I have yet to get a Herald to spawn in CS. Just not enough room to discover fresh mobs in there. :/oOKIWIOo wrote: 1 day agoI also got a few ire procs on my last Diablo TZ runs - I even spawned two times a Herald in the Chaos SanctuarySchnorki wrote: 1 day agoMy last statue hunt got me 2 accidental ire procs along the way, thanks to Heph's drive-by hammer...teleporting across all zones afterwards didn't trigger either one of them. 0 heralds across ~2.5 clean zones with 2 ires in the bank...f that, i'll stick to hunting statues.oOKIWIOo wrote: 1 day ago
As long as you are hunting Shards and Heralds and not statues
Despite that, I also like this addition with "manual TZs and Heralds" because you now have a reason to visit almost every part of the game again and again.(with sh* drops, of course)
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I do CS from left to right and sometimes he spawns at the last seal.
However I lost track of how many times I closed the game with single or double Ire there:)
However I lost track of how many times I closed the game with single or double Ire there:)
In response.. Lightning Bolt you to the face!
2026: Show me your Hephasto and I'll tell what kind of man you are.
2026: Show me your Hephasto and I'll tell what kind of man you are.
I hope they do something about this. I feel like like the easiest way to get a sunder is to farm torches and hope you roll a warlock torch that you can trade for a sunder.
I would use a combination of three measures:
1) increase ire and spawn chances by 50%, to 1.5% and 3%, respectively
2) increase drop rate with Herald level ^ 2
1 - 1x
2 - 4x
3 - 9x
4 - 16x
5 - 25x
with base drop rate of 1/238 it will yield a 1/4.3 chance to get any sunder after killing all five heralds
3) let the renewed sunders be rerolled multiple times
1) increase ire and spawn chances by 50%, to 1.5% and 3%, respectively
2) increase drop rate with Herald level ^ 2
1 - 1x
2 - 4x
3 - 9x
4 - 16x
5 - 25x
with base drop rate of 1/238 it will yield a 1/4.3 chance to get any sunder after killing all five heralds
3) let the renewed sunders be rerolled multiple times
1. Increase the odds of both "ire" and converting to Heralds, anywhere from 1,5 to 2x sounds reasonable (probably would need to playtest to land on specific value).
2. I like Schnorki's idea of having "something special" for using Worldstone Shards, however I too think that spawning additional Herald based on killed mobs total percentage is very tedious - imagine you get extra fast Fallens in Act 1, running all over the place.
Not to mention, that approach probably would be extremely difficult to code and track, since monsters don't spawn ahead of time, but around you when you explore.
I don't care about the cannon fodder, instead I'd like a guaranteed Herald spawn based on number of elites killed - like, if you use a Shard and kill X elite monsters in that act (which could be, let's say, around 80% of possible elites spawned in that act), you get a guaranteed high level Herald spawn.
3. I'm not sure if I'd touch sunders drop rate - depends on how well would changes mentioned above work.
Also, to all MrLLama haters - he (supposedly) didn't had anything to do with the change. Also, even he admits that new sunders are too rare, and that'd be nice to be able to get old sunders by, let's say, crafting
(around 11:00):
2. I like Schnorki's idea of having "something special" for using Worldstone Shards, however I too think that spawning additional Herald based on killed mobs total percentage is very tedious - imagine you get extra fast Fallens in Act 1, running all over the place.
Not to mention, that approach probably would be extremely difficult to code and track, since monsters don't spawn ahead of time, but around you when you explore.
I don't care about the cannon fodder, instead I'd like a guaranteed Herald spawn based on number of elites killed - like, if you use a Shard and kill X elite monsters in that act (which could be, let's say, around 80% of possible elites spawned in that act), you get a guaranteed high level Herald spawn.
3. I'm not sure if I'd touch sunders drop rate - depends on how well would changes mentioned above work.
Also, to all MrLLama haters - he (supposedly) didn't had anything to do with the change. Also, even he admits that new sunders are too rare, and that'd be nice to be able to get old sunders by, let's say, crafting
(around 11:00):
Here is a further thought: If you terrorize the complete game, the last boss you attempt to kill spawns as an Uber Herald (so you can at least choose which one to make Uber
Herald, depending on the strengths and weaknesses of your current Char) and, as far as I'm concerned, even with a nasty pack of minions and one additional aura. If you manage to kill him, you are guaranteed to get at least one latent Sunder Charm.
At least in my opinion Sunder Charms should not be more rare than these new jewels, and instead of getting five different statues you need to get five different shards which on top you currently cannot target farm. For my taste that is rare enough.
Herald, depending on the strengths and weaknesses of your current Char) and, as far as I'm concerned, even with a nasty pack of minions and one additional aura. If you manage to kill him, you are guaranteed to get at least one latent Sunder Charm.
At least in my opinion Sunder Charms should not be more rare than these new jewels, and instead of getting five different statues you need to get five different shards which on top you currently cannot target farm. For my taste that is rare enough.
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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Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
I play single player offline. I was actually having a blast the first few days after the patch, playing TZes I used to normally skip and trying to draw out 1 or two heralds.
Honestly just make them drop from any t1 Herald in single player and I'd probably be thrilled.
Honestly just make them drop from any t1 Herald in single player and I'd probably be thrilled.
No need to change anything, rare items supposed to be rare. This is not diablo 4...
Leave the drop rates as it is now, is perfect.
Leave the drop rates as it is now, is perfect.
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There are basically two ways you can go:
Since we're making renewed sunders be a chase item, we don't need latent sunders to also be that. Basically, I think variability should be heavily weighed on the renewed side. I imagine that they want a perfect renewed sunder to be more rare than a perfect torch, but I think a better method than making the base item hard to obtain is to make the renewed sunder more variable.
This is because a basic sunder charm (latent) is not an exciting drop. Sunder charms just feel like a requirement some builds need to meet to play the game; they're not cool. Meanwhile, rolling for a renewed sunder is an exciting moment with inherent randomness that is all upside: a perfect spot to put in a lot of variability that players will gladly accept.
Compare it to getting a torch or an anni: you are guaranteed the drop, but it's the roll that makes it exciting. Deflated as you may be when you get a crappy roll, you always feel the effort is at least somewhat worth it because any torch/anni is better than none: that is what you get when you roll a renewed sunder.
So, IMO, there should be a point in the Herald chain where the sunder is guaranteed and add more variability to renewed sunders if you need it.
- Drop rate is high, variability is high.
- Drop rate is low, variability is low.
Since we're making renewed sunders be a chase item, we don't need latent sunders to also be that. Basically, I think variability should be heavily weighed on the renewed side. I imagine that they want a perfect renewed sunder to be more rare than a perfect torch, but I think a better method than making the base item hard to obtain is to make the renewed sunder more variable.
This is because a basic sunder charm (latent) is not an exciting drop. Sunder charms just feel like a requirement some builds need to meet to play the game; they're not cool. Meanwhile, rolling for a renewed sunder is an exciting moment with inherent randomness that is all upside: a perfect spot to put in a lot of variability that players will gladly accept.
Compare it to getting a torch or an anni: you are guaranteed the drop, but it's the roll that makes it exciting. Deflated as you may be when you get a crappy roll, you always feel the effort is at least somewhat worth it because any torch/anni is better than none: that is what you get when you roll a renewed sunder.
So, IMO, there should be a point in the Herald chain where the sunder is guaranteed and add more variability to renewed sunders if you need it.
You want them to make it more variable?!?human_being wrote: 2 hours ago[..]
I imagine that they want a perfect renewed sunder to be more rare than a perfect torch, but I think a better method than making the base item hard to obtain is to make the renewed sunder more variable.
[..]
Even ignoring the "keys vs. latent" drop rates (which heavily favor the keys/torch), given your example, a perfect sunder with your required stats is already about a hundred thousand times less likely than a perfect torch for your class of choice.
Name one person who ever managed to get 100k perfect torches for their class. Pretty sure even the "this is my job"-iest of streamers can't claim that.
Hell, even bot farms might have a hard time pulling that one off.
Agreed on the rest though. Latent sunders (or lack thereof) are effectively build-blockers and should hence be more common. Not only to enable builds (and by extension enjoyment) to begin with but also to invalidate this f'in LoD-abuse-cheese nonsense. Renewed can then be the harder to "get right" though the current variability is still insane even in that context.
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I'm ignoring the numbers because I don't know them and don't know their goals. I don't want them to make renewed sunders more or less variable, my point is that whatever variance you want in these charms should be heavily weighed towards the renewed charms, not the latent charms. And I feel that, right now, too much of it is on the latter.
So, assuming their goal is for a perfect renewed sunder to be exactly as rare as it is now, then they should make those more variable and make latents more accessible.
So, assuming their goal is for a perfect renewed sunder to be exactly as rare as it is now, then they should make those more variable and make latents more accessible.
Schnorki wrote: 1 hour agoYou want them to make it more variable?!?human_being wrote: 2 hours ago[..]
I imagine that they want a perfect renewed sunder to be more rare than a perfect torch, but I think a better method than making the base item hard to obtain is to make the renewed sunder more variable.
[..]
Even ignoring the "keys vs. latent" drop rates (which heavily favor the keys/torch), given your example, a perfect sunder with your required stats is already about a hundred thousand times less likely than a perfect torch for your class of choice.
Name one person who ever managed to get 100k perfect torches for their class. Pretty sure even the "this is my job"-iest of streamers can't claim that.
Hell, even bot farms might have a hard time pulling that one off.
Agreed on the rest though. Latent sunders (or lack thereof) are effectively build-blockers and should hence be more common. Not only to enable builds (and by extension enjoyment) to begin with but also to invalidate this f'in LoD-abuse-cheese nonsense. Renewed can then be the harder to "get right" though the current variability is still insane even in that context.
After more than an entire day doing heralds on off-line single player, I've defeated 7 heralds. Man, is it tiresome waiting for them to spawn and it is highly incovenient having to keep my PC between sessions. I mean, I cannot fully complain because i got a Cold Rupture from the 5th, but still... Not the first time I did terrorized almost the entire game.
The fact that on Single Player they only drop from Herald 4+ is nuts. Just give Heralds 1-3 a smaller chance or whatever.
Now for my idea:
One of the best things about Terror Zones is that they give you a reason to visit areas that you normally wouldn't (before TZs were introduced) for late game farming.
Having those Herald Hunts on specific areas would be something on those veins. Specially considering there worse and better zones to be terrorized and some builds tipically have preferred farming spots due to imminuties. Also, did some Heralds spawned in an area with a lot of immune monsters? Don't have your Sunder yet? Use a shard on another act.
Edit:
Also it gives Herald Hunting a linear progression. Leaves the RNG to the drops
The fact that on Single Player they only drop from Herald 4+ is nuts. Just give Heralds 1-3 a smaller chance or whatever.
Now for my idea:
- Whenever you use a Shard to Terrorize a Single act it already spawns 5 Heralds, one in each area from that act, and the game gives you a message telling in which areas they are. So it becomes a nice hunt for them.
- Or maybe when using a shard, it spawns 1 Herald, telling in which area he is. Then after killing him, it spawns another and again tell in which area he is. Then it goes on until you've spawned 1 Herald for each area on that act (which should give plenty)
- Heralds 1-3 drop sunders in SP, maybe with a smaller chance
One of the best things about Terror Zones is that they give you a reason to visit areas that you normally wouldn't (before TZs were introduced) for late game farming.
Having those Herald Hunts on specific areas would be something on those veins. Specially considering there worse and better zones to be terrorized and some builds tipically have preferred farming spots due to imminuties. Also, did some Heralds spawned in an area with a lot of immune monsters? Don't have your Sunder yet? Use a shard on another act.
Edit:
Also it gives Herald Hunting a linear progression. Leaves the RNG to the drops
Fair. Fully agreed then.human_being wrote: 1 hour agoI'm ignoring the numbers because I don't know them and don't know their goals. I don't want them to make renewed sunders more or less variable, my point is that whatever variance you want in these charms should be heavily weighed towards the renewed charms, not the latent charms. And I feel that, right now, too much of it is on the latter.
So, assuming their goal is for a perfect renewed sunder to be exactly as rare as it is now, then they should make those more variable and make latents more accessible.
Schnorki wrote: 1 hour agoYou want them to make it more variable?!?human_being wrote: 2 hours ago[..]
I imagine that they want a perfect renewed sunder to be more rare than a perfect torch, but I think a better method than making the base item hard to obtain is to make the renewed sunder more variable.
[..]
Even ignoring the "keys vs. latent" drop rates (which heavily favor the keys/torch), given your example, a perfect sunder with your required stats is already about a hundred thousand times less likely than a perfect torch for your class of choice.
Name one person who ever managed to get 100k perfect torches for their class. Pretty sure even the "this is my job"-iest of streamers can't claim that.
Hell, even bot farms might have a hard time pulling that one off.
Agreed on the rest though. Latent sunders (or lack thereof) are effectively build-blockers and should hence be more common. Not only to enable builds (and by extension enjoyment) to begin with but also to invalidate this f'in LoD-abuse-cheese nonsense. Renewed can then be the harder to "get right" though the current variability is still insane even in that context.
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