Diablo II: Resurrected, patch 2.4 in arrivo sul PTR
BY Massimiliano "Krogrash" Serra
24 Gen 2022
Con i reami di prova ufficialmente attivi dal 13 gennaio, la community attendeva con ansia l’arrivo nei PTR della patch 2.4, discussa anche in diretta streaming da alcuni developer. E stavolta, il team ha mantenuto la parola: la patch sarà testabile dal 25 gennaio!
La quantità di contenuto testabile è piuttosto estesa e include:
Cambiamenti alle tutte le classi, sia per quanto riguarda le abilità attive che passive
Cambiamenti ai mercenari, adattandoli al livello del giocatore
Aggiunta di nuove Parole Runiche, esclusive di questa Ladder
Nuove ricette del Cubo Horadrico, che renderà più utili i set di basso livello
Cambiamenti ai Bonus Set
Cambiamenti ai livelli di alcune zone di gioco, aumentando le zone di farming rispetto a quelle attuali
Per verificare nei particolari quanto elencato in precedenza, potete leggere qui di seguito il bluepost ufficiale di Blizzard, nel quale troverete le patch note nel dettaglio.
Blizzard Entertainment
Heroes of Sanctuary, Happy New Year! At the end of last year, we gave you a glimpse of exciting new balance changes coming to Diablo II: Resurrected. We’re pleased to announce the upcoming gameplay additions to the PTR (PC-only) which will be implemented starting Tuesday, January 25, PST!
PLEASE NOTE: Character progression on the current PTR will be wiped on Tuesday when we push the Patch 2.4 Balance build onto the test realm.
This will be our community’s first opportunity to experience these changes and share their feedback from their playthroughs. From the very beginning, we’ve acknowledged that our collaboration with our community helps us craft a better game for all. We hope you participate in the PTR and continue to share your feedback. With your help, we can continue the legacy of making Diablo II: Resurrected the ARPG we all cherish.
If you missed that Developer Update Stream, you may watch it below. Our Design Director, Robert Gallerani, and Senior Game Producer, Matthew Cederquist, joined community content creator, MrLlamaSC, to highlight our philosophies and improvements being made to our seven unique classes.https://youtube.com/embed/GxGnoMoiHNI
PTR FOCUS & DETAILS
We’re ecstatic to make balance changes that will improve the viability of each class while retaining the class fantasy of our favorite heroes. It has been more than eleven years since we’ve made changes like this to the game! So, when we started making balance adjustments, we wanted to focus on expanding more skill build variety and adding more viable possibilities with playing each class. The game is built around completing the Acts on each difficulty and we wanted our players to be empowered to play their heroes in the ways they preferred. A key opportunity we saw was improving the effectiveness of lesser-used skills.
As we progress in this PTR, please be aware there may be periodic maintenances, outages, hotfixes, or minor patches. All the changes implemented in this PTR are not in stone. We want to gauge reception and feedback on these changes before we make them final for Live. We encourage our PTR participants to explore and play the following new content:
New Class Balance Changes: To ensure that the most significant class changes receive an ample amount of attention, we’d love feedback on changes affecting our seven unique classes.
New Rune Words: We encourage you to experience the new Rune Words that can be created and inserted into correlating socketed gear. Please share your feedback on these new items.
New Horadric Cube Recipes: New Horadric Cube Recipes have been implemented to complement Set items, we encourage you to craft these and share your feedback; especially in tandem with new improvements being made to Set items that are generally underused by players.
And much more: Mercenary changes, Set Item Bonus Changes, New Level Area changes, Item Tooltip changes, and other changes to gameplay have been implemented for testing in this PTR. Your impressions and insights on how these changes affect your experience would be very appreciated.
Please leave your feedback in the PTR Feedback forum. If you discover any bugs, please report them in the PTR Bug Report forum. So, without further ado, let’s dive into these new changes!
PLEASE NOTE: Game content discussed in this blog is not final and subject to change.
PATCH NOTES
Below you will find patch notes for the upcoming update for Diablo II: Resurrected, Patch 2.4 PTR. Ranked Ladder Play will not be included in the PTR, as the primary focus of this test will be trialing the new balance changes, new Rune Words, new Horadric Cube Recipes, Set Item Bonus changes, and other gameplay improvements (I.e., Casting Delays).
Developer Comments: We are re-evaluating Casting Delays by individualizing each of their cooldowns. This means that using a skill with a Casting Delay will no longer add the cooldown to all other skills that have Casting Delays. This will allow players to use more varieties of skills and promote more gameplay.
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
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
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
Poison duration is now fixed at 3 seconds
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
Guided Arrow
Damage bonus per level increased from +5% to +7%
Strafe
Removed the 25% weapon damage reduction from this skill
Now also gives increased Attack Rating with +30% baseline and +9% 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%
Casting Delay will no longer share its cooldown with other skills that have Casting Delays
Tooltip updated to now display Casting Delay
Mana Cost per level reduced from +0.5 to +0.25
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.
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%
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
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.
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
Throwing Mastery
Added chance to pierce
Developer Comments: We added pierce chance to “Throwing Mastery” so that the Barbarian can better handle groups of enemies with Throwing skills.
Combat Skills
Leap
Baseline minimum distance increased
Speed of the leap motion increased by 75%
Tooltip updated to now display Knockback Radius
Leap Attack
Speed of the leap motion increased by 75%
Damage baseline increased from 100% to 200%
Attack Rating baseline increased from 50% to 100%
Attack Rating per level increased from 15% to 20%
Leap synergy increased from +10% to +15% Damage per level
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: We want to make the Leap skills move a lot faster so that they are less awkward to use. “Leap Attack” is receiving better level scaling to make it a more reliable damage skill to build around. 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. Lastly, “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%
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
Tooltip updated to now display Casting Delay
Changed how attack speed is determined while transformed as a Werewolf. Attack speeds while transformed should match attack speeds while untransformed (enhanced by the Werewolf’s increased attack speed).
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
Werebear
Tooltip updated to now display Casting Delay
Changed how attack speed is determined while transformed as a Werebear. Attack speeds while transformed should match attack speeds while untransformed (enhanced by the Werebear’s increased attack speed).
Maul
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: Werewolf skills are receiving Attack Rating improvements to help melee gameplay. For “Fire Claws,” we wanted to reduce the heavy skill point synergy costs to open more build possibilities. Werebear skills are receiving damage improvements to make them more viable for higher difficulties.
Summoning Skills
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
Number of hits per Raven reduced from 12 to 5, and no longer increases per level
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: There are plenty of Druid summons that could be improved to better build around. 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
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
Holy Fire level bonus per level increased from 1 to 2
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
Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
Damage level scaling increased by about 90%
Resist Fire synergy increased from 18% to 24%
Salvation synergy increased from 6% to 10%
Holy Freeze
Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
Holy Shock
Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
Thorns
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.
Sanctuary
Area damage now scales based on the distance of the enemy to the caster. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
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 rather than 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
Removed synergy Blessed Hammer
Damage increased by 50%
Now pierces targets (Undead and Allies)
Prayer synergy increased from 15% to 20%
Fist of the Heavens
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 (Undead and Allies)
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.
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
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
Casting delay removed
Limited max number of Hydra groups to 6
Fire Bolt synergy increased from +3% to +5%
Fire Ball synergy increased from +3% to +5%
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.
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.
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
Frozen Armor level scaling increased
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
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)
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.
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
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 4-396 Defense (+4 Per Character Level) (Full Set)
Cow King’s Leathers
Added 5-495 Defense (+5 Per Character Level) (2 Items)
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.
Character hit block will no longer apply while your character is playing a skill pre-cast animation (Block will still trigger for the skill’s post-cast animation).
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.
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.
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.
Step 2: Navigate to the Diablo II: Resurrected tab on the left-hand menu.
Step 3: On the Diablo II: Resurrected screen, there is a drop-down menu right above the “Play” button (note that this may say “Install” if you do not have Diablo II: Resurrected currently installed). Select “PTR: Diablo II: Resurrected” from this drop-down menu before proceeding.
Step 4: Click Install to begin the installation process.
Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
Our team is so grateful for your support. Last year we launched Diablo II: Resurrected, now it’s 2022 and we’re stoked to implement these new changes into our game. Thank you for playing and thank you for your continued collaboration. As we get closer to the launch of Patch 2.4, we plan to reveal more details surrounding Ladder Rank Play. So, for now, please stay tuned!
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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