Blizzard wrote:2.4 Highlights: 1. New Ladder-only Runewords(transfers to NL at end of ladder) 2. Class skill Balancing/buffing: Sorceress: Buffing lower tier lightning skills and fire skills like Hydra + more diversity with the armor skills Druid: buffing summons, Werebear and fire skills Paladin: buffing auras and under used skills like Fist of the Heavens Assassin: buffing/revamping martial arts, buffing underused trap skills and re-evaluating synergy requirements Barbarian: buffing throwing skills, revamp/buff skills like Leap Attack & Grim Ward Necromancer: buffing Bone skills and underused summons Amazon: buffing underused melee skills such as Impale and Fend and Bow skills + freeing up synergy requirements for melee skills to give more skill point freedom for other possibilities. 3. Buffing A1, A3 & A5 Mercenaries. 4. Ability to upgrade set items with the Horadric Cube 5. 4 types of ladders: Classic standard, Classic HC, LoD Standard, LoD HC. 6. A3 rush removed - no longer able to skip smashing compelling orb 7. Enhanced skill tooltips - more values are going to be displayed, like skill/buff duration. 8. Increasing area level of certain places to provide more farming diversity
Blizzard wrote:2.4 Highlights: 1. New Ladder-only Runewords(transfers to NL at end of ladder) 2. Class skill Balancing/buffing: Sorceress: Buffing lower tier lightning skills and fire skills like Hydra + more diversity with the armor skills Druid: buffing summons, Werebear and fire skills Paladin: buffing auras and under used skills like Fist of the Heavens Assassin: buffing/revamping martial arts, buffing underused trap skills and re-evaluating synergy requirements Barbarian: buffing throwing skills, revamp/buff skills like Leap Attack & Grim Ward Necromancer: buffing Bone skills and underused summons Amazon: buffing underused melee skills such as Impale and Fend and Bow skills + freeing up synergy requirements for melee skills to give more skill point freedom for other possibilities. 3. Buffing A1, A3 & A5 Mercenaries. 4. Ability to upgrade set items with the Horadric Cube 5. 4 types of ladders: Classic standard, Classic HC, LoD Standard, LoD HC. 6. A3 rush removed - no longer able to skip smashing compelling orb 7. Enhanced skill tooltips - more values are going to be displayed, like skill/buff duration. 8. Increasing area level of certain places to provide more farming diversity
I've done a very quick reformatting of the blue post here to make it a bit easier to digest.
Blizzard wrote:Greetings, Heroes of Sanctuary. Weād like to take this opportunity to highlight exciting upcoming balance changes, alongside a couple of new features coming in our next Diablo II: Resurrected update! Game content discussed in this blog is not final and subject to change.
Contents:
Ladder Rank Play
Class Balance Changes
Mercenary Changes & New Rune Words
Developer Update Stream
Prepare to seek your glory. Ladder Rank play is arriving early next year! Our priority for Ladder Rank play has always been for this mode to be a smooth experience. The competitive nature of this feature demands stability as players race towards 99. Our teams have continued to invest time in making the game experience and performance smoother for everyone. We canāt wait for you to begin your climb, but for now, letās dive into some exciting details around this upcoming feature!
LADDER RANK PLAY
Like Diablo II Classic, Diablo II: Resurrected will feature four different Ladder modes, including:
Standard Ladder - The casual version of Ladder play that encompasses playing with four acts.
Hardcore Ladder - The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts.
Standard Expansion Ladder - The casual version of Ladder play that encompasses playing five acts, as it includes the āLord of Destructionā expansion content.
Hardcore Expansion Ladder - The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the āLord of Destructionā expansion content.
For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system!
To be clear, these Rune Words have never existed in the game before, and they will not be accessible in non-Ladder play 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 ānon-Ladderā version of the game. Then at the beginning of the next Ladder season, players will make a new Ladder character and start all over again to earn new rewards. Currently, we donāt have specific new Rune Words to showcase, but if you tune-in to our Developer Update Stream (more details below) hosted by content creator MrLlamaSC, youāll be able to receive a glimpse!
Lastly, weāve been monitoring discussions around Ladder Rank play in the community. The duration of Ladder is an element our team is still trying to gauge as we progress forward, but weāre looking to create the ārushā of a new ladder and find the best timeframe for Ladder rotation that meets your expectations. Presently, weāre considering four months for Ladder Seasons. Weāll continue monitoring the communityās opinion and preference on this front as we approach PTR for Patch 2.4 early next year. CLASS BALANCE CHANGES
After so many requests from the community, weāre thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, weāre 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, eleven years later, weāre making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. Weāre reviewing underused skills, assessing casting delays, making tooltip quality-of-life changes, and more to fulfill these goals.
We want to empower you to be creative with the builds you want to play, but we donāt want to āreinvent the wheelā and steer classes from their core purposes. Without diving into the specifics, letās take a peek at the philosophies behind various Class changes.
AMAZON
The Amazon's agility and versatility are profound. Generally, we like the current state of the Amazon class and believe her to be quite balanced. Nonetheless, we see an opportunity to improve the Amazon's melee skills. We want to buff the strengths of certain underused melee skills such as Impale and Fend to give more reasons to use them. We are also looking into freeing up synergy requirements for melee skills to give more skill point freedom for other possibilities.
Additionally, we are also considering buffing certain skills in the Bow and Crossbow tree to help improve bow gameplay in higher difficulties.
ASSASSIN
The Assassin vanquishes evil from the darkness with great ease. However, for this class, we see an opportunity for the Martial Arts builds to shine brighter. Martial Arts skills can become increasingly challenging to perform in higher difficulties, so we are re-evaluating how to improve generating and spending Combo Points.
Furthermore, various Trap skills are not often used. So, weāre re-evaluating synergy requirements to promote more trap builds and damage scaling buffs.
BARBARIAN
The brawn of the Barbarian is unmatched. Nonetheless, we see opportunities to add more diversity to Combat skills. We're looking into adding more possibilities with Combat Skills such as Leap Attack and Grim Ward, while also re-evaluating skill synergy requirements to promote more reasons to spend points on certain Combat Skills.
Additionally, we think Throwing Barbarians can be more viable, so we are looking into enhancing the Double Throw and Throwing Mastery skills.
DRUID
The bestial ferocity of the Druid makes all tremble. With that said, we see exciting opportunities to level up certain aspects of this class. From our perspective, Druid Fire skills are underperforming. We're re-evaluating Casting Delays for Fire skills, exploring improvements to some of their Physical Damage components, and improving synergies. Weāre also looking at potential tweaks affecting other Elemental skills that are underused. We want to improve the controls for Arctic Blast too, such as allowing more free form while channeling and no longer locking your targeting onto one enemy at a time.
Regarding Summon skills, we believe Summons are weak in high difficulty. On this front, weāre evaluating health gains per level, quality-of-life improvements, damage output, and new synergies for Ravens, Wolves, and Vines.
Lastly, we're evaluating improvements to the Werebear skills, primarily focused on synergy improvements.
NECROMANCER
The commander of Death sends his foes to an early grave. Like the Amazon, we like the current state of the Necromancer class. Nonetheless, we see an opportunity to improve specific Summons we believe are underused. We're balancing elemental damages of Skeletal Mages and making lesser used Golems more effective.
Additionally, we see opportunities for Bone skill improvements in high difficulty. Weāre tweaking synergies on this front.
PALADIN
The Wrath of the holy zealot is glorious. Despite this, we believe certain Combat skills are underused. Weāre exploring ways to make lesser-used skills (I.e., Fist of the Heavens) more utilized, so players have more reasons to spend skill points to unlock these skills.
We also see an opportunity to scale Offensive Aura skills as well. This includes making improvements to AoE Damage auras to make them more effective at closer range. We also want to improve Thorns so that it can scale better and deal more reliable damage at higher levels.
SORCERESS
There is no greater master of elemental magic than these mages. We're very satisfied with the Sorceressās current state, but we see a few of opportunities for improvements.
Regarding Cold Skills, we believe there can be more diversity with the armor skills (I.e., Frozen Armor, Shiver Armor, and Chilling Armor) for distinctive advantages.
We are also looking into adding more build possibilities around lesser used Lightning skills by exploring more skill synergies.
Lastly, weāre also revisiting Fire skills, to improve underused ones, like Hydra. Similar to Arctic Blast, we're exploring making player control improvements to the Inferno skill so that it is less clunky to use. MERCENARY CHANGES & NEW RUNE WORDS
And weāre not done. Class Balance changes arenāt the only updates players want to see. Weāve seen a lot of feedback from the community around the subject of Mercenaries, and we are making improvements to Mercenaries in a variety of ways. Many players enjoy using the Desert Mercenary, and we want to give more reasons to use the other three mercenaries, so we are looking into improving their skills and stats to enhance their identity and fantasy.
New Horadric Cube Recipes, Set Item changes, and new Rune Words are on the horizon! New Horadric Cube Recipes being implemented will allow for upgrading the item quality of Set Items to give more item build possibilities. Set Item changes will update underperforming Set Items, to have more bonuses, giving players more incentive to pursue Partial and Full set items that can complement the skill changes alluded above. Lastly, new Rune Words will be added to complement the Skill and Mercenary changes coming in the update. DEVELOPER UPDATE STREAM
This blog is just scratching the surface about upcoming changes and features coming in Patch 2.4 PTR (coming early next year)! To learn more, we invite you to join community content creator, MrLlamaSC, Diablo II: Resurrected Design Lead, Robert Gallerani, and Senior Game Producer, Matthew Cederquist, in their upcoming livestream. This broadcast will be both a presentation and an opportunity for members of the community to ask questions. We canāt wait to share more with you then!
This has been an incredible year for Diablo II: Resurrected. We wish our community a happy holiday season and a happy new year! Thank you for playing our game and thank you for your continued support!
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.
joe3792 wrote: 2 years ago
Im excited for this, but nervous to see what a new dev team does with new runewords :/
Can't be any worse than the previous team introducing completely overpowered runewords like Grief, Enigma, Infinity, Coh, etc. Those introductions were the Death of so many great rares and uniques. I actually hope they tone down the current runewords or bring stronger modifiers to rares/uniques to compete so we have more gear/build diversity.
joe3792 wrote: 2 years ago
Im excited for this, but nervous to see what a new dev team does with new runewords :/
Can't be any worse than the previous team introducing completely overpowered runewords like Grief, Enigma, Infinity, Coh, etc. Those introductions were the Death of so many great rares and uniques. I actually hope they tone down the current runewords or bring stronger modifiers to rares/uniques to compete so we have more gear/build diversity.
Hopefully they will not ruin d2r. Let grandfather Windforce etc. rare uniques make a come back.
And I hope they will increase inventory space and up char creation limits.
joe3792 wrote: 2 years ago
Im excited for this, but nervous to see what a new dev team does with new runewords :/
Can't be any worse than the previous team introducing completely overpowered runewords like Grief, Enigma, Infinity, Coh, etc. Those introductions were the Death of so many great rares and uniques. I actually hope they tone down the current runewords or bring stronger modifiers to rares/uniques to compete so we have more gear/build diversity.
Just because things aren't 100 % BIS doesn't mean they were killed. I agree some are overpowered, but my barb uses none of the mentioned items and solos everything from act 1 to Ubers. Many builds wouldn't exist without those items (or really bad versions would). It's a double-edged sword. For people that don't want runewords there is non x-pac without all those items u mentioned. I feel many people that complain about "overpowered runewords" can't afford them in-game, and/or don't have the time to play to make them (COMPLETE GENERAL OPINION NOT DIRECTED AT ANYONE) Farming to get those HRS and then crafting an awesome runeword is one of the best feelings in gaming EVER for me! D2 has been played for 20 + years it can't be too bad how it is now!
Teebling wrote: 2 years ago
and we want to give more reasons to use the other three mercenaries, so we are looking into improving their skills and stats to enhance their identity and fantasy.
I already use the other 3 mercs simply out of boredom from using A2 24/7, so the other 3 actually being more viable will be amazing! :O
These changes are overwhelming! (but my body is ready)
flyingcar wrote: 2 years ago
Hope they add skill/effect duration timers
lol i always think this whenever i use any buffs! Literally every other game has SOME sort of timer whether its actual numbers, mini clock icon or the countdown shadow effect on the skill itself.
flyingcar wrote: 2 years ago
Hope they add skill/effect duration timers
lol i always think this whenever i use any buffs! Literally every other game has SOME sort of timer, wither its actual numbers, mini clock icon or the countdown shadow effect on the skill itself.
Wondering if something about the coding makes timers difficult (unlikely) or this has just been a decade long oversight lol.
I agree that some of the underused skills should be buffed, but new runewords is kinda concerning. Hopefully they are just adding some that make underwhelming classes less underwhelming. But if they start adding more powerful, cheap runewords, it seems like that will take some fun out of the game... at any rate, I hope all the changes make the game better.
New stuff for this awesome "old" game! That's great ... But the ladder wall again?
I really like to play at my own pace and take my time to create the best gear possible. That's why I liked the "no ladder only stuff" policy. After all, I can't play many hours a day.
I hope they will agree on a good time frame. Otherwise, I have a feeling I'll be back at the end of the season to buy the expensive leftovers.
For my trades I expect Lem as lowest rune (exception Hel).
Otherwise please offer Perfect Gems, keys or essences.
Please don't PM me or add me on BNet without a comment on a trade posting.
I'm new to that ladder stuff. So when my character becomes a non ladder char after the season, do I understand that right that I can play that character like a normal online character on bnet? Please explain that to me. Thanks
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