the fact that they gated legacy d2 and rotw is a fantastic choice IMO and didn't force the update or merge the choices.
I don't really agree with the idea of being able to convert ladder characters during the ladder, but i also really don't care i guess. Playing offline I still have all my old sunders so it's no issue. I have killed a TON of heralds and still haven't seen one, but i think that's what makes D2 so unique, is the grind for items.
That being said - i'd certainly be okay if they doubled the drop rate of latent sunders...yes i may be a hypocrite
Currently playing SSF Offline only
95 Javazon - 94 mang song Nova sorc - 91 Frenzy barb
91 Dragon Tail assassin - 87 hammerdin - 92 fire warlock
Offline milestones achieved: Enigma, Phoenix, Grief, Fortitude
Current goal: Infinity - 1 Ber rune away
Worst case scenario of Level 1 Herald + p1 it takes on average 9,158 Herald kills to find a magic Sunder. Best case scenario of Level 5 Herald (which is not possible since you need to kill Level 1-4 first) + p7 it takes on average 795 Herald kills.
Consider how many heralds you kill in a 30-minute TZ (one or two?). Consider how many you kill per consumed shard (2-4?). Then lie down and cry. Then cry harder.
Epherno didn't understand the data mining. SUNDERS DO NOT CHANGE DROP RATES WITH Herald LEVEL.
They are literally exactly the same drop rates as before; they are unchanged and they do not scale via Herald tiers. Yes, Herald Tier4/5's drop more items, but that has nothing to do with the change in Sunder drop rates themselves.
The only thing that was adjusted was the Token of the Ire an the Conversion to Herald Spawn. The 2% and 1% respectively.
So if anything, yes, they could adjust the drop rates on the Sunder table which continues to have a high NoDrop, or they adjust the front-end gating.
Me and a few guys were the first to figure out where the data was hidden in regards to Ire of the Herald and Spawn rates. This is why I made this short on it also calling out that Sunder drop rates are mirrored from D2R Legacy as well:
I have a question about drop mechanics. Let's say I'm in a game with two other people independently hunting heralds. A Herald spawns for 1 person, then all 3 of us come together for the kill. Is the NoDrop based on essentially P3, since that's how it spawned, or P5, since that's how it was killed?
I have a question about drop mechanics. Let's say I'm in a game with two other people independently hunting heralds. A Herald spawns for 1 person, then all 3 of us come together for the kill. Is the NoDrop based on essentially P3, since that's how it spawned, or P5, since that's how it was killed?
Important to focus on the graph above. You have /playercountx in game, and then you have /partysizex as well.
These variables influence the NoDrop %.
If you have 3 total players in the game, and 3 parties players, you need to be in the same area of the kill to gain the benefit.
If it is only you, and the other two were not present, then that is a /Players3 /Party1 NoDrop. If all if you were there, then it is /players3 /party3.
In then the sunder chart example above:
Players3 / Party1 = You have to kill 1 in 119 Heralds to get "Any Latent Sunder"
Players3 / Party3 = You have to kill 1 in 80 Heralds to get "Any Latent Sunder"
Players3 / Party1 = You have to kill 1 in 119 Heralds to get "Any Latent Sunder"
Players3 / Party3 = You have to kill 1 in 80 Heralds to get "Any Latent Sunder"
Hope this helped
Thx for the further infos! This does mean that when I have a Herald in the game, still alive and I get two further players to join my game and we all three are near the Herald when he is killed the 3/3 bonus will be applied, right?
After a 20 year break from D2 I started playing D2R in 2024 with my sons (9 and 10 years old)
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