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D2R Ladder PTR with 2.4 changes - Patch notes and changes summarised here.

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The patch notes for the Ladder 2.4 PTR have now been released. Here we go guys! :) Please note that these are additive to the previous 2.4 changes that were previously on PTR.

D2R Patch 2.4 & Ladder Testing PTR Patch Notes (Condensed and Summarised)

Blizzard wrote:
The upcoming PTR 2.4 test will focus on Ladder functionality,
Diablo Clone
updates, additional balance changes, and bug fixes since our previous PTR. This is a continuation of our previous PTR, so any balance changes mentioned here are on top of the changes that were already live as of our last PTR. You can refresh yourself on the specifics of changes we've made so far here (SIC the previous patch notes). We look forward to your participation in the PTR and hope players continue to share feedback. With your help, we can continue the legacy of making Diablo II: Resurrected the ARPG we all cherish.
PTR Focus & Details
Heroes of Sanctuary. Thank you for your outpouring of feedback on some of the first changes made to Diablo 2 in over a decade. We return to you with adjustments to those changes based on your thoughts, opinions, and survey answers. With this round of changes, we spent most of our efforts on the areas where the feedback was overwhelmingly unified as well as some areas where we may not have pushed hard enough for a meaningful change. We would love to hear more of your thoughts on these iterations.

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 content updates:
  • Ladder Season
  • Diablo Clone
    updates
  • Various balance updates
  • Offline/Single Player Note: Patch 2.4 introduces changes to character save data as a result of our new balance changes. A new folder has been created to support players testing offline content. Players will now be able to test classes from previous versions of Diablo II: Resurrected by importing those character files into this folder.
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.
Ladder Testing
We are very excited to invite you all to test the Ladder functionality on the PTR. The Diablo II: Resurrected 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(s). 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.

For PTR test, we would love you to focus your attention on the presentation of the Ladder in the front end and the way the new balance changes impact Ladder play.

Feature details:
  • Ladder is now available for testing, and the team will be emulating a ladder season start and end during the PTR
  • 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
Diablo Clone
Changes
The way that players summon
Diablo Clone
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 made some changes to how and where that progress is calculated that we hope will make the experience better for the entire community. We’re eager to hear your feedback!

Diablo Clone
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,
Diablo Clone
will spawn for everyone in the same region, not only those on the same server instance.

Progress towards
Diablo Clone
is now tracked per game type. Giving us 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
Diablo Clone
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
Diablo Clone
.

(Teebling) We have a dedicated discussion topic for the Dclone changes here guys
Amazon
Impale

Animation speed for
Impale
increased by 30%

Plague Javelin

Plague Javelin
poison duration is no longer fixed at 3 seconds as it was in the previous PTR, but its duration and damage scaling have been adjusted compared to Live. 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.

Multiple Shot

Added synergy from
Guided Arrow
: +12% physical damage per level

Immolation Arrow

Cooldown reduced by 40%

Guided Arrow

Added synergy from
Multiple Shot
: +12% physical damage per level

Strafe

Synergy from
Multiple Shot
: +5% physical damage per level
Synergy from
Guided Arrow
: +10% physical damage per level
Developer Comments: We've noted your feedback that it feels 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.
Assassin
Wake of Inferno

Added yards calculation to the
Wake of Inferno
tooltip

Blade Fury

Attack rating increased by 10%
Barbarian
Leap Attack

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.
Modified
Leap
and
Leap Attack
jump to give it a smoother trajectory that should keep the barbarian on screen at all times, and reduce jerkiness when he lands
Leap
and
Leap Attack
now have a minimum jump height and duration
Increased mana cost of
Leap Attack
from 9 to 10
Developer Comments: We saw an opportunity to make
Leap Attack
more viable by changing to fantasy to make the
Leap
itself an attack. By doing this we feel like the combat viability of the skill will increase while still preserving it as a movement skill. We feel that this change paired with the animation changes we made to it brings the
Leap Attack
more in line with the fantasy and feel we want it to have.
Sword Mastery
Renamed to
Blade Mastery

Now affects daggers in addition to swords
Increased base attack bonus to 40% (from 28%)

Axe Mastery

Attack rating increased by 12%
Increased base attack bonus to 40% (from 28%)

Mace Mastery

Attack rating increased by 12%
Increased base attack bonus to 40% (from 28%)

Polearm Mastery

Increased base attack bonus to 44% (from 30%)

Spear Mastery

Increased base attack bonus to 44% (from 30%)

Throwing Mastery

Increased base attack bonus to 44% (from 30%)
Added chance to not consume quantity per level (Up to 50%)
Critical strikes with throwing weapons now replenish quantity
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.
Druid
Armageddon

Removed the
Hurricane
skill requirement for
Armageddon

Increased the missile damage radius of
Armageddon
by 33% (from 3 to 4)
Increased the missile drop rate of
Armageddon
by about 30% (from ~3 per second to ~4)

Summoning
Druids can now have Spirit wolves, dire wolves, and bears all summoned at the same time
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.

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%

Fury: Skill

Increased Speed
between attacks by 40%

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

Maul: Skill

Now grants +3% attack speed per
Charge

Developer Comments: We've debated on the best way to bring shapeshifting Druids forward. After much discussion, we are going to commit to the modern (Balance PTR 1) way of calculating attack speed for the wereforms. We have rebalanced the
Werewolf
to allow that form to reach even faster 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.
Necromancer
Blood Golem

20% reduction in mana cost applied per level
Attack damage increased by about 20%

Fire Golem

20% reduction in mana cost applied per level
Attack damage increased by about 20%
Holy Fire
level bonus per level restored to 1 from 2
Developer Comments: We've heard your feedback that golems don't feel valuable enough as skills. Without giving them a larger overhaul, we hope these changes will make them feel powerful enough to use more often.
Paladin
Thorns

Now deals a flat amount of damage when hit in addition to returning a percentage of damage taken to the enemy when hit

Holy Fire

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.
Resist Fire
Synergy increased from 18 to 21%

Holy Freeze

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.

Holy Shock

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.

Sanctuary Aura

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.

Holy Bolt

Now damages Demons in addition to Undead

Fist of the Heavens

Now damages Demons in addition to Undead
Developer Comments: After seeing feedback to the removal of area damage scaling in our PTR Balance Patch, we agree that it is an interesting mechanic that is worth trying to balance properly. We have re-implemented it at a lower damage scale than it was previously.
Sorceress
Nova

Nova
mana cost reduced. The initial mana cost is now 13 from 15.
Mercenaries
Act 1 - Rogue Archer

Can now use Amazon Bows
Can now gain + Amazon skill bonuses from gear

Act 3 - Iron Wolf

Swapped
Frozen Armor
for
Chilling Armor

Swapped
Fire Bolt
for
Redemption
Aura

Act 5 - Barbarian Warrior

Can now gain + Barbarian skill bonuses from gear
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.
Developer Comments: Our hope with these changes are to continue to bring the non-Act 2 mercenaries up in viability so that they see increased usage, and to push each one further into their class archetype by allowing them to use class specific equipment.
Runewords
Plague can now be used on
Claws
and Daggers in addition to Swords.
Infinity, Obedience, and Pride can now be used by Spears and Amazon Spears.
General Updates
New alvl 85 area monster packs

Increased Unique monster density in the new level 85 areas.

General

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

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

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'

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
Added a VRAM usage bar in the settings menu
Bug Fixes
Accessibility

Fixed some issues in the UI that could occur when using Large Font Mode

Barbarian

Fixed an issue where your attack speed while dual-wielding could be incorrectly calculated depending on which hand it was held in or in which order they were equipped in
Fixed an issue where the
Grim Ward
's synergy from
Find Potion
wasn't functioning

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
Fixed an issue where
Sacrifice
was not hitting moving targets

Gameplay

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 you would not be able to observe another players attack animation for the
Rabies
skill if the attack missed
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 fire enchanted monsters were doing too much damage in Nightmare difficulty
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 player could get repeatedly placed in a
Stun
state and unable to execute attacks
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 a channel ability would stop casting if you were directly targeting an enemy with your mouse prior to casting and that enemy died
Fixed an issue where Quick Cast melee skills would sometimes fail to execute properly under certain circumstances
Fixed an issue where Quick Cast melee skills would behave different depending on if they were bound to left or right click. Behavior has been unified such that left click quick cast skills behave in the way the right click behavior operated.
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.

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

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
How to Participate
To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.

Step 1:Restart the Battle.net desktop app.

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.
I have updated the database entry pages here on the site for
Diablo Clone
, Infinity, Obedience, Pride, and Plague to reflect the data changes and add '2.4 data' filters to them. I am still holding back on making changes to Skills data until it is finalised. I will need help with this by the way, if any of you are interested please private message me.
Description by Teebling
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Can be used to make Runewords:

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User avatar

Teebling 6875Admin

Europe PC
The patch notes for the Ladder 2.4 PTR have now been released. Here we go guys! :) Please note that these are additive to the previous 2.4 changes that were previously on PTR.

D2R Patch 2.4 & Ladder Testing PTR Patch Notes (Condensed and Summarised)

Blizzard wrote:
The upcoming PTR 2.4 test will focus on Ladder functionality,
Diablo Clone
updates, additional balance changes, and bug fixes since our previous PTR. This is a continuation of our previous PTR, so any balance changes mentioned here are on top of the changes that were already live as of our last PTR. You can refresh yourself on the specifics of changes we've made so far here (SIC the previous patch notes). We look forward to your participation in the PTR and hope players continue to share feedback. With your help, we can continue the legacy of making Diablo II: Resurrected the ARPG we all cherish.
PTR Focus & Details
Heroes of Sanctuary. Thank you for your outpouring of feedback on some of the first changes made to Diablo 2 in over a decade. We return to you with adjustments to those changes based on your thoughts, opinions, and survey answers. With this round of changes, we spent most of our efforts on the areas where the feedback was overwhelmingly unified as well as some areas where we may not have pushed hard enough for a meaningful change. We would love to hear more of your thoughts on these iterations.

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 content updates:
  • Ladder Season
  • Diablo Clone
    updates
  • Various balance updates
  • Offline/Single Player Note: Patch 2.4 introduces changes to character save data as a result of our new balance changes. A new folder has been created to support players testing offline content. Players will now be able to test classes from previous versions of Diablo II: Resurrected by importing those character files into this folder.
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.
Ladder Testing
We are very excited to invite you all to test the Ladder functionality on the PTR. The Diablo II: Resurrected 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(s). 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.

For PTR test, we would love you to focus your attention on the presentation of the Ladder in the front end and the way the new balance changes impact Ladder play.

Feature details:
  • Ladder is now available for testing, and the team will be emulating a ladder season start and end during the PTR
  • 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
Diablo Clone
Changes
The way that players summon
Diablo Clone
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 made some changes to how and where that progress is calculated that we hope will make the experience better for the entire community. We’re eager to hear your feedback!

Diablo Clone
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,
Diablo Clone
will spawn for everyone in the same region, not only those on the same server instance.

Progress towards
Diablo Clone
is now tracked per game type. Giving us 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
Diablo Clone
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
Diablo Clone
.

(Teebling) We have a dedicated discussion topic for the Dclone changes here guys
Amazon
Impale

Animation speed for
Impale
increased by 30%

Plague Javelin

Plague Javelin
poison duration is no longer fixed at 3 seconds as it was in the previous PTR, but its duration and damage scaling have been adjusted compared to Live. 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.

Multiple Shot

Added synergy from
Guided Arrow
: +12% physical damage per level

Immolation Arrow

Cooldown reduced by 40%

Guided Arrow

Added synergy from
Multiple Shot
: +12% physical damage per level

Strafe

Synergy from
Multiple Shot
: +5% physical damage per level
Synergy from
Guided Arrow
: +10% physical damage per level
Developer Comments: We've noted your feedback that it feels 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.
Assassin
Wake of Inferno

Added yards calculation to the
Wake of Inferno
tooltip

Blade Fury

Attack rating increased by 10%
Barbarian
Leap Attack

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.
Modified
Leap
and
Leap Attack
jump to give it a smoother trajectory that should keep the barbarian on screen at all times, and reduce jerkiness when he lands
Leap
and
Leap Attack
now have a minimum jump height and duration
Increased mana cost of
Leap Attack
from 9 to 10
Developer Comments: We saw an opportunity to make
Leap Attack
more viable by changing to fantasy to make the
Leap
itself an attack. By doing this we feel like the combat viability of the skill will increase while still preserving it as a movement skill. We feel that this change paired with the animation changes we made to it brings the
Leap Attack
more in line with the fantasy and feel we want it to have.
Sword Mastery
Renamed to
Blade Mastery

Now affects daggers in addition to swords
Increased base attack bonus to 40% (from 28%)

Axe Mastery

Attack rating increased by 12%
Increased base attack bonus to 40% (from 28%)

Mace Mastery

Attack rating increased by 12%
Increased base attack bonus to 40% (from 28%)

Polearm Mastery

Increased base attack bonus to 44% (from 30%)

Spear Mastery

Increased base attack bonus to 44% (from 30%)

Throwing Mastery

Increased base attack bonus to 44% (from 30%)
Added chance to not consume quantity per level (Up to 50%)
Critical strikes with throwing weapons now replenish quantity
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.
Druid
Armageddon

Removed the
Hurricane
skill requirement for
Armageddon

Increased the missile damage radius of
Armageddon
by 33% (from 3 to 4)
Increased the missile drop rate of
Armageddon
by about 30% (from ~3 per second to ~4)

Summoning
Druids can now have Spirit wolves, dire wolves, and bears all summoned at the same time
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.

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%

Fury: Skill

Increased Speed
between attacks by 40%

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

Maul: Skill

Now grants +3% attack speed per
Charge

Developer Comments: We've debated on the best way to bring shapeshifting Druids forward. After much discussion, we are going to commit to the modern (Balance PTR 1) way of calculating attack speed for the wereforms. We have rebalanced the
Werewolf
to allow that form to reach even faster 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.
Necromancer
Blood Golem

20% reduction in mana cost applied per level
Attack damage increased by about 20%

Fire Golem

20% reduction in mana cost applied per level
Attack damage increased by about 20%
Holy Fire
level bonus per level restored to 1 from 2
Developer Comments: We've heard your feedback that golems don't feel valuable enough as skills. Without giving them a larger overhaul, we hope these changes will make them feel powerful enough to use more often.
Paladin
Thorns

Now deals a flat amount of damage when hit in addition to returning a percentage of damage taken to the enemy when hit

Holy Fire

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.
Resist Fire
Synergy increased from 18 to 21%

Holy Freeze

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.

Holy Shock

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.

Sanctuary Aura

Changed how the proximity bonus for Area Damage is calculated. It will now deal 200% damage to enemies at melee range.
Tooltip: The maximum Area Damage values incorporate the maximum proximity damage bonus.

Holy Bolt

Now damages Demons in addition to Undead

Fist of the Heavens

Now damages Demons in addition to Undead
Developer Comments: After seeing feedback to the removal of area damage scaling in our PTR Balance Patch, we agree that it is an interesting mechanic that is worth trying to balance properly. We have re-implemented it at a lower damage scale than it was previously.
Sorceress
Nova

Nova
mana cost reduced. The initial mana cost is now 13 from 15.
Mercenaries
Act 1 - Rogue Archer

Can now use Amazon Bows
Can now gain + Amazon skill bonuses from gear

Act 3 - Iron Wolf

Swapped
Frozen Armor
for
Chilling Armor

Swapped
Fire Bolt
for
Redemption
Aura

Act 5 - Barbarian Warrior

Can now gain + Barbarian skill bonuses from gear
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.
Developer Comments: Our hope with these changes are to continue to bring the non-Act 2 mercenaries up in viability so that they see increased usage, and to push each one further into their class archetype by allowing them to use class specific equipment.
Runewords
Plague can now be used on
Claws
and Daggers in addition to Swords.
Infinity, Obedience, and Pride can now be used by Spears and Amazon Spears.
General Updates
New alvl 85 area monster packs

Increased Unique monster density in the new level 85 areas.

General

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

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

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'

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
Added a VRAM usage bar in the settings menu
Bug Fixes
Accessibility

Fixed some issues in the UI that could occur when using Large Font Mode

Barbarian

Fixed an issue where your attack speed while dual-wielding could be incorrectly calculated depending on which hand it was held in or in which order they were equipped in
Fixed an issue where the
Grim Ward
's synergy from
Find Potion
wasn't functioning

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
Fixed an issue where
Sacrifice
was not hitting moving targets

Gameplay

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 you would not be able to observe another players attack animation for the
Rabies
skill if the attack missed
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 fire enchanted monsters were doing too much damage in Nightmare difficulty
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 player could get repeatedly placed in a
Stun
state and unable to execute attacks
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 a channel ability would stop casting if you were directly targeting an enemy with your mouse prior to casting and that enemy died
Fixed an issue where Quick Cast melee skills would sometimes fail to execute properly under certain circumstances
Fixed an issue where Quick Cast melee skills would behave different depending on if they were bound to left or right click. Behavior has been unified such that left click quick cast skills behave in the way the right click behavior operated.
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.

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

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
How to Participate
To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.

Step 1:Restart the Battle.net desktop app.

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.
I have updated the database entry pages here on the site for
Diablo Clone
, Infinity, Obedience, Pride, and Plague to reflect the data changes and add '2.4 data' filters to them. I am still holding back on making changes to Skills data until it is finalised. I will need help with this by the way, if any of you are interested please private message me.

7
User avatar

Khegan 402

These changes for throwing barbs are absolutely massive. Looking forward to making one soon.
7
User avatar

BillyMaysed 2262Moderator

Sorceress Americas PC
ermahgerd.
Blizzard wrote:
Druids can now have Spirit wolves, dire wolves, and bears all summoned at the same time

7
OP
User avatar

Teebling 6875Admin

Europe PC
BillyMaysed wrote: 2 years ago
ermahgerd.
Blizzard wrote:
Druids can now have Spirit wolves, dire wolves, and bears all summoned at the same time
Image courtesy of /member/tmGrunty
Image courtesy of /member/tmGrunty

7
User avatar

BillyMaysed 2262Moderator

Sorceress Americas PC
Teebling wrote: 2 years ago

Unbenannt.PNG
What about Ravens and the Creepers/Vines? :O

Ravens are actually very effective and if they buff the creepers they can be too. Then the summoning druid should be at least halfway decent. Necro will always win because of
Revive
,
Corpse Explosion
and his curses, but the summoning druid is so weak its a literal meme build lol

7
Blizzard wrote:
Act 1 - Rogue Archer
Can now use Amazon Bows
Can now gain + Amazon skill bonuses from gear
BRB, trading my 2/15 Faith
Great Bow
for
Grand Matron Bow
/
Matriarchal Bow
.
Blizzard wrote:
Sword Mastery Renamed to
Blade Mastery

Now affects daggers in addition to swords
Increased base attack bonus to 40% (from 28%)
Dual-wield
Fleshripper
when?

Image
If you get a PM offer, post it in the trade. Promote healthy competition instead of settling for less. ;)
7
I love the decision to allow the Plague runeword in claw.


Fun fact: today, I just rolled my first Faith in
Great Bow
! I even have a +3 bow skill in
Grand Matron Bow
4 os...

I can kill ubers (cheap price), sell unid Torches or provide hell rush (price hellforge quest) . bnet account: Ale#1244
7
im liking the increased monster density for the new lvl 85 areas. some were looking more promising than others. this could balance the others hopefully.
7
I'm glad they finally added daggers to Sword Mastery, errr rather changed it to
Blade Mastery
. Always found it odd that
Mace Mastery
applies to wands but Sword Mastery didn't apply to daggers.



Riddick Barb, here I come. :D
7
User avatar

bs21 19

Paladin Americas PC
So from a currency standpoint doesn’t the Uber Diablo changes drive up the value of Anni and SoJ?
7
BigSpaid wrote: 2 years ago
So from a currency standpoint doesn’t the Uber Diablo changes drive up the value of Anni and SoJ?
It depends, it may encourage region-wide hunts, but my issue is mostly that multiboxers still can get multiple annis per event. At least it wont be a secretive game anymore

Had a Dream about getting a
Lo
, and all I found today was a
Wisp Projector
7
BigSpaid wrote: 2 years ago
So from a currency standpoint doesn’t the Uber Diablo changes drive up the value of Anni and SoJ?
How? Annis used to be bought in bulk and then used to Multibox the shit out of Clone in Private Groups
Now Everyone can check the Current Status and its not Bound to IP but to Region.

I don't see how more access would lead to higher Prices. Maybe Im missing something
7
It's like I died and went to heaven. By way of Hell. And got LOOT!

As a strafezon (Gasp!) I was loving the original change and an auto +25% damage (removing the penalty). Now I get that AND synergies? Oh, be still my hootin shootin heart.

I might spec totally out of
Cold Arrow
(Gasp! But, but, The Meta!) and go pure physical.
Magic Arrow
covers the few physical immunes, or I just wait a few seconds for the
Amplify Damage
on the
Atma
's Scarb to kick in and break the immunity.

Concur, it will be interesting to see how the uber scheme and SoJ economy changes. Hard to say how it will react, especially since 2x SoJs is still BiS for most sorcs, there will always be demand and high prices, even if we are all rocking perfect Annis in a week due to Clone Diablo popping out like a Xerox machine run amok.
7
I know it isn't possible, but it would be amazing if there was an allowance to unslot pre-2.4 runewords without destroying the runes. Thinking of the pain of finding another
Jah
to remake my Faith into a zon bow...

All prices negotiable. BIN always wins. Americas (Pacific), but int'l trade times can be arranged.
7
The summoning druid changes are nice (and with this, I'm probably gonna respect my #2 druid from
Werewolf
to summon again), BUT I wish they did more than what is essentially just a damage buff;

Other than the power level of the build, my main issue with summoning druid is that you (the player) barely do anything.

Being able to summon all the pets won't really change that, it'll just take a few more seconds when you create the game, then until you quit the game it'll be same as it was before: You don't really do anything, you just walk around and wait for your pets to kill stuff...

The main difference between summon druid and summon necro was the power level (a single necro is stronger than 7 summon druids), BUT the other difference is the gameplay...

On a summon necro, you're always doing something; Cursing, exploding, spawning new revives, etc... You don't just wait for your minions to kill stuff. You participate in the action.

And that's what I wish summon druid would do. A way for him to participate in the battles, more than just "watching his pets kill stuff".

This could require some entirely new skills, so I can see why they're might hesitate to consider something like this, but personally I think it'd be great.

To avoid just being a necro copy&paste, I think instead of things like curses, the druid could have some temporary buffs, used by channeling spirits or something; Say one of the Spirit would make the dire wolves poison their target (some
Rabies
thing), helping against physical immune enemies - and anything that isn't immune poison, really.
Or you could make the grizzly bear cleave 2-3 enemies in front of him.
Or for a short time, make your Spirit wolves multiply themselves, so you get 10 of them.
There could be spirits to chill nearby enemies, there could be a grizzly roar (or wolf
Howl
) to
Attract
all nearby enemies, etc...

Those are just examples, but basically, anything that would make the druid actually do stuff during the battle. Like the necro does!
7
OP
User avatar

Teebling 6875Admin

Europe PC
BigSpaid wrote: 2 years ago
So from a currency standpoint doesn’t the Uber Diablo changes drive up the value of Anni and SoJ?
I would speculate the opposite - that
Annihilus
will decline in value and demand, because they will be easier to get (or perceived as being easier to get).

As @Aegis200 already mentioned, there might be regional exceptions for
Stone of Jordan
; where a region-wide campaign or drive to summon
Diablo Clone
also drives scarcity, which might make prices go up in that region. Otherwise it will probs stay steady.

At the end of the day though, if the price fluctuates by a few runes is it really a big deal - no. But it will still be interesting to watch the graphs, and I think that was a good question.

7
Consider that unless they drastically increase the number of SoJs needed to trigger the spawn, the number of players with potential access per spawn will increase greatly. How many servers are there? If there are 8 that means that roughly 8x as many players will get clone access as before, but for the same number of SoJs sold. If a region community can designate a clone day like once a month, it would give everyone a reason to play that day and give everyone a shot at an anni
7
I would like to have a filter of drop-down items. For example - the level, the number of sockets, uniqueness, and so on. Sometimes there are so many objects that not everything can be seen. I play using a joystick and some items are terribly difficult for me to take if there are a huge number of them at once. It would be good if especially valuable items and runes would be highlighted on the map with a bright sign so that they could not be missed. These are just my dreams. The game is already great.
7
worstd2playerever wrote: 2 years ago
Consider that unless they drastically increase the number of SoJs needed to trigger the spawn, the number of players with potential access per spawn will increase greatly. How many servers are there? If there are 8 that means that roughly 8x as many players will get clone access as before, but for the same number of SoJs sold. If a region community can designate a clone day like once a month, it would give everyone a reason to play that day and give everyone a shot at an anni
That would be great. I've never seen a
Diablo Clone
.
7
I knew they were listening. I didn't realize they were listening this closely! God, I love the D2R team.
9

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