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13 replies   1180 views
2

Description

Terror
zone yay lets go get some XP.....
Get to
Baal
's minions
Baal
Laughs................
....
...
... Five MINUTES later give up waiting for the first minions to actually be spawned return to town via
Teleport
return
Baal
Laughs.... No Minion spawn
Return to town take
Teleport
to another region return hop back through
Teleport
Baal
Laughs Finally first Minions Pop think MAYBE its fixed.... Finish first batch...
No Laugh...
Teleport
out go to other region return finally get Laugh but no minion spawn. Back to town off to another zone return finally next minions spawn....
This happened to EVERY spawn.
Worse after the last
Baal
didn't Laugh... had to travel all over to unstick / Delag the game return then he entered the
Worldstone Chamber
....
Seriously getting Lag this bad from Offline play is exactly why it shouldn't be forced to be via Bnet.
5

Can be used to make Runewords:

7
Terror
zone yay lets go get some XP.....
Get to
Baal
's minions
Baal
Laughs................
....
...
... Five MINUTES later give up waiting for the first minions to actually be spawned return to town via
Teleport
return
Baal
Laughs.... No Minion spawn
Return to town take
Teleport
to another region return hop back through
Teleport
Baal
Laughs Finally first Minions Pop think MAYBE its fixed.... Finish first batch...
No Laugh...
Teleport
out go to other region return finally get Laugh but no minion spawn. Back to town off to another zone return finally next minions spawn....
This happened to EVERY spawn.
Worse after the last
Baal
didn't Laugh... had to travel all over to unstick / Delag the game return then he entered the
Worldstone Chamber
....
Seriously getting Lag this bad from Offline play is exactly why it shouldn't be forced to be via Bnet.
7
That's a great story and yep, would be frustrating. I'd have no hair left...

The irony? I did a
Baal
run just hours ago and guess what...?

Yeah. Cleared the Throne Room and BAMMM! He laughs however no minions ever show. **Inserts your exact story here*** Actually , I just blew it off and left the game.

*I only play Single Player when the servers are down. And I agree, how do you get lag like that in Single Player? Why?
7
how would lag even cause this?
7
MintBlancmanche wrote: 1 week ago
how would lag even cause this?
To me, it's more of a glitch. The throne room has exhibited this behavior throughout Diablo 2's existence. Way back since since 2001 and never changes. I'm grateful, as I love to clear all the levels within the WorldStone Keep. You get some great drops....
7
OP
QuadraHedron wrote: 1 week ago
MintBlancmanche wrote: 1 week ago
how would lag even cause this?
To me, it's more of a glitch. The throne room has exhibited this behavior throughout Diablo 2's existence. Way back since since 2001 and never changes. I'm grateful, as I love to clear all the levels within the WorldStone Keep. You get some great drops....
The game lags incessantly in single player hop into
Lower Kurast
only to skate towards wherever I'm heading probably doesn't show as much for those teleporting the place but when you run it it's hard to miss.
Was the Minions a glitch? Possible but the game was in fact lagging leading up to the thrown room. Not my connection not running anything else on a 1gb at the time. I simply do not remember the game ever doing this more than one spawn (Might hang up once then run normally) but for all the spawns including the end scene? never before that I can remember.

I'm more inclined to think it's all the code injected into D2 trying to make it D3 runeword not playing well because they had to nerf the crap out of Unique drops, boost the hell out of rune drops and play Mary hell with the balancing like immunities on damn near all mobs rather than just the elites and bosses. Entire areas are completely rewritten to no longer be as they were because the game would become so unbalanced it'd be even more "game journo simple" to play.
7
User avatar

ShadowHeart 5383Moderator

Paladin Europe PC Playstation
Dragoneyes001 wrote: 2 days ago
... with the balancing like immunities on damn near all mobs rather than just the elites and bosses.
When was the last time you played before D2R? This thing you're talking about wasn't changed in D2R. Immunities on most mobs was introduced in patch 1.10 - that's back in 2003 (long before either D3 or D2R was conceived). Patch 1.10 majorly rebalanced monsters, gave almost all mob types on hell at least one immunity, increased monster HP by a substantial amount, etc (it also introduced a lot of the rune words that most people consider OP). There's been no major change in monster difficulty balancing after that, neither in LoD nor in D2R.

Dragoneyes001 wrote: 2 days ago
Entire areas are completely rewritten to no longer be as they were because the game would become so unbalanced it'd be even more "game journo simple" to play.
D2R hasn't changed any areas. Are you talking about some change that was made in LoD two decades ago?

I'm in CET (Central European Time), so that's UTC+1 normally and UTC+2 during DST.
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
7
ShadowHeart wrote: 2 days ago
Dragoneyes001 wrote: 2 days ago
... with the balancing like immunities on damn near all mobs rather than just the elites and bosses.
When was the last time you played before D2R? This thing you're talking about wasn't changed in D2R. Immunities on most mobs was introduced in patch 1.10 - that's back in 2003 (long before either D3 or D2R was conceived). Patch 1.10 majorly rebalanced monsters, gave almost all mob types on hell at least one immunity, increased monster HP by a substantial amount, etc (it also introduced a lot of the rune words that most people consider OP). There's been no major change in monster difficulty balancing after that, neither in LoD nor in D2R.

Dragoneyes001 wrote: 2 days ago
Entire areas are completely rewritten to no longer be as they were because the game would become so unbalanced it'd be even more "game journo simple" to play.
D2R hasn't changed any areas. Are you talking about some change that was made in LoD two decades ago?
Spot on. I still remember how upset I was when my single-element-sorc had to deal with all the immunities all of a sudden. And - quite funny what kind of stuff we remember - I ranted a little when I waited with a friend for the bus to pick us up from the train station and carry us to university.
So yeah, immunities definitly are more than 2 decades old.
And areas didn't change either, I've played more than enough of the original D2 to immediatly recognize all the areas in D2:R.
7
OP
WedgeAntilles wrote: 1 day ago
ShadowHeart wrote: 2 days ago
Dragoneyes001 wrote: 2 days ago
... with the balancing like immunities on damn near all mobs rather than just the elites and bosses.
When was the last time you played before D2R? This thing you're talking about wasn't changed in D2R. Immunities on most mobs was introduced in patch 1.10 - that's back in 2003 (long before either D3 or D2R was conceived). Patch 1.10 majorly rebalanced monsters, gave almost all mob types on hell at least one immunity, increased monster HP by a substantial amount, etc (it also introduced a lot of the rune words that most people consider OP). There's been no major change in monster difficulty balancing after that, neither in LoD nor in D2R.

Dragoneyes001 wrote: 2 days ago
Entire areas are completely rewritten to no longer be as they were because the game would become so unbalanced it'd be even more "game journo simple" to play.
D2R hasn't changed any areas. Are you talking about some change that was made in LoD two decades ago?
Spot on. I still remember how upset I was when my single-element-sorc had to deal with all the immunities all of a sudden. And - quite funny what kind of stuff we remember - I ranted a little when I waited with a friend for the bus to pick us up from the train station and carry us to university.
So yeah, immunities definitly are more than 2 decades old.
And areas didn't change either, I've played more than enough of the original D2 to immediatly recognize all the areas in D2:R.
REALLY? Hmm six super chests in
Lower Kurast
which Can't Drop Uniques just White & blues or White & Yellows That was NEVER in D2 LOD(If you see a Unique it's from additional chests, Mob's or baskets..)
Ghosts in World Stone Keep? Nope that wasn't in LOD either
Undead in pretty much ALL open fields Nope that wasn't in LOD either they were in about half of them.
Pindleskin
Pretty much Completely nerfed vs dropping Uniques unless you have 500% MF? Nope not LOD either. same for Shenk & up the stairs.
ghosts in act 3? Nope not LOD either
Ancients completely ignoring the Merc? Nope not LOD either
etc etc etc
You have a crappy Memory by the look of it!


You seem to be mistaking What I said about immunities. during LOD elites were immune and so were their pack not the entire type of MOB they had increased resistances not Immune to [Insert type] on every single mob. You never knew what the elite Mob was immune to until you were right on them.
During LOD a single elite with lightning Aura & multi hit was an instant Death sentence because there wasn't any way to exceed 75 light res.
Immunities existed they were not on every MOB it was increased res to specific elements (There's a reason why they had to add immunity breaking Grand charms to resurrected)
7
Dragoneyes001 wrote: 1 day ago
During LOD a single elite with lightning Aura & multi hit was an instant Death sentence because there wasn't any way to exceed 75 light res.
It was instant Death because it was bugged, not because of lack of max res. And there have been ways to exceed 75% back then, not preventing the letality of Lightning+Multi, tho.

Post ur offer before adding me. No PM. Only add me if u offer bin/lf. No reply after 3 days=offer rejected
No socketing service. If u get item otherwise, retract ur pending offer. Edit ur post or post "retracted" to do so.
7
Dragoneyes001 wrote: 1 day ago
You write a lot of text, but there seems to be no stringent thought behind it, sorry.
On the one hand, you complain that it got "too easy" - at least that is how I interpret your " Entire areas are completely rewritten to no longer be as they were because the game would become so unbalanced it'd be even more "game journo simple" to play."
And your complain that the Lighting Aura Multi-hits no longer one-shot you.

But then most of your examples you give are the opposite. You complain that the Ancients ignore the merc now. No idea how that was before, but if they focused on the merc before, it now got more difficult.
You complain that dropchances of uniques got lowered - again, no idea if that is true. If yes, it made the game more difficult, not easier. And even if it is true: Since there are way stronger things in the game compared to before, you can afford to add way more MF to balance out lower drop rates. Combined with a higher power level and faster kill speed, I seriously doubt that you find less stuff today than 25 years ago.
Then you complain about the immune-mobs. Yeah, I missed your point there. Thought you referred to immunity in general. But again: This does not make the game easier.

And then you whine about some mobs being present in maps that they were not present in back in the days. No idea why it is a huge deal if Ghosts are in the World Stone Keep or not.

So no matter what happened - stuff got easier, stuff got more difficult - you complain about it.

What exactly DO you want? Do you want it to become easier? Then don't whine if something doesn't one shot you any longer.
You want the game to become harder? Then don't whine when there are more resistant enemies and if enemies focus on the player instead of the merc.

Don't get me wrong, you can complain about D2 as much as you want. But to complain about EVERYTHING, wheter it makes the game easier or more difficult, makes you look, how should I put it, *strange*.
7
User avatar

ShadowHeart 5383Moderator

Paladin Europe PC Playstation
@Dragoneyes001, I'll ask again - when was the last time you played before D2R? Or perhaps more specifically, which was the last LoD patch you played? A lot of the things you mentioned were in LoD - not originally perhaps, but introduced in a patch. LoD received several patches through the years, some made substantial changes to the game. I recall that you mentioned in another thread that you played mainly offline in LoD, pernaps you stopped patching the game after a certain patch? (IIRC patching was only required if you played online)
  • When LoD released, the game patch number was 1.07 (that was the patch number installed when LoD was installed)
  • Patch 1.08 came out June 2001 (same day as LoD itself)
  • Patch 1.09 came out August 2001 (two months later), most people who played LoD played this patch.
  • Patch 1.10 came out October 2023 (two years after 1.09). This patch had a massive impact on the gameplay. It rebalanced a lot of skills, introduced synergies, introduced monster immunities for most enemy types, increased monster difficulty across the board, increased monter HP across the board, introduced guest monsters in Act 5, introduced all the OP rune words (Infinity, Enigma, Grief, etc), and much more.
  • Patch 1.11 introduced the
    Pandemonium Event
    (
    Uber Tristram
    ) and a few more rune words, among other things.
  • There were more patches (up to 1.14) that were mostly bug fixes.


Dragoneyes001 wrote: 1 day ago
Ghosts in World Stone Keep? Nope that wasn't in LOD either
Yes, it was. Guest monsters in Act 5 were introduced in patch 1.10 (released 2003). Before patch 1.10, Act 5 only had unique Act 5 monster types. Guest monters weren't in LoD originally when LoD was released, sure, but like I said, it was added in a patch over two decades ago (in 2003, two years after LoD release). It's not a new addition by D2R. Perhaps you never played LoD 1.10?

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quotes from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Undead in pretty much ALL open fields Nope that wasn't in LOD either they were in about half of them.
LoD patch 1.10 (released 2003) introduced guest monsters all over Act 5, which included many undead monster types. It's not a new addition by D2R.
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Pindleskin
Pretty much Completely nerfed vs dropping Uniques unless you have 500% MF? Nope not LOD either.
The
Pindleskin
nerf was in LoD patch 1.10 (released 2003).
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:


Dragoneyes001 wrote: 1 day ago
ghosts in act 3? Nope not LOD either
Ghosts were always in Act 3 in LoD;
- Dark Shapes (a
Wraith
subtype) in Flayer Dungeon
- Gloams (a
Willowisp
subtype) in
Great Marsh
as well as in Swampy Pit



Dragoneyes001 wrote: 1 day ago
Ancients completely ignoring the Merc? Nope not LOD either
Ancients don't ignore the merc in D2R, I don't know where you're getting that from. The merc might not always be able to maintain "aggro", but the enemy AI is not very smart and you can usually trick enemies, including the Ancients, into attacking the merc instead of yourself.



Dragoneyes001 wrote: 1 day ago
You have a crappy Memory by the look of it!
I think it's the other way around. Or you just never played LoD patch 1.10.



Dragoneyes001 wrote: 1 day ago
You seem to be mistaking What I said about immunities. during LOD elites were immune and so were their pack not the entire type of MOB they had increased resistances not Immune to [Insert type] on every single mob. You never knew what the elite Mob was immune to until you were right on them.
Immunities existed they were not on every MOB it was increased res to specific elements (There's a reason why they had to add immunity breaking Grand charms to resurrected)
LoD patch 1.10 (released 2003) gave almost all monsters at least one immunity. This isn't new in D2R. You either didn't play patch 1.10 at all, or you're misremembering.

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Made monsters tougher
  • Beefed up monster difficulty in Act V, Nightmare, and Hell difficulties. This was accomplished by improving monster stats (hp, ac, etc.) and by boosting their AI/behavior in Nightmare and Hell difficulties (that is, by making decisions more often and by simply moving faster). In Nightmare and Hell difficulties monster damages have generally been increased -- dramatically in some cases.
You can also check the monster stats on the old
Arreat Summit
website (that site hasn't been updated since 2019, it still has LoD-specific data).
If you check the monsters page (https://classic.battle.net/diablo2exp/monsters/) and click on almost any monster type, you can see that almost all monsters have 100% or more in at least one resistance category. And that’s the base resistance of normal monsters, not elites.

I'm in CET (Central European Time), so that's UTC+1 normally and UTC+2 during DST.
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
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User avatar

BigD 343

Paladin Americas Switch
ShadowHeart wrote: 1 day ago
@Dragoneyes001, I'll ask again - when was the last time you played before D2R? Or perhaps more specifically, which was the last LoD patch you played? A lot of the things you mentioned were in LoD - not originally perhaps, but introduced in a patch. LoD received several patches through the years, some made substantial changes to the game. I recall that you mentioned in another thread that you played mainly offline in LoD, pernaps you stopped patching the game after a certain patch? (IIRC patching was only required if you played online)
  • When LoD released, the game patch number was 1.07 (that was the patch number installed when LoD was installed)
  • Patch 1.08 came out June 2001 (same day as LoD itself)
  • Patch 1.09 came out August 2001 (two months later), most people who played LoD played this patch.
  • Patch 1.10 came out October 2023 (two years after 1.09). This patch had a massive impact on the gameplay. It rebalanced a lot of skills, introduced synergies, introduced monster immunities for most enemy types, increased monster difficulty across the board, increased monter HP across the board, introduced guest monsters in Act 5, introduced all the OP rune words (Infinity, Enigma, Grief, etc), and much more.
  • Patch 1.11 introduced the
    Pandemonium Event
    (
    Uber Tristram
    ) and a few more rune words, among other things.
  • There were more patches (up to 1.14) that were mostly bug fixes.


Dragoneyes001 wrote: 1 day ago
Ghosts in World Stone Keep? Nope that wasn't in LOD either
Yes, it was. Guest monsters in Act 5 were introduced in patch 1.10 (released 2003). Before patch 1.10, Act 5 only had unique Act 5 monster types. Guest monters weren't in LoD originally when LoD was released, sure, but like I said, it was added in a patch over two decades ago (in 2003, two years after LoD release). It's not a new addition by D2R. Perhaps you never played LoD 1.10?

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quotes from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Undead in pretty much ALL open fields Nope that wasn't in LOD either they were in about half of them.
LoD patch 1.10 (released 2003) introduced guest monsters all over Act 5, which included many undead monster types. It's not a new addition by D2R.
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Pindleskin
Pretty much Completely nerfed vs dropping Uniques unless you have 500% MF? Nope not LOD either.
The
Pindleskin
nerf was in LoD patch 1.10 (released 2003).
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:


Dragoneyes001 wrote: 1 day ago
ghosts in act 3? Nope not LOD either
Ghosts were always in Act 3 in LoD;
- Dark Shapes (a
Wraith
subtype) in Flayer Dungeon
- Gloams (a
Willowisp
subtype) in
Great Marsh
as well as in Swampy Pit



Dragoneyes001 wrote: 1 day ago
Ancients completely ignoring the Merc? Nope not LOD either
Ancients don't ignore the merc in D2R, I don't know where you're getting that from. The merc might not always be able to maintain "aggro", but the enemy AI is not very smart and you can usually trick enemies, including the Ancients, into attacking the merc instead of yourself.



Dragoneyes001 wrote: 1 day ago
You have a crappy Memory by the look of it!
I think it's the other way around. Or you just never played LoD patch 1.10.



Dragoneyes001 wrote: 1 day ago
You seem to be mistaking What I said about immunities. during LOD elites were immune and so were their pack not the entire type of MOB they had increased resistances not Immune to [Insert type] on every single mob. You never knew what the elite Mob was immune to until you were right on them.
Immunities existed they were not on every MOB it was increased res to specific elements (There's a reason why they had to add immunity breaking Grand charms to resurrected)
LoD patch 1.10 (released 2003) gave almost all monsters at least one immunity. This isn't new in D2R. You either didn't play patch 1.10 at all, or you're misremembering.

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Made monsters tougher
  • Beefed up monster difficulty in Act V, Nightmare, and Hell difficulties. This was accomplished by improving monster stats (hp, ac, etc.) and by boosting their AI/behavior in Nightmare and Hell difficulties (that is, by making decisions more often and by simply moving faster). In Nightmare and Hell difficulties monster damages have generally been increased -- dramatically in some cases.
You can also check the monster stats on the old
Arreat Summit
website (that site hasn't been updated since 2019, it still has LoD-specific data).
If you check the monsters page (https://classic.battle.net/diablo2exp/monsters/) and click on almost any monster type, you can see that almost all monsters have 100% or more in at least one resistance category. And that’s the base resistance of normal monsters, not elites.
Thank you for being the Voice of Reason and debunking a whole lot of nonsense here.

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7
OP
BigD wrote: 10 hours ago
ShadowHeart wrote: 1 day ago
@Dragoneyes001, I'll ask again - when was the last time you played before D2R? Or perhaps more specifically, which was the last LoD patch you played? A lot of the things you mentioned were in LoD - not originally perhaps, but introduced in a patch. LoD received several patches through the years, some made substantial changes to the game. I recall that you mentioned in another thread that you played mainly offline in LoD, pernaps you stopped patching the game after a certain patch? (IIRC patching was only required if you played online)
  • When LoD released, the game patch number was 1.07 (that was the patch number installed when LoD was installed)
  • Patch 1.08 came out June 2001 (same day as LoD itself)
  • Patch 1.09 came out August 2001 (two months later), most people who played LoD played this patch.
  • Patch 1.10 came out October 2023 (two years after 1.09). This patch had a massive impact on the gameplay. It rebalanced a lot of skills, introduced synergies, introduced monster immunities for most enemy types, increased monster difficulty across the board, increased monter HP across the board, introduced guest monsters in Act 5, introduced all the OP rune words (Infinity, Enigma, Grief, etc), and much more.
  • Patch 1.11 introduced the
    Pandemonium Event
    (
    Uber Tristram
    ) and a few more rune words, among other things.
  • There were more patches (up to 1.14) that were mostly bug fixes.


Dragoneyes001 wrote: 1 day ago
Ghosts in World Stone Keep? Nope that wasn't in LOD either
Yes, it was. Guest monsters in Act 5 were introduced in patch 1.10 (released 2003). Before patch 1.10, Act 5 only had unique Act 5 monster types. Guest monters weren't in LoD originally when LoD was released, sure, but like I said, it was added in a patch over two decades ago (in 2003, two years after LoD release). It's not a new addition by D2R. Perhaps you never played LoD 1.10?

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quotes from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Undead in pretty much ALL open fields Nope that wasn't in LOD either they were in about half of them.
LoD patch 1.10 (released 2003) introduced guest monsters all over Act 5, which included many undead monster types. It's not a new addition by D2R.
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Pindleskin
Pretty much Completely nerfed vs dropping Uniques unless you have 500% MF? Nope not LOD either.
The
Pindleskin
nerf was in LoD patch 1.10 (released 2003).
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:


Dragoneyes001 wrote: 1 day ago
ghosts in act 3? Nope not LOD either
Ghosts were always in Act 3 in LoD;
- Dark Shapes (a
Wraith
subtype) in Flayer Dungeon
- Gloams (a
Willowisp
subtype) in
Great Marsh
as well as in Swampy Pit



Dragoneyes001 wrote: 1 day ago
Ancients completely ignoring the Merc? Nope not LOD either
Ancients don't ignore the merc in D2R, I don't know where you're getting that from. The merc might not always be able to maintain "aggro", but the enemy AI is not very smart and you can usually trick enemies, including the Ancients, into attacking the merc instead of yourself.



Dragoneyes001 wrote: 1 day ago
You have a crappy Memory by the look of it!
I think it's the other way around. Or you just never played LoD patch 1.10.



Dragoneyes001 wrote: 1 day ago
You seem to be mistaking What I said about immunities. during LOD elites were immune and so were their pack not the entire type of MOB they had increased resistances not Immune to [Insert type] on every single mob. You never knew what the elite Mob was immune to until you were right on them.
Immunities existed they were not on every MOB it was increased res to specific elements (There's a reason why they had to add immunity breaking Grand charms to resurrected)
LoD patch 1.10 (released 2003) gave almost all monsters at least one immunity. This isn't new in D2R. You either didn't play patch 1.10 at all, or you're misremembering.

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Made monsters tougher
  • Beefed up monster difficulty in Act V, Nightmare, and Hell difficulties. This was accomplished by improving monster stats (hp, ac, etc.) and by boosting their AI/behavior in Nightmare and Hell difficulties (that is, by making decisions more often and by simply moving faster). In Nightmare and Hell difficulties monster damages have generally been increased -- dramatically in some cases.
You can also check the monster stats on the old
Arreat Summit
website (that site hasn't been updated since 2019, it still has LoD-specific data).
If you check the monsters page (https://classic.battle.net/diablo2exp/monsters/) and click on almost any monster type, you can see that almost all monsters have 100% or more in at least one resistance category. And that’s the base resistance of normal monsters, not elites.
Thank you for being the Voice of Reason and debunking a whole lot of nonsense here.
Trying to start something again huh? no surprise didn't like the other thread getting shut down.
Well you jumping into this thread shows who is actually trying to start shit!
7
OP
ShadowHeart wrote: 1 day ago
@Dragoneyes001, I'll ask again - when was the last time you played before D2R? Or perhaps more specifically, which was the last LoD patch you played? A lot of the things you mentioned were in LoD - not originally perhaps, but introduced in a patch. LoD received several patches through the years, some made substantial changes to the game. I recall that you mentioned in another thread that you played mainly offline in LoD, pernaps you stopped patching the game after a certain patch? (IIRC patching was only required if you played online)
  • When LoD released, the game patch number was 1.07 (that was the patch number installed when LoD was installed)
  • Patch 1.08 came out June 2001 (same day as LoD itself)
  • Patch 1.09 came out August 2001 (two months later), most people who played LoD played this patch.
  • Patch 1.10 came out October 2023 (two years after 1.09). This patch had a massive impact on the gameplay. It rebalanced a lot of skills, introduced synergies, introduced monster immunities for most enemy types, increased monster difficulty across the board, increased monter HP across the board, introduced guest monsters in Act 5, introduced all the OP rune words (Infinity, Enigma, Grief, etc), and much more.
  • Patch 1.11 introduced the
    Pandemonium Event
    (
    Uber Tristram
    ) and a few more rune words, among other things.
  • There were more patches (up to 1.14) that were mostly bug fixes.


Dragoneyes001 wrote: 1 day ago
Ghosts in World Stone Keep? Nope that wasn't in LOD either
Yes, it was. Guest monsters in Act 5 were introduced in patch 1.10 (released 2003). Before patch 1.10, Act 5 only had unique Act 5 monster types. Guest monters weren't in LoD originally when LoD was released, sure, but like I said, it was added in a patch over two decades ago (in 2003, two years after LoD release). It's not a new addition by D2R. Perhaps you never played LoD 1.10?

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quotes from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Undead in pretty much ALL open fields Nope that wasn't in LOD either they were in about half of them.
LoD patch 1.10 (released 2003) introduced guest monsters all over Act 5, which included many undead monster types. It's not a new addition by D2R.
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Added randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Demon Imps, etc.
  • Randomized the monster populations more thoroughly throughout Act V in Nightmare and Hell difficulties, including the addition of 'guest monsters' from other Acts.


Dragoneyes001 wrote: 1 day ago
Pindleskin
Pretty much Completely nerfed vs dropping Uniques unless you have 500% MF? Nope not LOD either.
The
Pindleskin
nerf was in LoD patch 1.10 (released 2003).
Patch notes for LoD patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:


Dragoneyes001 wrote: 1 day ago
ghosts in act 3? Nope not LOD either
Ghosts were always in Act 3 in LoD;
- Dark Shapes (a
Wraith
subtype) in Flayer Dungeon
- Gloams (a
Willowisp
subtype) in
Great Marsh
as well as in Swampy Pit



Dragoneyes001 wrote: 1 day ago
Ancients completely ignoring the Merc? Nope not LOD either
Ancients don't ignore the merc in D2R, I don't know where you're getting that from. The merc might not always be able to maintain "aggro", but the enemy AI is not very smart and you can usually trick enemies, including the Ancients, into attacking the merc instead of yourself.



Dragoneyes001 wrote: 1 day ago
You have a crappy Memory by the look of it!
I think it's the other way around. Or you just never played LoD patch 1.10.



Dragoneyes001 wrote: 1 day ago
You seem to be mistaking What I said about immunities. during LOD elites were immune and so were their pack not the entire type of MOB they had increased resistances not Immune to [Insert type] on every single mob. You never knew what the elite Mob was immune to until you were right on them.
Immunities existed they were not on every MOB it was increased res to specific elements (There's a reason why they had to add immunity breaking Grand charms to resurrected)
LoD patch 1.10 (released 2003) gave almost all monsters at least one immunity. This isn't new in D2R. You either didn't play patch 1.10 at all, or you're misremembering.

Patch notes for Lod patch 1.10: https://diablo.fandom.com/wiki/Patch_1.10_(Diablo_II)
Quote from the 1.10 patch notes (again, this was in 2003):
Blizzard wrote:
  • Made monsters tougher
  • Beefed up monster difficulty in Act V, Nightmare, and Hell difficulties. This was accomplished by improving monster stats (hp, ac, etc.) and by boosting their AI/behavior in Nightmare and Hell difficulties (that is, by making decisions more often and by simply moving faster). In Nightmare and Hell difficulties monster damages have generally been increased -- dramatically in some cases.
You can also check the monster stats on the old
Arreat Summit
website (that site hasn't been updated since 2019, it still has LoD-specific data).
If you check the monsters page (https://classic.battle.net/diablo2exp/monsters/) and click on almost any monster type, you can see that almost all monsters have 100% or more in at least one resistance category. And that’s the base resistance of normal monsters, not elites.
I addressed this post and no longer see it in the thread I'm not re writing that again.
You are misinterpreting many of the patch notes.
Such as when they implemented guest mobs those were simple Packs of 'Guest mobs' sprinkled around the standard mobs of the Area not entirely replacing them as it is Now.
Also the made them faster and think more often= The mobs bum rushed you and they added even more with multi hit<<<< That was 1.10 not some better AI since AI as you know it didn't even exist at the time.
Mercs quite literally in front of the Ancients don't lose agro they never get it to begin with the Ancient runs/wirlwinds/jumps right past them which has changed from LOD where proximity always got their attention. they have changed the players initial agro lvl vs what the Merc potential agro is it's not AI or some crazy idea likely a Merc who does AOE damage will draw agro just long enough to hit an ancient and maintain it. they simply lowered the proximity agro so you get what they do now. That wasn't the case in 2003 as you keep putting it.
D2R is the game on easy mode: Why? Because rune drops are 1000% more than LoD you could go a week without seeing a single Rune drop entire accounts were made just to run the Forge to get the near only likely drop of a high rune if you sported Enigma you either were the 1 in a million who happened to get a
Ber
or traded for the duped runes. D2R you can just trade Gems and get high mid runes and work them up to whatever you need without even having finished Nightmare much less hell yeah it's grinding not even close to the grind of actually getting the runes yourself which are dropped EVERYWHERE! Seriously if you think D2R is in any way harder than LOD was you're delusional and that includes the Ubers because you plunk the standard 6 runewords that break all balance of the game on you and Merc and you can walts through end game.
9

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