multiple Shot: +12% physical damage per level
Strafe
Removed the 25% weapon damage reduction from this skill
Now also gives increased Attack Rating with +30% baseline and +9% per level
Added Synergy from Multiple Shot: +5% physical damage per level
Added Synergy from Guided Arrow: +10% physical damage per level
Fire Arrow
Mana Cost no longer increases per level
Exploding Arrow
Damage scaling increased by about 50% for higher skill levels
Fire Arrow synergy increased from +12% to +14%
Mana Cost per level reduced from +0.5 to +0.25
Immolation Arrow
Average Fire Damage per second scaling increased by about 100%
Cooldown reduced by 40%
Mana Cost per level reduced from +0.5 to +0.25
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Developer Comments: Fire bow skills are receiving damage scaling improvements at higher levels so that they consistently fulfill their fire elemental damage type roles for their level tier. Also, mana costs were reduced for the elemental arrow skills to give them more general usage. “Strafe” will no longer have weapon damage reduction and will also provide Attack Rating so that it can have distinctive advantages over the other physical bow skills. Finally, we believe it felt odd that the physical bow skills don’t have any synergies like the cold and fire bow skills do. We hope that giving some synergies to the physical bow skills help them remain viable.
Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Claws of Thunder
Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Blades of Ice
Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Tiger Strike
Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Cobra Strike
Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Phoenix Strike
Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level
Dragon Talon
Now consumes only 1 of each Martial Arts charge when cast
Now always hits the target only if the Assassin has any Martial Arts charges
Dragon Claw
Now consumes only 1 of each Martial Arts charge when cast
Now always hits the target only if the Assassin has any Martial Arts charges
Damage bonus per level increased from 5% to 15%
Dragon Tail
Now consumes only 1 of each Martial Arts charge when cast
Now always hits the target only if the Assassin has any Martial Arts charges
Damage bonus per level increased from 10% to 20%
Dragon Flight
Now consumes only 1 of each Martial Arts charge when cast
Now guarantee hits the target only if the Assassin has any Martial Arts charges
Casting Delay removed
Damage bonus per level increased from 25% to 35%
Developer Comments: Martial Arts skills are receiving a significant change with having Finishing Moves (including the Attack skill) only consume 1 of each charge at a time instead of all 3 at once. We feel like this will allow Martial Arts to perform smoother during combat by better maintaining current charges instead of having to re-acquire charges too often. In addition to this, we are increasing Attack Rating for Charge-up skills to compliment the smoothness of gaining and spending charges Lastly, we wanted to improve damage payoff for the lesser used Finishing Move skills.
Shadow Disciplines
Fade
Tooltip updated to now show the physical damage resist reduction
Venom
Buff Duration scaling per level changed from 4 seconds to 12 seconds (matching Burst of Speed and Fade)
Shadow Warrior
Casting Delay reduced from 6 seconds to 0.6 seconds
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Shadow Master
Casting Delay reduced from 6 seconds to 0.6 seconds
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Developer Comments: We felt that Shadow Disciplines are generally widely used and effective, but we wanted to add some quality-of-life changes, so we added tooltip clarity, buff duration consistency improvements, and casting delay changes.
Traps
Shock Web
Removed synergy from Death Sentry skill
Charged Bolt Sentry synergy increased from +11% to +17%
Lightning Sentry synergy increased from +11% to +17%
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Charged Bolt Sentry
Removed synergy from Death Sentry skill
Fire Blast synergy increased from +6% to +9%
Lightning Sentry synergy increased from +6% to +9%
Lightning Sentry
Removed synergy from Death Sentry skill
Shock Web synergy increased from +12% to +18%
Charged Bolt Sentry synergy increased from +12% to +18%
Fire Blast
Removed synergy from Death Sentry skill
Shock Web synergy increased from +9% to +11%
Charged Bolt Sentry synergy increased from +9% to +11%
Wake of Fire synergy increased from +9% to +11%
Lightning Sentry synergy increased from +9% to +11%
Wake of Inferno Sentry synergy increased from +9% to +11%
Wake of Fire
Fire Blast synergy increased from +8% to +10%
Wake of Inferno synergy increased from +8% to +10%
Wake of Inferno
Removed synergy from Death Sentry
Fire Blast synergy increased from +10% to +18%
Wake of Fire synergy increased from +7% to +18%
Added yards calculation to the Wake of Inferno tooltip
Blade Sentinel
Casting Delay reduced from 2 seconds to 1 second
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Missile speed increased by 20%
Weapon Damage increased from 37% to 75%
Blade Fury synergy added: +10% Damage per level
Blade Shield synergy added: +10% Damage per level
Blade Fury
Blade Sentinel synergy added: +10% Damage per level
Blade Shield synergy added: +10% Damage per level
Attack rating increased by 10% per level
Blade Shield
Duration baseline value increased from 20 seconds to 120 seconds (matching Burst of Speed and Fade)
Duration scaling per level increased from 5 seconds to 12 seconds (matching Burst of Speed and Fade)
Weapon Damage increased from 25% to 75%
Blade Sentinel synergy added: +10% Damage per level
Blade Fury synergy added: +10% Damage per level
Tooltip updated to now display Radius
Developer Comments: With Trap skills, there are multiple underused skills that can be more effective or have improved synergy distribution. For Lightning and Fire Traps, we are freeing up synergy reliance on “Death Sentry” to give more build possibilities elsewhere. Also, Fire traps are receiving damage synergy improvements to make them more effective at higher difficulties. Lastly, the Blade skills are receiving multiple improvements to make them more viable to dedicate builds around these skills.
War Cry’s mana cost now increases by only 0.75 per level instead of 1
Shout
Duration baseline increased from 20 seconds to 30 seconds (matching Battle Orders)
Tooltip updated to now display Radius
Battle Orders
Tooltip updated to now display Radius
Battle Command
Duration baseline increased from 5 seconds to 30 seconds (matching Battle Orders)
Tooltip updated to now display Radius
Grim Ward
Radius baseline value increased
Now also Slows and increases Damage Taken for nearby enemies.
Find Potion synergy added: +5% Damage Taken per level
Developer Comments: We are adding more tooltip descriptions to Warcries for clarification on hidden skill mechanics. “Shout” and “Battle Command” durations were updated to be consistent with each other for quality-of-life purposes. For “War Cry,” we want to make it more effective and rewarding to use at higher difficulties. Lastly, with “Grim Ward”, we are adding a new functionality and synergy to give more reason to use the skill, which also gives more reason to spend skill points on “Find Potion.”
Combat Masteries
Sword Mastery
Renamed to Blade Mastery
Now affects daggers in addition to swords
Increased base attack rating bonus to 40% (from 28%)
Axe Mastery
Increased base attack rating bonus to 40% (from 28%)
Mace Mastery
Increased base attack rating bonus to 40% (from 28%)
Polearm Mastery
Increased base attack rating bonus to 40% (from 28%)
Spear Mastery
Increased base attack rating bonus to 40% (from 28%)
Throwing Mastery
Increased base attack rating bonus to 44% (from 30%)
Added chance to not consume quantity per level up to 55% chance at level 20
Critical strikes with throwing weapons now replenish quantity
Added chance to pierce
Developer Comments: Barbarians run out of throwing weapon quantity far too quickly. Adding chances to not consume as well as chance to replenish will allow a throwing barbarian to be viable without having to return to town frequently.
Combat Skills
Whirlwind
When targeting an enemy with Whirlwind, the Barbarian will move to the initial position of the enemy – it will not track them as they move
Whirlwind will be performed even when targeting adjacent enemies (used to perform a basic attack)
Leap
Baseline minimum distance increased
Speed of the leap motion increased by 75%
Leap now has a minimum jump height and duration
Tooltip updated to now display Knockback Radius
Leap Attack
Speed of the leap motion increased by 75%
Leap attack now has a minimum jump height and duration
Damage baseline increased from 100% to 200%
Attack Rating baseline increased from 50% to 100%
Attack Rating per level increased from 15% to 20%
The Barbarian now deals extra physical damage to surrounding enemies within a range of 4.6 yards when landing from a Leap Attack. Damage scales per level – increased scaling compared to the PTR implementation
Leap synergy bonus applies to the AoE damage in addition to the attack
Increased mana cost of Leap Attack from 9 to 10
Leap Attack will be performed even when targeting adjacent enemies (used to perform a basic attack)
Developer Comments: Leap Attack has received a lot of changes: increased movement speed, smoother trajectory, improved controls, and increased attack rating and damage. Perhaps the biggest change is that Leap Attack now deals AOE damage to surrounding enemies when landing. This gives the Barbarian a strong multi-target skill as early as level 18. This damage does not scale with your weapon, so it’s perfect for leveling up a Barbarian in Normal and Nightmare difficulties. The AOE damage won’t make as much of an impact on Hell difficulty, but Leap Attack’s primary attack and mobility will remain valuable.
Berserk
Shout synergy replaced with Battle Orders
Double Throw
Added damage bonus with 16% baseline and 8% damage increase per level
Frenzy
Increased Stamina synergy added: +0.4 Seconds per Level
Developer Comments: For “Berserk”, the existing “Shout” synergy is changing to “Battle Orders,” because the Defense loss from the skill contradicts the usage of “Shout,” and this will better connect with other skill synergy build possibilities. “Double Throw” will now have a baseline damage increase so that it will not purely rely on synergies for damage. “Frenzy” is receiving a new synergy from the lesser used “Increased Stamina” skill to give more reasons to invest skill points there and add new build diversity.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Molten Boulder
Missile speed increased by 100%. Missile range decreased by 50% (The overall travel length remains the same)
Casting Delay reduced from 2 seconds to 1 second
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Volcano synergy increased from 10% to 12%
Fissure
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Volcano
Molten Boulder synergy increased from 12% to 16%
Tooltip updated to now show Volcano duration
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Armageddon
Casting Delay has been removed for this skill
Physical Damage significantly increased
Tooltip updated to now display Physical Damage
Volcano synergy changed to increase Physical Damage instead of Fire Damage, and increased from 14% to 18%
Removed the Hurricane skill requirement
Increased the missile damage radius by 33% (from 3 to 4)
Increased the missile drop rate by about 30% (from ~3 per second to ~4)”
Arctic Blast
Removed synergy from Hurricane
Base damage and level scaling increased by ~100% (also to compensate for the incorrect damage calculation in the past)
Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
Cyclone Armor
Can now be cast while in Werewolf or Werebear form
Twister
Damage scaling increased by 50%
Arctic Blast synergy added: +20% Stun Duration per level
Hurricane
Casting Delay removed
Can now be cast while in Werewolf or Werebear form
Developer Comments: With the Casting Delay changes, Druid Fire skills are generally going to be more widely used. In addition, we are increasing the physical damage scaling for Fire skills to be a reliable alternative damage source. We felt that “Arctic Blast” is generally lacking power, so we are increasing the damage scaling, reducing the synergy requirements to free up skill points, and improving the general player controls to allow for smoother freeform targeting. In addition, we wanted to complement the “Arctic Blast” changes with improvements to “Twister” to add more build possibilities. Lastly, we are allowing Shapeshift forms to cast each of the elemental buff skills to avoid the current hassle of having to change forms to continuously maintain these active buffs.
Shape Shifting Skills
Werewolf
Werewolf now only uses the new attack speed calculation that was originally introduced in the PTR
Raised Werewolf attack speed cap from +75% to +150%
Tooltip updated to now display Casting Delay
Rabies
Attack Rating bonus increased from +7% to +10% per level
Poison Creeper synergy increased from 18% to 20%
Fury
Attack Rating bonus increased from +7% to +10% per level
Attack Speed increased by 40% (Reduced the rollback frames value between each attack)
Werebear
Werebear now only uses the new attack speed calculation that was originally introduced in the PTR
Raised Werebear attack speed cap from +75% to +150%
Damage bonus per level increased from 8% to 15%
Base defense value increased from 25% to 40%
Defense bonus per level increased from 6% to 10%
Cannot be interrupted while performing attacks or skills
Tooltip updated to now display Casting Delay
Maul
Now grants +3% attack speed per charge
Damage bonus per level increased from 20% to 30%
Attack Rating bonus increased from +20% to +40% baseline, and +10% to +15% per level
Tooltip Stun value will now properly cap at 10 seconds, which follows the core game’s Stun duration cap
Shock Wave
Maul synergy increased from 5% to 10%
Fire Claws
Damage increased by 75%
Removed synergy from Fissure
Removed synergy from Volcano
Developer Comments: We’ve debated on the best way to bring shapeshifting Druids forward. Both forms use a new attack speed calculation that allows more weapons to be used effectively and properly incentivizes IAS gear. With the improved Fury, the Werewolf can reach even faster attack speeds than it could previously. As for werebear – we want to deliver on the fantasy of a powerful, unstoppable, killing machine. We’ve introduced uninterruptible attacks and skills, as well as increased damage and defense. While this will change the way players have played the Werebear in the past, we feel like it is more in line with the intended fantasy. For players who loved their fast werebear builds, we’ve added attack speed bonuses to Maul, but we also hope the new Werewolf changes will offer them the same style of play, as it is now the faster form.
Summoning Skills
General
Druids can now have spirit wolves, dire wolves, and bears all summoned at the same time
Oak Sage
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Physical Damage Resist in Normal Difficulty increased from 0% to 25%
Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Heart of the Wolverine
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Physical Damage Resist in Normal Difficulty increased from 0% to 25%
Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Spirit of Barbs
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Aura no longer returns a percentage of damage when hit. Now the aura will deal a flat amount of damage when the aura-effected targets are attacked.
Physical Damage Resist in Normal Difficulty increased from 0% to 25%
Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
Physical Damage Resist in Hell Difficulty increased from 0% to 25%
Raven
Attack Rating bonus per level increased from 15% to 30% (now also displays in the tooltip)
Modified the AI so that the Ravens attack more often
Damage level scaling significantly increased
Summon Spirit Wolf synergy added: +12% Damage per level
Summon Dire Wolf synergy added: +12% Damage per level
Summon Grizzly synergy added: +12% Damage per level
Summon Spirit Wolf
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Attacks now deal cold damage and chill for a duration (Provides utility with chilling and acts as an alternative damage type compared to Dire Wolves)
Damage level scaling increased by 10%
Base Life increased by about 80%
Life now increases by 10% per level
Updated the tooltip to display each synergy bonus value
Summon Dire Wolf
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Damage level scaling increased by 30%
Base Life increased by about 90%
Life synergy reduced from 25% to 15% (This is because the base life was increased, and Spirit Wolf and Grizzly now gain Life per level)
Updated the tooltip to display each synergy bonus value
Summon Grizzly
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Base Life increased by ~15%
Life now increases by 10% per level
Updated the tooltip to display each synergy bonus value
Poison Creeper
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Rabies synergy added: +10% Poison Damage per level
Carrion Vine
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Life recovery has been reworked to be +1% Healing per level, instead of using a diminishing calculation ranging from 3%-12%
Solar Creeper
Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
Mana recovery has been reworked to be +3% Mana baseline with +1% Mana per level, instead of using a diminishing calculation ranging from 1%-8%
Developer Comments: The restriction of the Druid being allowed only one type of summonable at a time has restricted the viability of this build and has hampered the fantasy of a Druid Summoner from living up to its full potential. We feel that a druid being able to summon all of his allies at once will make for a more interesting and fun playstyle. In general, all summons will no longer have hidden randomized health values so that the tooltip is more accurate and so summons perform more consistently. Ravens are getting significant changes to help them function as a spell-like skill for summoning Druids to use, and this includes damage scaling buffs and new synergies from other summons to fuel their damage. Wolves are getting improvements to give them more of an identity as damage-dealing summons. The spirit summons are receiving a physical damage resist change across each difficulty to make them survive more consistently. ”Spirit of Barbs” is receiving changes to Thorns to make it a more reliable source of damage. Lastly, each of the creeper summons are receiving improvements to give more reason to invest skill points and to have them perform better at higher levels.
Poison total damage scaling increased by about 750%. Poison duration no longer scales and now lasts 4 seconds
Cold damage scaling increased by about 50%
Lightning damage scaling increased by about 5%
The tooltip will now properly display the Life scaling per level
Blood Golem
Attack damage increased by about 20%
20% reduction in mana cost applied per level
Now gains Max Life per level
Damage scaling per level has been increased
Iron Golem
Thorns no longer return a percentage of damage when hit. Now thorns will deal a flat amount of damage when the aura-effected targets are attacked
Fire Golem
20% reduction in mana cost applied per level
Holy Fire damage increased by an average of 50%
Fire attack damage increased by an average of 30%
Fixed a bug which caused the Fire Golem’s Holy Fire damage max value to display as half of its true value
Developer Comments: We saw a good opportunity to improve lesser-used summons for the Necromancer. Skeletal Mages have received significant damage scaling improvements so that their elemental damage values are more consistent. This means that Cold damage is more effective but still slightly weaker than Fire damage because of its chill utility, and Poison damage is much more reliable with a fixed duration and better damage scaling. “Blood Golem“ and “Fire Golem” are receiving damage improvements to make them more competitive with the other Golems. For “Iron Golem,” we are changing the “Thorns” aura to deal more reliable damage to improve its source of effectiveness (See Paladin changes below for more details).
Poison And Bone Skills
Bone Armor
Damage Absorbed per level increased from 10 to 15
Bone Spear
Teeth synergy increased from 7% to 8%
Bone Wall synergy increased from 7% to 8%
Bone Spear synergy increased from 7% to 8%
Bone Prison synergy increased from 7% to 8%
Bone Spirit
Teeth synergy increased from 6% to 8%
Bone Wall synergy increased from 6% to 8%
Bone Spear synergy increased from 6% to 8%
Bone Prison synergy increased from 6% to 8%
Developer Comments: Bone skills are generally well performing but we saw an opportunity to improve synergy bonuses to better scale in the late game and to make their heavy skill point investment more valuable. Additionally, “Bone Armor” is receiving better damage absorb scaling to make it more rewarding to spend points on the skill itself instead of relying too heavily on its synergies.
Curses
Weaken
Damage reduction now scales based on level, from just 33%, to now 33% and +1% per level
Decrepify
Tooltip updated to now show the status changes
Developer Comments: For the “Weaken” skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity.
Developer Comments: We added more information to tooltips to describe hidden functionality for certain Defensive Auras.
Offensive Auras
Blessed Aim
Tooltip now displays passive Attack Rating bonus
Holy Fire
Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
Resist Fire Synergy increased from 18 to 21%
Damage level scaling increased to 70%
Salvation synergy increased from 6% to 10%
Holy Freeze
Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
Holy Shock
Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
Sanctuary
Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
Thorns
Now deals a flat amount of damage when attacked in addition to returning a percentage of damage taken to the enemy when hit
Developer Comments: We wanted to add more potential to the AoE (Area of Effect) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on distance to the caster, each AoE damage aura will have increased effectiveness while still maintaining the same cadence of visual VFX on the screen. Also, we saw that “Holy Fire” should scale better at higher skill levels to be consistent with general Fire Damage power compared to the other elements. For “Thorns”, we want to improve the gameplay around getting hit to deal damage, so we are making the skill deal flat damage based on attack attempts in addition to returning damage after getting hit. This will allow Thorns to have a more consistent combat performance instead of unpredictable and riskier results.
Combat Skills
Sacrifice
Damage to self now reduces per level, from 8% to 8%-1%
Conversion
Maximum conversion chance increased from 50% to 90%
Smite
Tooltip now shows that the skill always hits
Holy Bolt
Now damages Demons in addition to Undead
Removed synergy Blessed Hammer
Damage increased by 50%
Now pierces targets (Friendly and Hostile)
Prayer synergy increased from 15% to 20%
Fist of the Heavens
Now damages Demons in addition to Undead
Casting Delay reduced from 1 second to 0.4 seconds
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Holy Bolts now pierce targets
No longer forces you to attack when out of mana
Improved targeting functionality for auto acquiring enemies
Developer Comments: We wanted to improve the lesser-used Combat skills to give more viable build options. “Holy Bolt” will now pierce to increase its combat use cases and will have less skill point synergy investment to open more possibilities to spend skill points elsewhere. “Fist of the Heavens” is also getting the same “Holy Bolt” pierce changes and will now have less Casting Delay and improved controls to help make it a more effective Level 30 skill to use. By allowing both Holy Bolt and Fist of the Heavens to damage Demons in addition to Undead, we hope to open it up as a viable build to use in more situations.
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Frozen Orb
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Frozen Armor
Base duration increased from 120 seconds to 144 seconds
Shiver Armor
Damage level scaling increased by about 25%
Base duration increased from 120 seconds to 144 seconds
Chilling Armor
Damage level scaling increased by about 200%
Duration bonus per level increased from 6 seconds to 12 seconds
Chill length bonus per level for level 16+ increased from 1 second to 2 seconds (matching Shiver Armor)
Defense baseline increased from 45% to 60%
Defense bonus per level increased from 5% to 7%
Frozen Armor damage synergy increased from 7% to 9%
Chilling Armor damage synergy increased from 7% to 9%
Developer Comments: With the cold armor skills, we want to further diversify them by ensuring that each has distinctive advantages. After these changes, “Chilling Armor” will have the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, “Frost Nova” is receiving damage scaling improvements to give it more power where it was lacking in the later game.
Lightning Skills
Nova
Static Field synergy added: +5% Lightning Damage per level
Nova mana cost reduced. The initial mana cost is now 13 from 15
Thunder Storm
Static Field synergy added: +7% Lightning Damage per level
Duration baseline increased from 32 seconds to 144 seconds
Duration bonus per level increased from 8 seconds to 24 seconds
Tooltip updated to now display Radius
Energy Shield
Tooltip updated to display more information about the Mana consumed and the Telekinesis synergy
Developer Comments: We saw an opportunity to add new synergies for lesser used Lightning skills to increase their damage potential and create new skill build possibilities.
Fire Skills
Inferno
Base damage and level scaling increased by about 75% (also to compensate for the incorrect damage calculation in the past)
Warmth synergy increased from 13% to 16%
Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
Mana Cost baseline reduced from 7 Mana per second to 4 Mana per second
Range baseline increased by 75%
Blaze
Damage scaling increased by about 60%
Warmth synergy increased from 4% to 6%
Removed synergy from Fire Wall
Now also increases Run/Walk Speed by 2% per level
Tooltip now also displays Blaze duration
Fire Wall
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Meteor
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Hydra
You can now spawn multiple hydras on controller when holding the button down
Casting delay removed
Limited max number of Hydra groups to 6
Developer Comments: We wanted to improve the lesser used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with free form casting, like Arctic Blast, and better damage scaling. Blaze is an often-ignored skill, so we wanted to free up synergy requirements and provide more utility and power with damage increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to improve the gameplay of summoning Hydras to make it easier to use to skill in combat situations. The removal of Casting Delay and the new limitation on max Hydras will match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount.
Developer Comments: The Piercing Attack tooltip now will display its pierce chance value in the tooltip. The quantity value of throwing weapons, ammo, and tome item tooltips will now always show the total amount to be clearer for players. Also, consistency improvements have been made to existing item modifier tooltips so that it is clearer that they can stack with themselves.
The way that players summon Uber Diablo in Diablo II: Resurrected today will remain the same as it was first introduced in v1.10, by selling Stone of Jordan rings. However, we have updated how and where that progress is calculated to improve the experience for the entire community.
Uber Diablo progress for each game type will now be kept by the regional database. When the threshold is met by selling enough Stone of Jordan rings, Uber Diablo will spawn for everyone in the same region, not only those on the same server instance.
Progress towards Uber Diablo is now tracked per game type. Gathering a total of 8 progressions being tracked. Those being Classic, Classic Hardcore (HC), Classic Ladder, Classic HC Ladder, Expansion, Expansion HC, Expansion Ladder, Expansion HC Ladder. Given this change, we have added new messaging for players to help them anticipate when Uber Diablo may spawn. This messaging will be sent out to all players in the region at certain tiers of progress and can be manually checked by using a /uberdiablo chat command. We hope these changes allow more players to get to experience the true terror that is Uber Diablo.
Hiring a Mercenary in Expansion mode will now always offer mercenaries that match your character’s Level, instead of having a randomized Level difference from your character’s Level.
Act 1 – Rogue Archer
Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
Can now use Amazon Bows
Can now gain + Amazon skill bonuses from gear
Cold Arrow
Added Freezing Arrow
Fire Arrow
Added Explosion Arrow
Developer Comments: The Rogue Archer is getting new flavored ranged skills that will scale as she levels up. These new skills should improve her AoE (Area of Effect) damage effectiveness and thus make her a more effective ranged damage dealer.
Act 2 – Desert Mercenary
Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
Nightmare and Hell difficulty now have all 6 different aura types available from the Hire menu, instead of separating them out by 3 per difficulty. Normal is unchanged
Thorns (Combat – Nightmare)
Thorns aura level scaling increased and will now continue scaling up beyond the highest-level threshold up to max level
Developer Comments: The Desert Mercenary is already popular, but we saw an opportunity to add some quality-of-life improvements by allowing players to hire all six different Aura types in Nightmare and Hell difficulty, rather than having to switch between modes. With the general improvements to “Thorns,” we wanted to improve the level scaling to make this aura mercenary type more meaningful.
Act 3 – Iron Wolf
Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
Life baseline and scaling increased by about 25% (Now has Life similar to the Rogue Archer)
Defense baseline and scaling increased by about 40% (Now has defense closer to the Rogue Archer)
Resistances baseline and scaling increased by about 20% (Now has the highest resistances baseline compared to other mercenaries)
Cold
Now casts Glacial Spike more often
Glacial Spike level scaling increased
Swapped Frozen Armor for Chilling Armor
Fire
Removed Inferno
Added Fire Bolt
Increased chance of the Iron Wolf casting Fire Ball
Added Enchant – Now the Iron Wolf will cast Enchant on himself, the player, and nearby allies
Lightning
Added Static Field
Charged Bolt level scaling increased
Increased chance of the Iron Wolf casting Lightning
Developer Comments: The Iron Wolves are great elemental sorcerers, but we saw they have been underperforming in higher difficulties. We improved their core stats so that they are more in line with other mercenaries while also having a distinct advantage with having the most resistance values. For skills, we wanted to embrace their elemental fantasies, so we decided to give new flavorful utility skills, to further incentivize reasons to want to use these mercenary types.
Act 5 – Barbarian Warrior
Can now gain + Barbarian skill bonuses from gear
Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
Life baseline scaling increased (Now has the most life compared to other mercenaries)
Defense baseline and scaling increased and the scaling at higher levels was reduced (Now has the highest defense baseline compared to other mercenaries)
Dual Wielding
A new ferocious Barbarian is available for hire from Qual-Kehk. These warriors cannot use two-handed swords, but are well trained in the art of dual wielding. Utilizing the Frenzy, Taunt, and Iron Skin abilities, they lure enemies in and unleash a fierce barrage of attacks
Two-handed
Bash level scaling increased and will no longer be capped at level 80
Stun level scaling increased and will no longer be capped at level 80
Added Battle Cry
Developer Comments: We want to give the Barbarian Warrior more identity while still maintaining his Barbarian fantasy. So, we decided to give him the “Battle Cry” skill as a new way for him to debuff enemies, which should prove to be a useful utility for players. In addition, we wanted to increase his Life and Defense scaling to ensure that he is the tougher mercenary type. By adding a new dual wielding Barbarian Mercenary, we hope to provide a powerful, fast-hitting merc that challenges the status-quo of common mercenary choice among players.
For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! These will be exclusive to Ladder like the previous set of Ladder-only Rune Words in the original Diablo II experience. At the end of a Ladder season, players who successfully made these Rune Words will have their Ladder characters be moved into a “non-Ladder” version of the game.
Insight
Now can also be used with Bows and Crossbows
Infinity
Can now be used by Spears and Amazon Spears
Obedience
Can now be used by Spears and Amazon Spears
Pride
Can now be used by Spears and Amazon Spears
Developer Comments: Insight is a popular Rune Word, and we feel that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.
New Rune Word
Allowed Items
Rune Order
Completed Stats
Plague
Sword, Claws, Daggers
Cham + Shael + Um
20% Chance to cast level 12 Lower Resist when struck25% Chance to cast level 15 Poison Nova on strikingLevel 13-17 Cleansing Aura When Equipped (varies)+1-2 All Skills+20% Increased Attack Speed+220-320% Enhanced Damage (varies)-23% To Enemy Poison Resistance0.3% (0-29.7) Deadly Strike (Based on Character Level)+25% Chance of Open WoundsFreezes Target +3
Pattern
Claw
Tal + Ort + Thul
+30% Faster Block Rate+40-80% Enhanced Damage (varies)10% Bonus to Attack RatingAdds 17-62 Fire DamageAdds 1-50 Lightning DamageAdds 3-14 Cold Damage+75 Poison Damage Over 5 Seconds+6 to Strength+6 to DexterityAll Resistances +15
Unbending Will
Sword
Fal + Io + Ith + Eld + El + Hel
18% Chance to cast Level 18 Taunt on striking+3 To Combat Skills (Barbarian Only)+20-30% Increased Attack Speed (varies)+300-350% Enhanced Damage (varies)+9 To Maximum Damage+50 To Attack Rating+75% Damage to Undead+50 Attack Rating Against Undead8-10% Life Stolen Per Hit (varies)Prevent Monster Heal+10 To Strength+10 To VitalityDamage Reduced By 8+1 Light RadiusRequirements -20%
Wisdom
Helm
Pul + Ith + Eld
+33% Piercing Attack+15-25% Bonus to Attack Rating (varies)4-8% Mana Stolen Per Hit (varies)+30% Enhanced Defense+10 Energy15% Slower Stamina DrainCannot Be Frozen+5 Mana After Each Kill15% Damage Taken Goes to Mana
Obsession
Staff
Zod + Ist + Lem + Lum + Io + Nef
Indestructible24% Chance to cast level 10 Weaken when struck+4 To All Skills+65% Faster Cast Rate+60% Faster Hit RecoveryKnockback+10 To Vitality+10 To EnergyIncrease Maximum Life 15-25% (varies)Regenerate Mana 15-30% (varies)All Resistances +60-70 (varies)75% Extra Gold from Monsters30% Better Chance of Getting Magic Items
Flickering Flame
Helm
Nef + Pul + Vex
Level 4-8 Resist Fire Aura When Equipped (varies)+3 To Fire Skills-10-15% to Enemy Fire Resistance (varies)+30% Enhanced Defense+30 Defense Vs. Missile+50-75 To Mana (varies)Half Freeze Duration+5% To Maximum Fire ResistPoison Length Reduced by 50%
Mist
Bow & Crossbow
Cham + Shael + Gul + Thul + Ith
Level 8-12 Concentration Aura When Equipped (varies)+3 To All Skills20% Increased Attack Speed+100% Piercing Attack+325-375% Enhanced Damage (varies)+9 To Maximum Damage20% Bonus to Attack RatingAdds 3-14 Cold DamageFreeze Target +3+24 VitalityAll Resistances +40
Developer Comments: For new Rune Words, we focused on complementing the skill and mercenary changes seen above, along with giving underused runes more usage. “Plague” and “Pattern” Rune Words previously existed in data but were never enabled, so we made some additional tweaks, and they are finally now available to be used in game.
1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Set Weapon
Exceptional Version of Set Weapon
1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Set Weapon
Elite Version of Set Weapon
1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Set Armor
Exceptional Version of Set Armor
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Set Armor
Elite Version of Set Armor
Developer Comments: We felt that players enjoy the current Horadric Cube recipes for upgrading Unique items, so we decided to offer the same capability for upgrading Set items. This can add more possibilities by using lower-level Set items for more character builds.
Changed 6-14 Cold Damage to +2-198 to Maximum Cold Damage (+2 Per Character Level) (Full Set)
Bul-Kathos’ Children
Increased +20 Fire Damage to +200 Fire Damage (Full Set)
Increased +25 Defense to +200 Defense (Full Set)
Added 10% Life Stolen Per Hit (Full Set)
Added +20% Deadly Strike (Full Set)
Cathan’s Traps
Added Regenerate Mana 16% (2 Items)
Civerb’s Vestments
Increased Fire Resist +15% to Fire Resist +25% (2 Items)
Added 25% Bonus to Attack Rating (Full Set)
Added +50 Defense (Full Set)
Cow King’s Leathers
Added +100 Defense (Full Set)
Added +100 to Life (Full Set)
Added +1 To All Skills (Full Set)
Infernal Tools
Added Maximum Mana 20% (Full Set)
Added Cannot Be Frozen (Full Set)
Iratha’s Finery
Added +24% Piercing Attack (3 Items)
Milabrega’s Regalia
Added Cannot Be Frozen (3 Items)
Added +2-198 To Lightning Damage (+2 Per Character Level) (2 Items)
Naj’s Ancient Vestige
Added 1-148% Better Chance of Getting Magic Items (+1.5 Per Character Level) (2 Items)
Increased Replenish Life +10 to Replenish Life +20 (Full Set)
Added +2 To Fire Skills (Full Set)
Added Increased Maximum Life 12% (Full Set)
Sazabi’s Grand Tribute
Added Poison Length Reduced by 75% (2 Items)
Added +1 To All Skills (Full Set)
Added Damage Reduced by 16% (Full Set)
Vidala’s Rig
Added 7% Mana Stolen Per Hit (2 Items)
Changed Adds 15-20 Cold Damage to +1-148 to Maximum Cold Damage (+1.5 Per Character Level) (Full Set)
Developer Comments: Many improvements have been made to Set items that are generally underused by players. These will offer more reasons to equip multiple of these Set pieces and to give some Sets new capabilities to make them stand out more, which further fuels more build diversity.
Players now must smash the Compelling Orb to enter the Durance of Hate, instead of killing the Council. This means the “Khalim’s Will” quest needs to be completed to use the Durance of Hate Level 2 waypoint.Developer Comments: We saw that due to a logic glitch, players often chose to skip required content within Act III by bypassing “Khalim’s Will” quest and not experiencing much of what Act III has to offer. We decided to make the “Khalim’s Will” quest a proper requirement to complete Act III, much like how players need to assemble the Horadric Staff to enter Tal Rasha’s Chamber in Act II.
Monster Levels in the following areas have been increased for Hell Difficulty:
Area
Previous Hell Level
New Hell Level
Act 1 – Underground Passage Level 2
83
85
Act 2 – Stony Tomb Level 1
78
85
Act 2 – Stony Tomb Level 2
79
85
Act 3 – Arachnid Lair
79
85
Act 3 – Swampy Pit Level 1
80
85
Act 3 – Swampy Pit Level 2
81
85
Act 3 – Swampy Pit Level 3
82
85
Act 3 – Disused Fane
84
85
Act 3 – Ruined Temple
84
85
Act 3 – Forgotten Reliquary
84
85
Act 3 – Sewer Levels 1
84
85
Act 5 – Abaddon
81
85
Act 5 – Pit of Acheron
82
85
Act 5 – Infernal Pit
83
85
Act 5 – Drifter Cavern
84
85
Act 5 – Icy Cellar
83
85
Developer Comments: We felt that certain optional areas in Diablo II often get ignored on Hell difficulty, so we decided to increase their monster levels to add more incentives with risk vs reward gameplay. We hope this provides more reasons to find loot in these areas.
Added language support for non-ASCII written language
Added player messaging for when a player tries to launch the game on an out of date patch version
Added ‘Message of the Day’ capabilities to the main menu to allow us to share important game updates with all players
New Feature – Legacy Graphics Emulation
There is now an option in the Graphics Settings Menu under ‘Legacy’ that allows you to choose between 3 different emulation options for the Legacy game graphics. The options are ‘GDI’, ‘Glide’, and ‘Resurrected’.
‘GDI’ emulates the software rasterization of the original legacy game and does not apply any filtering
‘Glide’ emulates the hardware accelerated backend of the original legacy game with bilinear filtering
‘Resurrected’ uses the Glide emulation with additional fixes in place to address an artifact that would occur with the original Glide rendering
Developer Comments: We feel ‘Resurrected’ is the definitive emulation mode players should use, but we noticed feedback during PTR that some players preferred the style of legacy graphics released at launch, which did not have any filtering and most closely resembled the software rasterization of the original legacy game. We hope these emulation modes provide players the means to choose the legacy graphics they prefer.
AI
Improved the reliability of pets, summons, and mercenaries teleporting to the player instead of being despawned
Barbarian
Updated Barbarian Leap and Leap attack animation behavior to give it a smoother trajectory that should keep the Barbarian on-screen at all times, and reduce jerkiness when he lands
Character Selection
Newly created characters will now sort to the top of the character selection list
Gameplay
When holding down a mouse button to target an enemy with a skill, the skill will continue to execute after that target dies
Minimap will now automatically re-open after death if you had it open prior to dying
Arrow and Bolt max quantity increased to 500
Throwing weapon quantity has been increased by 50%
Blocking will no longer interrupt a player while performing a skill or attack. If a player character triggers a block during this time, the damage will still be negated, but the animation will not play
Changed how attack speed is determined while dual-wielding weapons. Swapping weapons between hands should no longer result in dramatically different attack speeds
Character hit recovery will now have diminishing returns when being hit by another player
Quick cast skills behavior has been unified such that left click quick cast skills behave in the way the right click behavior operated
Developer Comments: We want to fix some of the awkward lockouts that reject player input from casting skills. For PVP, we added a way to reduce hit recovery spam to prevent edge cases of characters being locked out for too long.
Mercenaries
Mercenary UIs will now display if the mercenary cannot use a skill because they are too low level
Online
Added messaging if a player attempts to create a private channel with a name longer than the character limit
Added a /offline chat command which sets your user presence to ‘Offline’
Added an option for players to control join access to their private games on consoles
Added a toggle button to show/hide your game password
Vendors
Players can now buy pre-filled tomes and keys when using a controller
Performance
Optimized particle effects on some console platforms
Added a VFX quality option for PC players
Optimized inventory quick-move actions to reduce delay
Settings
The Offline Game Difficulty Scale setting will now persist between game sessions.
Added an option to choose whether or not to confine your mouse cursor to the game screen
Fixed some issues in the UI that could occur when using Large Font Mode
Assassin
Fixed an issue where Cloak of Shadows defense calculation was incorrect
Druid
Fixed an issue where Hunger was not costing mana if it was cast without a target selected
Druid Solar Creeper will now properly consume corpses and restore mana whenever the Druid is missing mana
Rabies now properly consumes mana when your attack misses
Paladin
Fixed an issue where you wouldn’t be able to weapon swap if you were wielding a bow with no ammo as a Paladin on controller
Fixed an issue where you could not disable auras as a Paladin if you were using a bow without ammunition on controller
Fixed an issue where the Conviction Aura Tooltip would display incorrect information
Fixed an issue where Sanctuary aura was not granting its bonus damage to Undead
Gameplay
Fixed an issue where Unique monster packs with mana drain were draining way more mana than was intended
Fixed an issue where fire enchanted monsters were doing too much damage in Nightmare difficulty
Fixed an issue with attacking as a Werebear with two weapons equipped. The primary weapon will be used exclusively when attacking while transformed
Fixed an issue where using a skill could be interrupted if a player dodges, avoids, or blocks while executing a skill
Fixed an issue where uninterruptible skills could be interrupted within a 1 frame window if you were using the skill repeatedly
Fixed an issue where the skills granted by items sometimes couldn’t be used on a controller
Fixed an issue where you could be blocked from talking to an NPC if a player initiates a trade request with you while you are talking to an NPC
Fixed an issue where weapon swap was not updating Faster Run/Walk on the game client
Fixed an issue where skill bindings for OSkills wouldn’t persist after dying and joining a new game
Fixed an issue where one of the Chaos Sanctuary seals was difficult to select
Fixed an issue where the Glacial Trail entrance wouldn’t highlight
Fixed an issue where continuing to move after running out of stamina could cause the stamina bar to not refill
Fixed an issue where a room in Act 1 Caves had misplaced walls
Fixed an issue where a few melee skills would often miss when attacking moving targets (Amazon Fend, Druid Fury, Paladin Sacrifice, Paladin Zeal)
Fixed an issue where Quick Cast melee skills would sometimes fail to execute properly under certain circumstances
Fixed an issue where Force Move and Quick Cast skills could still operate when in a full screen UI menu in Legacy Mode
Fixed an issue that could cause players to miss their attack when using melee skills against enemies that are just barely within striking range and moving away
Fixed a rare issue where casting spells rapidly could result in incorrect mana cost in certain networking situations
Fixed an issue where Replenishing and Propagation item modifiers were not triggering when Quantity was removed from melee skills
Fixed an issue where mercenary damage bonuses were being applied inconsistently. This will mostly affect damage when no weapon is equipped
Fixed an issue where the mercenary damage UI would display inconsistent damage values
Fixed an issue where scrolls weren’t auto-populating to a belt slot when purchased
Fixed an issue where the lower resist tooltip didn’t list the percentage by which the target’s resistance is lowered
Character Creation
Fixed an issue where some players could bypass character name validation and create invalid offline character names. Those characters can now be repaired – affected players will be prompted to rename the invalid characters
Controls
Fixed on issue where using a PlayStation controller on PC, some button prompts could appear with an Xbox controller button icon
Fixed an issue where binding a skill to Key 2 without binding anything to Key 1 would show the keybind UI to not show
Graphics
Fixed artifacting that could occur on certain VFX when using DLSS
Fixed an issue where the player would become invisible if using Fade behind a transparent wall
Fixed an issue where ethereal items were appearing invisible when standing behind transparent walls
Fixed an issue where grass in Tamoe Highland could pop in and out while traversing
Fixed an issue where VFX could become missing after playing for an extended period of time on consoles
Fixed an issue where VFX could appear as black boxes on PS4 in high memory usage scenarios
Fixed a DLSS-related ghosting artifact that could occur on moving objects while the game camera is stationary
Localization
Fixed some localization issues with skill tooltips
Fixed some localization issues related to user presence in the Xbox social menus
Fixed some localization issues in the Settings menu
Fixed miscellaneous issues related to localization of chat commands
Online
Fixed an issue where users in Europe or Korea were unable to block or report users
Fixed an issue where the right click context menu options in the Friends List would not consistently function
Fixed an issue where you could not highlight game names and join if using a controller in the Lobby menu
Fixed an issue where you could get stuck in an ‘attempting to join’ state if you tried to join a game through the friends list while you were rate limited
Fixed an issue where swapping between Keyboard and Controller on the front end could rarely force you into the Offline character tab and prevent access to the online tab for a small amount of time
Fixed an issue on consoles where online friends who have their presence set to appear ‘Offline’ in their platform settings would appear in the friends list sorted into other online friends rather than with their other offline friends
Fixed an issue on Switch where if you remove someone from your friends list, they may not correctly get removed
Fixed a visual issue that could occur when opening the Horadric Cube while in the middle of a trade with another player
Auto-generated game name and password from game sessions generated using the main menu ‘Play’ button will now be hidden
Fixed an issue where your character selection wouldn’t persist if you exited the lobby
Fixed a rare issue that could cause your character to display the wrong name if you join a game from the friend’s list
Performance
Fixed an issue where users with 3050 series GPUs would have incorrect default graphics settings
Fixed a crash that could occur when exiting the game
Fixed a crash that could occur during the Pandemonium event
Miscellaneous crash/stability fixes
Settings
Fixed an issue where your game difficulty settings on Lobby would not update properly after changing characters
We have added new columns to various .txt files. While this will cause compatibility issues for current offline single player mods, the columns added will allow for further customization options. Developers of existing offline single player mods can remake their changes with the new data or they can add the following columns before merging.
Our team is immensely grateful for your support. As we launch with all of the 2.4 content, we hope to continue to hear from all of you! If you want to learn more about Diablo II: Resurrected, check out our website here, or for real-time updates, follow our official Twitter @Diablo.
Massimiliano "Krogrash" Serra
About Author
Amante di titoli Blizzard dal lontano 1997, anno nel quale ha giocato a Diablo su PS1. La sua vera passione nasce con Warcraft II, nel quale si innamora perdutamente della razza orchesca (da cui ha origine il suo nickname). Giocatore di World of Warcraft dal 2007.
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