Search the database
Search forum topics
Search members
Search for trades
diablo2.io is supported by ads
diablo2.io is supported by ads
12 replies   5449 views
2

Description

looks like the patch 2.4 notes got some updates.
source
Blizzard wrote:
War Cry
War Cry
's mana cost now increases by only 0.75 per level instead of 1
Developer Comments: We've seen your feedback that the mana cost for
War Cry
is too high compared to how it performs. We want to try out a modification to its mana cost and see how that affects its cost-effectiveness.

Shape Shifting
The previous logic for shapeshifting attack speed has been restored. The new logic remains in place, and whichever resulting calculation is faster is the one that will be used in an attack.
Developer Comments: It was not our intent to nerf
Werebear
and
Werewolf
as a result of our changes to attack speed. Our end goal is to allow the player to fully realize the fantasy of a fast
Werewolf
or a slower but hard-hitting
Werebear
. We are evaluating what the best solution for this is, but in the meantime, our hope is by utilizing both systems and always choosing the fastest speed calculation, we get the best of both worlds where it is a buff in some situations and a status-quo in others


Raven
Number of hits per
Raven
reduced from 12 to 5, and no longer increases per level (*Restored to original value)
Reduced the damage gain for skill ranges 2-8, 9-16, and 17-22
Developer Comments: We hope that by restoring the original
Raven
hit functionality and reducing the damage scaling at early levels, we hope to correct any damage reductions caused by our original balance changes while also ensuring that
Raven
isn't doing too much damage at early levels.

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 to 90% 70%
Resist Fire
synergy increased from 18% to 24% (*Restored to original value)

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.

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 felt our original changes to
Holy Fire
made it too strong at higher levels. Additionally, the new area damage scaling on these auras had greater benefits than we originally intended - we are removing them, for now.


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.

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
Fire Bolt
synergy increased from +3% to +5%
(*Restored to original value)
Fire Ball synergy increased from +3% to +5% (*Restored to original value)

GENERAL GAMEPLAY CHANGES
Developer Comments: We are looking at player feedback concerning Throwing Barbarians and are discussing potential options. In the meantime, increasing throwing item quantity across the board seemed like a reasonably quality-of-life change.

Arrow and Bolt max quantity increased to 500
Throwing weapon quantity has been increased by 50%

BUG FIXES
Fixed an issue where
Cloak of Shadows
defense calculation was incorrect.
Description by Teebling
5

Can be used to make Runewords:

7

 Deleted User 632 0

 Guest
looks like the patch 2.4 notes got some updates.
source
Blizzard wrote:
War Cry
War Cry
's mana cost now increases by only 0.75 per level instead of 1
Developer Comments: We've seen your feedback that the mana cost for
War Cry
is too high compared to how it performs. We want to try out a modification to its mana cost and see how that affects its cost-effectiveness.

Shape Shifting
The previous logic for shapeshifting attack speed has been restored. The new logic remains in place, and whichever resulting calculation is faster is the one that will be used in an attack.
Developer Comments: It was not our intent to nerf
Werebear
and
Werewolf
as a result of our changes to attack speed. Our end goal is to allow the player to fully realize the fantasy of a fast
Werewolf
or a slower but hard-hitting
Werebear
. We are evaluating what the best solution for this is, but in the meantime, our hope is by utilizing both systems and always choosing the fastest speed calculation, we get the best of both worlds where it is a buff in some situations and a status-quo in others


Raven
Number of hits per
Raven
reduced from 12 to 5, and no longer increases per level (*Restored to original value)
Reduced the damage gain for skill ranges 2-8, 9-16, and 17-22
Developer Comments: We hope that by restoring the original
Raven
hit functionality and reducing the damage scaling at early levels, we hope to correct any damage reductions caused by our original balance changes while also ensuring that
Raven
isn't doing too much damage at early levels.

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 to 90% 70%
Resist Fire
synergy increased from 18% to 24% (*Restored to original value)

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.

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 felt our original changes to
Holy Fire
made it too strong at higher levels. Additionally, the new area damage scaling on these auras had greater benefits than we originally intended - we are removing them, for now.


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.

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
Fire Bolt
synergy increased from +3% to +5%
(*Restored to original value)
Fire Ball synergy increased from +3% to +5% (*Restored to original value)

GENERAL GAMEPLAY CHANGES
Developer Comments: We are looking at player feedback concerning Throwing Barbarians and are discussing potential options. In the meantime, increasing throwing item quantity across the board seemed like a reasonably quality-of-life change.

Arrow and Bolt max quantity increased to 500
Throwing weapon quantity has been increased by 50%

BUG FIXES
Fixed an issue where
Cloak of Shadows
defense calculation was incorrect.
7

 Deleted User 632 0

 Guest
7
User avatar

Teebling 6868Admin

Europe PC
Cheers Udyret for the summary. Glad I didn't touch any skills data in the DB yet :)

Edit: Throwing/
Javelin
max stack quantities have been updated to 2.4 PTR data on the site's database.

7
Udyret wrote: 2 years ago
Blizzard wrote:
Throwing weapon quantity has been increased by 50%
Do javelins get this buff as well?
7
Apparently, yes, but not always an 50% increase.

Still, this is a VERY WELCOME change!

And just today i've found my first
Griffon's Eye
(-18/+13)! I'm in cow heaven!

Edit: I've tested and
Lacerator
does have 270 quantity now yay!
Thunderstroke: 80 => 120
Thunderstroke: 80 => 120
Titan's Revenge: 140 => 180 (instead of 210)
Titan's Revenge: 140 => 180 (instead of 210)
Wraith Flight: 75 => 120 (instead of aprox. 112)
Wraith Flight: 75 => 120 (instead of aprox. 112)
Demon's Arch:  80 => 120
Demon's Arch: 80 => 120
Rare Java: 102 => 142 (instead of 153)
Rare Java: 102 => 142 (instead of 153)
Lacerator: 180 => 270
Lacerator: 180 => 270
7
User avatar

Khegan 402

Anyone else notice they're adding
Battle Cry
to act 5 mercs? Depending on how frequently they use it, it could conflict with builds that rely on Lawbringer's
Decrepify
.
7
So nothing regarding the mana burn bug?
7
everyone starts blaming Llama for the
Holy Fire
upset nerfs

overall they should re-tweak in baby steps, not cross out buffs like that.

also,
Hydra
doing 6x more damage to Emilio, Durga & Fazel should have been addressed in this patch too D:

do gamers have a weird
Fetish
watching A2 mercs melt from hydras...
7
User avatar

Schnorki 3797Moderator

PC
rgp151 wrote: 2 years ago
So nothing regarding the mana burn bug?
Mana burn. Chat. Eternal desync. Other chat. Other other chat....the list of significant bugs that need fixing bad isn't all too short. And yet, in what feels like 30 pages of patch notes, there's a total of 4 lines on bug fixes, 2 of which relate to stuff that wasn't broken/didn't exist until said patch and one of which relates to a set noone uses. So...yeah, solid priorities on that front. :/
I really wish they'd at the very least finally fix those freakin' chat bugs and hence make the multiplayer aspect of the game actually be somewhat social again.
7
User avatar

Gunar 35

Amazon PC
I'm so baffled yet glad they didn't touch our all time favorite aura
Prayer
.
Would be too bad if anyone would find a reason to actually use it.
And think of all those unemployed Act 2 Healing Mercs. Do they ask themselves at which point in their life, they took a wrong turn, I keep asking myself...
7

 Deleted User 632 0

 Guest
yea
Prayer
could use some improvement. although it's my favourite aura for normal act 2 merc. as long as it's not made overpowered for lower level.
7

 Deleted User 632 0

 Guest
Khegan wrote: 2 years ago
Anyone else notice they're adding
Battle Cry
to act 5 mercs? Depending on how frequently they use it, it could conflict with builds that rely on Lawbringer's
Decrepify
.
yea. they should give a option for act 5 merc that uses a Warcries buff. Personally wanted a low level
Battle Orders
on him.
7
User avatar

Gunar 35

Amazon PC
Udyret wrote: 2 years ago
yea
Prayer
could use some improvement. although it's my favourite aura for normal act 2 merc. as long as it's not made overpowered for lower level.
Yeah love it for early questing, but the more I miss it in endgame. It's like 10 or maybe 15 life per second. It's not even covering some minor poisoning - what a shame.
9

Advertisment

Hide ads
999

Greetings stranger!

You don't appear to be logged in...

No matches
 

 

 

 

Value:
Hide ads forever by supporting the site with a donation.

Greetings adblocker...

Warriv asks that you consider disabling your adblocker when using diablo2.io

Ad revenue helps keep the servers going and supports me, the site's creator :)

A one-time donation hides all ads, forever:
Make a donation