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Diablo 2 Resurrected Act 6

Diablo II: Resurrected

Diablo 2: Resurrected Patch 2.4 Balance PTR | Has Ended

Diablo II: Resurrected Patch 2.4 Balance PTR | Has Ended

Update on ii/9: PTR has ended. Thank you for your feedback and testing.

Update on two/iii: General residuum changes, class-specific changes, and problems fixes take been updated for the PTR. Please refer to the table of contents to assist in navigating through updates.

Update on one/26: Content in blood-red represents changes recently made within PTR 2.4. Newly added Bug Fixes can exist found hither.


Heroes of Sanctuary, Happy New year! At the cease of concluding year, we gave you a glimpse of exciting new residual changes coming to Diablo II: Resurrected. Nosotros're pleased to announce the upcoming gameplay additions to the PTR (PC-only) which volition be implemented starting Tuesday, January 25, PST!

PLEASE NOTE: Character progression on the electric current PTR will exist wiped on Tuesday when we push button the Patch 2.4 Residuum build onto the test realm.

This will be our community's first opportunity to feel these changes and share their feedback from their playthroughs. From the very starting time, we've acknowledged that our collaboration with our community helps us craft a better game for all. We hope you participate in the PTR and keep to share your feedback. With your help, nosotros can continue the legacy of making Diablo II: Resurrected the ARPG we all cherish.

If you lot missed that Developer Update Stream, you may watch it beneath. Our Design Director, Robert Gallerani, and Senior Game Producer, Matthew Cederquist, joined community content creator, MrLlamaSC, to highlight our philosophies and improvements being made to our seven unique classes.


PTR Focus & Details

We're ecstatic to make balance changes that will improve the viability of each class while retaining the form fantasy of our favorite heroes. It has been more than 11 years since we've made changes like this to the game! So, when we started making balance adjustments, nosotros wanted to focus on expanding more skill build variety and adding more viable possibilities with playing each class. The game is congenital around completing the Acts on each difficulty and we wanted our players to exist empowered to play their heroes in the ways they preferred. A key opportunity we saw was improving the effectiveness of lesser-used skills.

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 judge reception and feedback on these changes earlier we brand them terminal for Live. We encourage our PTR participants to explore and play the following new content:

  • New Form Residual Changes: To ensure that the near pregnant class changes receive an ample amount of attention, we'd love feedback on changes affecting our seven unique classes.
  • New Rune Words: Nosotros encourage you to feel the new Rune Words that tin be created and inserted into correlating socketed gear. Delight share your feedback on these new items.
  • New Horadric Cube Recipes: New Horadric Cube Recipes have been implemented to complement Set items, we encourage you to craft these and share your feedback; peculiarly in tandem with new improvements being made to Set items that are by and large underused by players.
  • And much more: Mercenary changes, Set Item Bonus Changes, New Level Surface area changes, Particular Tooltip changes, and other changes to gameplay have been implemented for testing in this PTR. Your impressions and insights on how these changes bear on your experience would exist very appreciated.

Please leave your feedback in the PTR Feedback forum. If you find any bugs, please report them in the PTR Bug Written report forum. So, without further ado, let'southward swoop into these new changes!

Please Note: Game content discussed in this web log is not final and subject to modify.


PATCH NOTES

Beneath you will find patch notes for the upcoming update for Diablo II: Resurrected, Patch ii.4 PTR. Ranked Ladder Play will not be included in the PTR, every bit the primary focus of this examination will exist trialing the new remainder changes, new Rune Words, new Horadric Cube Recipes, Set Detail Bonus changes, and other gameplay improvements (I.e., Casting Delays).

Programmer Comments: We are re-evaluating Casting Delays by individualizing each of their cooldowns. This means that using a skill with a Casting Delay will no longer add the cooldown to all other skills that take Casting Delays. This will permit players to utilise more than varieties of skills and promote more gameplay.

TABLE OF CONTENTS

  1. Class CHANGES (Updated)
  2. MERCENARIES
  3. RUNE WORDS
  4. NEW HORADRIC CUBE RECIPES
  5. Set ITEM BONUS CHANGES
  6. LEVEL AREA CHANGES
  7. Full general GAMEPLAY CHANGES (Updated)
  8. ITEM TOOLTIP CHANGES
  9. Bug FIXES (Updated)
  10. HOW TO PARTICIPATE & PTR Character Re-create

CLASS CHANGES

Javelin And Spear Skills

Impale

  • This skill is now an uninterruptible attack
  • Attack Rating modification has been removed. At present this skill will always striking the target
  • This skill now slows the target past a percentage for a duration

Fend

  • Attack Speed increased by 100% (Reduced the rollback frames value between each assail)

Power Strike

  • Removed synergy from Lightning Fury skill
  • Lightning Bolt synergy increased from +10% to +14%
  • Charged Strike synergy increased from +ten% to +14%
  • Lightning Strike synergy increased from +ten% to +14%

Charged Strike

  • Removed synergy from Lightning Fury skill
  • Power Strike synergy increased from +ten% to +14%
  • Lightning Bolt synergy increased from +ten% to +14%
  • Lightning Strike synergy increased from +x% to +14%

Lightning Strike

  • Removed synergy from Lightning Fury
  • Power Strike synergy increased from +viii% to +11%
  • Lightning Bolt synergy increased from +8% to +11%
  • Charged Strike synergy increased from +eight% to +xi%

Poison Javelin

  • This skill'due south damage scaling at high levels has been slightly adapted
  • Casting Filibuster will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Plague Javelin

  • Poison duration is now fixed at 3 seconds
  • Poisonous substance Javelin synergy increased from +x% to +14%
  • Casting Delay reduced from 4 seconds to one second
  • Casting Filibuster will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Developer Comments: Nosotros wanted to give more advantages for using Amazon melee skills, so nosotros are freeing up skill synergy reliance on "Lightning Fury", which will make the lightning melee skills a cheaper skill bespeak culling to build around. As well, nosotros are improving the power of the lesser-used melee skills such every bit "Impale" and "Fend." Lastly, "Plague Javelin" has received improvements with Casting Filibuster, harm synergy, and duration scaling, to further diversify its usage compared to "Poison Javelin."


Passive And Magic Skills

Inner Sight

  • This skill'southward radius has increased past 35%

Tedious Missiles

  • Missile slow now scales instead of staying at a apartment base of 33%
  • This skill's radius has increased by 35%
  • This skill will now reduce enemy missile damage based on skill level

Valkyrie

  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that take Casting Delays
  • Tooltip updated to now display Casting Delay

Dodge

  • The animation can now exist interrupted and will no longer lock out the Amazon from performing other actions

Avert

  • The animation can now be interrupted and volition no longer lock out the Amazon from performing other actions

Developer Comments: We wanted to add some quality-of-life changes to certain Passive and Magic Skills. We improved the radius for "Inner Sight" and "Dull Missiles", and we gave more reason to invest skill points for "Irksome Missiles." Also, we wanted to alleviate the disadvantage of the animation lockout from using the "Contrivance" and "Avert" skills so that players are more willing to spend points on these skills.


Bow And Crossbow Skills

Freezing Arrow

  • Mana Cost per level reduced from +0.5 to +0.25

Magic Arrow

  • Increased the amount of physical damage converted to magic damage for the base level and per level

Guided Arrow

  • Damage bonus per level increased from +5% to +7%

Strafe

  • Removed the 25% weapon harm reduction from this skill
  • Now besides gives increased Assail Rating with +30% baseline and +9% per level

Fire Pointer

  • Mana Cost no longer increases per level

Exploding Arrow

  • Harm scaling increased by about 50% for college skill levels
  • Fire Arrow synergy increased from +12% to +14%
  • Mana Cost per level reduced from +0.5 to +0.25

Immolation Pointer

  • Boilerplate Fire Impairment per second scaling increased by almost 100%
  • Casting Delay volition no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Filibuster
  • Mana Cost per level reduced from +0.five to +0.25

Programmer Comments: Burn bow skills are receiving damage scaling improvements at college levels so that they consistently fulfill their fire elemental damage type roles for their level tier. Likewise, mana costs were reduced for the elemental arrow skills to give them more than general usage. "Strafe" will no longer have weapon impairment reduction and will also provide Assault Rating and then that it can have distinctive advantages over the other concrete bow skills.

Martial Arts

Fist of Burn

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Claws of Thunder

  • Attack Rating bonus increased from +15% to +25% baseline, and from +seven% to +x% per level

Blades of Water ice

  • Attack Rating bonus increased from +15% to +25% baseline, and from +vii% to +ten% per level

Tiger Strike

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Cobra Strike

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +x% per level

Phoenix Strike

  • Attack Rating bonus increased from +xv% to +25% baseline, and from +7% to +x% per level

Dragon Talon

  • At present consumes only 1 of each Martial Arts accuse when cast
  • At present always hits the target just if the Assassin has any Martial Arts charges

Dragon Claw

  • Now consumes only one of each Martial Arts charge when cast
  • At present e'er hits the target simply if the Assassin has whatever Martial Arts charges
  • Damage bonus per level increased from 5% to fifteen%

Dragon Tail

  • Now consumes merely 1 of each Martial Arts charge when bandage
  • Now always hits the target just if the Assassin has whatever Martial Arts charges
  • Impairment bonus per level increased from 10% to xx%

Dragon Flight

  • Now consumes only 1 of each Martial Arts charge when cast
  • Now guarantee hits the target but if the Assassin has whatever Martial Arts charges
  • Casting Delay removed
  • Damage bonus per level increased from 25% to 35%

Developer Comments: Martial Arts skills are receiving a significant alter with having Finishing Moves (including the Attack skill) only eat one of each charge at a fourth dimension instead of all 3 at one time. We experience similar this will allow Martial Arts to perform smoother during combat past improve maintaining current charges instead of having to re-acquire charges too often. In addition to this, we are increasing Assail Rating for Accuse-up skills to compliment the smoothness of gaining and spending charges Lastly, we wanted to improve damage payoff for the bottom used Finishing Movement skills.


Shadow Disciplines

Fade

  • Tooltip updated to at present show the physical harm resist reduction

Venom

  • Buff Duration scaling per level changed from 4 seconds to 12 seconds (matching Burst of Speed and Fade)

Shadow Warrior

  • Casting Filibuster reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that take Casting Delays
  • Tooltip updated to now display Casting Filibuster

Shadow Master

  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Filibuster

Programmer Comments: Nosotros felt that Shadow Disciplines are by and large widely used and effective, but we wanted to add some quality-of-life changes, and so nosotros added tooltip clarity, buff duration consistency improvements, and casting filibuster changes.


Traps

Shock Web

  • Removed synergy from Death Lookout man skill
  • Charged Commodities Sentry synergy increased from +xi% to +17%
  • Lightning Sentry synergy increased from +xi% to +17%
  • Casting Delay volition no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now brandish Casting Delay

Charged Commodities Spotter

  • Removed synergy from Death Watch skill
  • Fire Boom synergy increased from +6% to +9%
  • Lightning Sentry synergy increased from +6% to +9%

Lightning Lookout man

  • Removed synergy from Death Sentry skill
  • Shock Spider web synergy increased from +12% to +xviii%
  • Charged Bolt Sentry synergy increased from +12% to +18%

Burn down Nail

  • Removed synergy from Decease Picket skill
  • Daze Web synergy increased from +nine% to +11%
  • Charged Bolt Sentry synergy increased from +9% to +11%
  • Wake of Fire synergy increased from +9% to +eleven%
  • Lightning Sentry synergy increased from +ix% to +11%
  • Wake of Inferno Sentry synergy increased from +9% to +eleven%

Wake of Fire

  • Fire Boom synergy increased from +eight% to +x%
  • Wake of Inferno synergy increased from +8% to +10%

Wake of Inferno

  • Removed synergy from Death Watch
  • Burn Blast synergy increased from +ten% to +xviii%
  • Wake of Fire synergy increased from +7% to +18%

Blade Sentinel

  • Casting Delay reduced from two seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Missile speed increased by xx%
  • Weapon Impairment increased from 37% to 75%
  • Blade Fury synergy added: +ten% Damage per level
  • Blade Shield synergy added: +10% Damage per level

Blade Fury

  • Bract Lookout man synergy added: +10% Damage per level
  • Blade Shield synergy added: +10% Damage per level

Bract Shield

  • Duration baseline value increased from 20 seconds to 120 seconds (matching Outburst of Speed and Fade)
  • Duration scaling per level increased from 5 seconds to 12 seconds (matching Burst of Speed and Fade)
  • Weapon Damage increased from 25% to 75%
  • Blade Sentinel synergy added: +x% Damage per level
  • Blade Fury synergy added: +10% Impairment per level
  • Tooltip updated to now display Radius

Developer Comments: With Trap skills, at that place are multiple underused skills that can be more effective or accept improved synergy distribution. For Lightning and Fire Traps, we are freeing up synergy reliance on "Death Sentinel" to give more build possibilities elsewhere. Also, Fire traps are receiving harm synergy improvements to make them more effective at higher difficulties. Lastly, the Bract skills are receiving multiple improvements to brand them more viable to dedicate builds around these skills.

Warcries

General

  • Tooltip updated to now brandish Radius

Howl

  • Tooltip updated to at present brandish Radius

Battle Weep

  • Tooltip updated to at present display Radius

War Cry

  • Damage increased by almost 30%
  • Tooltip updated to now display Radius
  • State of war Weep's mana toll now increases by simply 0.75 per level instead of i

Developer Comments: We've seen your feedback that the mana cost for War Cry is as well high compared to how it performs. We want to effort out a modification to its mana cost and see how that affects its cost-effectiveness.

Shout

  • Duration baseline increased from 20 seconds to thirty seconds (matching Battle Orders)
  • Tooltip updated to at present brandish Radius

Battle Orders

  • Tooltip updated to at present display Radius

Battle Command

  • Duration baseline increased from five seconds to 30 seconds (matching Boxing Orders)
  • Tooltip updated to now display Radius

Grim Ward

  • Radius baseline value increased
  • Now as well Slows and increases Damage Taken for nearby enemies.
  • Find Potion synergy added: +5% Damage Taken per level

Developer Comments: We are adding more tooltip descriptions to Warcries for clarification on hidden skill mechanics. "Shout" and "Battle Command" durations were updated to be consequent with each other for quality-of-life purposes. For "State of war Cry," nosotros want to make it more constructive and rewarding to use at college difficulties. Lastly, with "Grim Ward", nosotros are adding a new functionality and synergy to give more reason to use the skill, which also gives more reason to spend skill points on "Notice Potion."


Combat Masteries

Throwing Mastery

  • Added take a chance to pierce

Developer Comments: We added pierce risk to "Throwing Mastery" so that the Barbaric can amend handle groups of enemies with Throwing skills.


Combat Skills

Leap

  • Baseline minimum distance increased
  • Speed of the leap move increased by 75%
  • Tooltip updated to now display Knockback Radius

Leap Assail

  • Speed of the leap motion increased by 75%
  • Damage baseline increased from 100% to 200%
  • Attack Rating baseline increased from 50% to 100%
  • Attack Rating per level increased from 15% to 20%
  • Jump synergy increased from +x% to +15% Harm per level

Berserk

  • Shout synergy replaced with Battle Orders

Double Throw

  • Added harm bonus with 16% baseline and 8% damage increment per level

Frenzy

  • Increased Stamina synergy added: +0.4 Seconds per Level

Developer Comments: We want to make the Leap skills move a lot faster and so that they are less awkward to use. "Leap Attack" is receiving better level scaling to make it a more reliable damage skill to build around. For "Berserk", the existing "Shout" synergy is changing to "Battle Orders," considering the Defense force loss from the skill contradicts the usage of "Shout," and this volition better connect with other skill synergy build possibilities. "Double Throw" will now have a baseline impairment increment so that information technology will not purely rely on synergies for damage. Lastly, "Frenzy" is receiving a new synergy from the lesser-used "Increased Stamina" skill to give more reasons to invest skill points in that location and add together new build multifariousness.

Elemental Skills

Firestorm

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Molten Bedrock

  • Missile speed increased by 100%. Missile range decreased by fifty% (The overall travel length remains the same)
  • Casting Filibuster reduced from 2 seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that accept Casting Delays
  • Tooltip updated to at present display Casting Delay
  • Volcano synergy increased from 10% to 12%

Crack

  • Casting Delay volition no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Volcano

  • Molten Boulder synergy increased from 12% to sixteen%
  • Tooltip updated to at present show Volcano duration
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now brandish Casting Delay

Armageddon

  • Casting Delay has been removed for this skill
  • Physical Harm significantly increased
  • Tooltip updated to now display Concrete Damage
  • Volcano synergy changed to increase Physical Damage instead of Fire Harm, and increased from xiv% to 18%

Arctic Blast

  • Removed synergy from Hurricane
  • Base impairment and level scaling increased by ~100% (besides to compensate for the incorrect damage calculation in the past)
  • Controls are updated so that the skill now casts in free course and no longer locks onto ane target at a time

Whirlwind Armor

  • Can now be cast while in Werewolf or Werebear form

Twister

  • Damage scaling increased by 50%
  • Arctic Blast synergy added: +20% Stun Duration per level

Hurricane

  • Casting Delay removed
  • Can now be cast while in Werewolf or Werebear form

Programmer Comments: With the Casting Delay changes, Druid Burn down skills are generally going to exist more widely used. In addition, we are increasing the physical damage scaling for Fire skills to exist a reliable alternative harm source. We felt that "Arctic Blast" is generally defective ability, and so we are increasing the damage scaling, reducing the synergy requirements to free up skill points, and improving the general player controls to permit for smoother freeform targeting. In improver, we wanted to complement the "Arctic Nail" changes with improvements to "Twister" to add more build possibilities. Lastly, nosotros are assuasive Shapeshift forms to cast each of the elemental vitrify skills to avoid the electric current hassle of having to change forms to continuously maintain these active buffs.


Shape Shifting Skills

General

  • The previous logic for shapeshifting attack speed has been restored. The new logic remains in identify, and whichever resulting calculation is faster is the one that will be used in an assail.

Developer Comments: It was not our intent to nerf Werebear and Werewolf as a result of our changes to assault speed. Our end goal is to permit the player to fully realize the fantasy of a fast Werewolf or a slower but hard-hitting Werebear. We are evaluating what the all-time solution for this is, but in the meantime, our hope is by utilizing both systems and always choosing the fastest speed adding, we get the best of both worlds where information technology is a buff in some situations and a status-quo in others

Werewolf

  • Tooltip updated to now display Casting Filibuster
  • Changed how attack speed is determined while transformed equally a Werewolf. Attack speeds while transformed should match attack speeds while untransformed (enhanced by the Werewolf's increased assail speed).

Rabies

  • Assail Rating bonus increased from +7% to +10% per level
  • Poison Creeper synergy increased from 18% to xx%

Fury

  • Attack Rating bonus increased from +seven% to +x% per level

Werebear

  • Tooltip updated to now brandish Casting Filibuster
  • Inverse how attack speed is adamant while transformed every bit a Werebear. Attack speeds while transformed should match attack speeds while untransformed.

Maul

  • Impairment bonus per level increased from 20% to xxx%
  • Assault Rating bonus increased from +xx% to +twoscore% baseline, and +10% to +15% per level
  • Tooltip Stun value will now properly cap at 10 seconds, which follows the core game's Stun elapsing cap

Shock Moving ridge

  • Maul synergy increased from 5% to x%

Fire Claws

  • Harm increased by 75%
  • Removed synergy from Cleft
  • Removed synergy from Volcano

Programmer Comments: Werewolf skills are receiving Attack Rating improvements to help melee gameplay. For "Burn Claws," nosotros wanted to reduce the heavy skill point synergy costs to open more build possibilities. Werebear skills are receiving damage improvements to make them more than feasible for higher difficulties.


Summoning Skills

Oak Sage

  • Min Life and Max Life values are averaged to always be the same, authentic to the tooltip
  • Physical Harm Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

Middle of the Wolverine

  • Min Life and Max Life values are averaged to always exist the same, accurate to the tooltip
  • Concrete Damage Resist in Normal Difficulty increased from 0% to 25%
  • Physical Harm Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

Spirit of Barbs

  • Min Life and Max Life values are averaged to ever be the same, accurate to the tooltip
  • Aureola no longer returns a percentage of impairment when striking. Now the aura volition deal a apartment amount of damage when the aura-effected targets are attacked.
  • Physical Harm Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

Raven

  • Number of hits per Raven reduced from 12 to 5, and no longer increases per level (*Restored to original value)
  • Reduced the harm gain for skill ranges ii-viii, 9-16, and 17-22

Programmer Comments: We hope that by restoring the original Raven hit functionality and reducing the damage scaling at early levels, nosotros promise to correct any damage reductions caused past our original residual changes while also ensuring that Raven isn't doing as well much impairment at early levels.

  • Assault Rating bonus per level increased from fifteen% to thirty% (now also displays in the tooltip)
  • Modified the AI so that the Ravens set on more oftentimes
  • Impairment level scaling significantly increased
  • Summon Spirit Wolf synergy added: +12% Damage per level
  • Summon Dire Wolf synergy added: +12% Impairment per level
  • Summon Grizzly synergy added: +12% Impairment per level

Summon Spirit Wolf

  • Min Life and Max Life values are averaged to always exist the same, accurate to the tooltip
  • Attacks now deal cold impairment and chill for a duration (Provides utility with chilling and acts equally an alternative damage blazon compared to Dire Wolves)
  • Impairment level scaling increased by 10%
  • Base Life increased by about fourscore%
  • Life at present increases by x% per level
  • Updated the tooltip to brandish each synergy bonus value

Summon Dire Wolf

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Damage level scaling increased past 30%
  • Base Life increased by about 90%
  • Life synergy reduced from 25% to xv% (This is because the base of operations life was increased, and Spirit Wolf and Grizzly at present gain Life per level)
  • Updated the tooltip to display each synergy bonus value

Summon Grizzly

  • Min Life and Max Life values are averaged to always exist the same, accurate to the tooltip
  • Base Life increased by ~xv%
  • Life at present increases past 10% per level
  • Updated the tooltip to display each synergy bonus value

Poison Creeper

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Poison damage level scaling significantly increased
  • Life scaling increased by 100%
  • Rabies synergy added: +x% Poison Damage per level

Carrion Vine

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Life recovery has been reworked to be +1% Healing per level, instead of using a diminishing calculation ranging from 3%-12%

Solar Creeper

  • Min Life and Max Life values are averaged to ever be the same, accurate to the tooltip
  • Mana recovery has been reworked to be +3% Mana baseline with +1% Mana per level, instead of using a diminishing calculation ranging from 1%-eight%

Programmer Comments: At that place are plenty of Druid summons that could exist improved to better build around. In general, all summons will no longer accept hidden randomized health values so that the tooltip is more accurate and and then summons perform more consistently. Ravens are getting significant changes to assist them role as a spell-like skill for summoning Druids to use, and this includes impairment scaling buffs and new synergies from other summons to fuel their damage. Wolves are getting improvements to give them more of an identity as harm-dealing summons. The spirit summons are receiving a physical harm resist alter across each difficulty to make them survive more consistently. "Spirit of Barbs" is receiving changes to Thorns to make it a more reliable source of impairment. Lastly, each of the creeper summons are receiving improvements to give more reason to invest skill points and to accept them perform better at higher levels.

Summoning Skills

Raise Skeletal Mage

  • Percent HP per level increased from 7% to 10%
  • Poison total damage scaling increased by virtually 750%. Poison duration no longer scales and at present lasts iv seconds
  • Cold damage scaling increased past nigh 50%
  • Lightning damage scaling increased by about 5%
  • The tooltip will now properly display the Life scaling per level

Blood Golem

  • Now gains Max Life per level
  • Damage scaling per level has been increased

Iron Golem

  • Thorns no longer render a percentage of harm when hit. At present thorns will deal a flat amount of harm when the aureola-effected targets are attacked.

Burn Golem

  • Holy Fire level bonus per level increased from ane to 2

Developer Comments: We saw a skillful opportunity to improve bottom-used summons for the Necromancer. Skeletal Mages have received significant harm scaling improvements so that their elemental impairment values are more consistent. This ways that Cold damage is more than constructive but still slightly weaker than Burn down damage because of its chill utility, and Poison damage is much more than reliable with a fixed duration and amend damage scaling. "Blood Golem" and "Fire Golem" are receiving harm improvements to make them more than competitive with the other Golems. For "Atomic number 26 Golem," we are changing the "Thorns" aura to deal more than reliable harm to improve its source of effectiveness (See Paladin changes below for more details).


Poisonous substance And Bone Skills

Bone Armor

  • Damage Absorbed per level increased from 10 to 15

Bone Spear

  • Teeth synergy increased from 7% to 8%
  • Bone Wall synergy increased from 7% to 8%
  • Bone Spear synergy increased from 7% to 8%
  • Bone Prison house synergy increased from vii% to 8%

Os Spirit

  • Teeth synergy increased from six% to 8%
  • Bone Wall synergy increased from vi% to 8%
  • Bone Spear synergy increased from half dozen% to 8%
  • Bone Prison synergy increased from 6% to 8%

Developer Comments: Os skills are generally well performing but we saw an opportunity to improve synergy bonuses to meliorate scale in the late game and to make their heavy skill indicate investment more valuable. Additionally, "Bone Armor" is receiving better damage absorb scaling to make it more than rewarding to spend points on the skill itself instead of relying besides heavily on its synergies.


Curses

Weaken

  • Damage reduction now scales based on level, from only 33%, to now 33% and +i% per level

Decrepify

  • Tooltip updated to at present show the status changes

Developer Comments: For the "Weaken" skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity.

Defensive Auras

Resist Fire

  • Tooltip now displays max resist bonus

Resist Cold

  • Tooltip now displays max resist bonus

Resist Lightning

  • Tooltip now displays max resist bonus

Programmer Comments: We added more than data to tooltips to describe hidden functionality for sure Defensive Auras.


Offensive Auras

Blessed Aim

  • Tooltip now displays passive Attack Rating bonus

Holy Burn down

  • Area damage now scales based on the distance of the enemy to the caster. It volition now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.
  • Harm level scaling increased to 90% seventy%
  • Resist Burn down synergy increased from 18% to 24% (*Restored to original value)
  • Salvation synergy increased from half-dozen% to 10%

Holy Freeze

  • Area damage now scales based on the altitude of the enemy to the caster. It volition now deal a range from 100% impairment to 200% based on the furthest distance to the closest distance to the pulley.

Holy Shock

  • Surface area damage now scales based on the altitude of the enemy to the pulley. It will now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the caster.

Thorns

  • Aura no longer returns a per centum of damage when hit. Now the aura volition bargain a flat amount of damage when the aura-effected targets are attacked.

Sanctuary

  • Expanse impairment now scales based on the distance of the enemy to the caster. It volition now deal a range from 100% damage to 200% based on the furthest distance to the closest distance to the pulley.

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

Developer Comments: Nosotros wanted to add more potential to the AoE (Area of Issue) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on altitude to the caster, each AoE damage aura will take increased effectiveness while withal maintaining the same cadency of visual VFX on the screen. Likewise, nosotros saw that "Holy Fire" should scale meliorate at college skill levels to be consistent with full general Fire Harm power compared to the other elements. For "Thorns", we want to amend the gameplay effectually getting hitting to deal damage, so we are making the skill deal apartment damage based on attack attempts rather than returning damage afterward getting hit. This will permit Thorns to take a more consequent gainsay performance instead of unpredictable and riskier results.


Combat Skills

Cede

  • Impairment to self at present reduces per level, from 8% to viii%-1%

Conversion

  • Maximum conversion gamble increased from 50% to 90%

Smite

  • Tooltip now shows that the skill ever hits

Holy Bolt

  • Removed synergy Blest Hammer
  • Damage increased by l%
  • Now pierces targets (Undead and Allies)
  • Prayer synergy increased from 15% to 20%

Fist of the Heavens

  • Casting Delay reduced from 1 2nd to 0.4 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to at present display Casting Delay
  • Holy Bolts now pierce targets (Undead and Allies)
  • No longer forces y'all to attack when out of mana
  • Improved targeting functionality for auto acquiring enemies

Developer Comments: Nosotros wanted to ameliorate the lesser-used Gainsay skills to requite more viable build options. "Holy Commodities" volition now pierce to increase its combat apply cases and volition accept less skill signal synergy investment to open more possibilities to spend skill points elsewhere. "Fist of the Heavens" is likewise getting the same "Holy Commodities" pierce changes and will now have less Casting Delay and improved controls to assistance brand information technology a more effective Level 30 skill to use.

Cold Skills

Frost Nova

  • Impairment level scaling increased past almost 25%

Blizzard

  • Casting Filibuster volition no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Frozen Orb

  • Casting Filibuster volition no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Frozen Armor

  • Base duration increased from 120 seconds to 144 seconds

Shiver Armor

  • Impairment level scaling increased by almost 25%
  • Base of operations duration increased from 120 seconds to 144 seconds

Chilling Armor

  • Damage level scaling increased past about 200%
  • Duration bonus per level increased from 6 seconds to 12 seconds
  • Chill length bonus per level for level xvi+ increased from 1 second to 2 seconds (matching Shiver Armor)
  • Defense baseline increased from 45% to 60%
  • Defence bonus per level increased from 5% to 7%
  • Frozen Armor harm synergy increased from vii% to 9%
  • Chilling Armor damage synergy increased from vii% to nine%

Developer Comments: With the cold armor skills, we want to further diversify them past ensuring that each has distinctive advantages. After these changes, "Chilling Armor" will accept the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, "Frost Nova" is receiving damage scaling improvements to give information technology more ability where information technology was lacking in the afterwards game.


Lightning Skills

Nova

  • Static Field synergy added: +5% Lightning Damage per level

Thunder Storm

  • Static Field synergy added: +7% Lightning Damage per level
  • Duration baseline increased from 32 seconds to 144 seconds
  • Elapsing bonus per level increased from eight seconds to 24 seconds
  • Tooltip updated to now display Radius

Free energy Shield

  • Tooltip updated to display more than data about the Mana consumed and the Telekinesis synergy

Programmer Comments: We saw an opportunity to add new synergies for lesser used Lightning skills to increment their damage potential and create new skill build possibilities.


Fire Skills

Inferno

  • Base damage and level scaling increased by near 75% (also to compensate for the wrong damage calculation in the past)
  • Warmth synergy increased from 13% to xvi%
  • Controls are updated so that the skill now casts in free class and no longer locks onto one target at a time
  • Mana Toll baseline reduced from 7 Mana per second to 4 Mana per second
  • Range baseline increased by 75%

Bonfire

  • Damage scaling increased by most threescore%
  • Warmth synergy increased from four% to 6%
  • Removed synergy from Burn down Wall
  • Now also increases Run/Walk Speed past 2% per level
  • Tooltip now also displays Bonfire duration

Fire Wall

  • Casting Delay will no longer share its cooldown with other skills that take Casting Delays
  • Tooltip updated to at present display Casting Filibuster

Falling star

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now brandish Casting Delay

Hydra

  • Y'all can now spawn multiple hydras on controller when holding the button down
  • Casting delay removed
  • Limited max number of Hydra groups to 6
  • Fire Commodities synergy increased from +three% to +5% (*Restored to original value)
  • Fire Brawl synergy increased from +3% to +5% (*Restored to original value)

Developer Comments: We wanted to amend the bottom used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with costless form casting, like Chill Smash, and better harm scaling. Bonfire is an oftentimes-ignored skill and then we wanted to free upwardly synergy requirements and provide more utility and power with harm increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to amend the gameplay of summoning Hydras to make information technology easier to use to skill in combat situations. The removal of Casting Filibuster and the new limitation on max Hydras volition friction match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount.

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MERCENARIES

Hiring a Mercenary in Expansion mode will now always offering mercenaries that match your grapheme's Level, instead of having a randomized Level difference from your character's Level.

Human action 1 - Rogue Archer

  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.

Common cold Arrow

  • Added Freezing Pointer

Fire Arrow

  • Added Explosion Arrow

Programmer Comments: The Rogue Archer is getting new flavored ranged skills that will calibration as she levels up. These new skills should meliorate her AoE (Area of Upshot) damage effectiveness and thus make her a more than effective ranged damage dealer.

Act 2 - Desert Mercenary

  • Updated each stat/skill gains in each difficulty to friction match so that in that location is no disadvantage of leveling upwardly a Hell difficulty mercenary versus a Normal difficulty mercenary.
  • Nightmare and Hell difficulty now have all half dozen different aura types available from the Hire carte, instead of separating them out by iii per difficulty. Normal is unchanged.

Thorns (Combat - Nightmare)

  • Thorns aureola level scaling increased and will now proceed scaling upwards beyond the highest-level threshold up to max level.

Developer Comments: The Desert Mercenary is already popular, simply we saw an opportunity to add some quality-of-life improvements by allowing players to hire all half dozen different Aura types in Nightmare and Hell difficulty, rather than having to switch between modes. With the general improvements to "Thorns," we wanted to improve the level scaling to make this aura mercenary type more meaningful.

Act 3 - Fe Wolf

  • Updated each stat/skill gains in each difficulty to friction match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
  • Life baseline and scaling increased by about 25% (At present has Life similar to the Rogue Archer)
  • Defense baseline and scaling increased by about twoscore% (Now has defense closer to the Rogue Archer)
  • Resistances baseline and scaling increased by almost 20% (Now has the highest resistances baseline compared to other mercenaries)

Common cold

  • Now casts Glacial Fasten more often
  • Glacial Fasten level scaling increased
  • Frozen Armor level scaling increased

Fire

  • Removed Inferno
  • Added Burn Bolt
  • Increased chance of the Atomic number 26 Wolf casting Fire Brawl
  • Added Enchant - Now the Iron Wolf volition cast Enchant on himself, the actor, and nearby allies

Lightning

  • Added Static Field
  • Charged Bolt level scaling increased
  • Increased chance of the Iron Wolf casting Lightning

Developer Comments: The Atomic number 26 Wolves are swell elemental sorcerers, only nosotros saw they have been underperforming in higher difficulties. Nosotros improved their core stats so that they are more in line with other mercenaries while also having a distinct advantage with having the nearly resistance values. For skills, nosotros wanted to embrace their elemental fantasies, and then we decided to give new flavorful utility skills, to further incentivize reasons to want to utilise these mercenary types.

Deed v - Barbarian Warrior

  • Updated each stat/skill gains in each difficulty to match and then that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary.
  • Life baseline scaling increased (At present has the almost life compared to other mercenaries)
  • Defense baseline and scaling increased and the scaling at higher levels was reduced (Now has the highest defense baseline compared to other mercenaries)
  • Bash level scaling increased and volition no longer exist capped at level 80
  • Stun level scaling increased and will no longer be capped at level 80
  • Added Battle Cry

Developer Comments: Nosotros want to give the Barbarian Warrior more than identity while all the same maintaining his Barbaric fantasy. And then, we decided to give him the "Battle Cry" skill as a new way for him to debuff enemies, which should show to be a useful utility for players. In addition, nosotros wanted to increase his Life and Defense force scaling to ensure that he is the tougher mercenary type.

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RUNE WORDS

Insight

  • Now tin also exist used with Bows and Crossbows

Developer Comments: Insight is a popular Rune Word, and we experience that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.

New Rune Discussion
Allowed Items
Rune Order
Completed Stats

Plague

Sword

Cham + Shael + Um

  1. 20% Chance to cast level 12 Lower Resist when struck
  2. 25% Adventure to cast level 15 Toxicant Nova on hitting
  3. Level 13-17 Cleansing Aura When Equipped (varies)
  4. +one-2 All Skills
  5. +20% Increased Attack Speed
  6. +220-320% Enhanced Impairment (varies)
  7. -23% To Enemy Poison Resistance
  8. 0.iii% (0-29.7) Mortiferous Strike (Based on Character Level)
  9. +25% Adventure of Open Wounds
  10. Freezes Target +3

Pattern

Claw

Tal + Ort + Thul

  1. +30% Faster Cake Rate
  2. +40-80% Enhanced Harm (varies)
  3. 10% Bonus to Attack Rating
  4. Adds 17-62 Fire Damage
  5. Adds one-50 Lightning Damage
  6. Adds 3-14 Cold Impairment
  7. +75 Poison Damage Over 5 Seconds
  8. +half dozen to Strength
  9. +six to Dexterity
  10. All Resistances +15

Unbending Will

Sword

Fal + Io + Ith + Eld + El + Hel

  1. 18% Gamble to cast Level 18 Taunt on striking
  2. +3 To Combat Skills (Barbarian Merely)
  3. +20-thirty% Increased Attack Speed (varies)
  4. +300-350% Enhanced Harm (varies)
  5. +9 To Maximum Impairment
  6. +50 To Set on Rating
  7. +75% Damage to Undead
  8. +50 Assail Rating Against Undead
  9. 8-10% Life Stolen Per Hit (varies)
  10. Prevent Monster Heal
  11. +10 To Force
  12. +x To Vitality
  13. Harm Reduced By 8
  14. +1 Light Radius
  15. Requirements -20%

Wisdom

Helm

Pul + Ith + Eld

  1. +33% Piercing Attack
  2. +15-25% Bonus to Set on Rating (varies)
  3. iv-8% Mana Stolen Per Hit (varies)
  4. +30% Enhanced Defense
  5. +ten Energy
  6. 15% Slower Stamina Drain
  7. Cannot Exist Frozen
  8. +5 Mana Later Each Kill
  9. fifteen% Damage Taken Goes to Mana

Obsession

Staff

Zod + Ist + Lem + Lum + Io + Nef

  1. Indestructible
  2. 24% Take chances to bandage level x Weaken when struck
  3. +4 To All Skills
  4. +65% Faster Cast Rate
  5. +lx% Faster Hit Recovery
  6. Knockback
  7. +10 To Vitality
  8. +10 To Energy
  9. Increase Maximum Life 15-25% (varies)
  10. Regenerate Mana xv-30% (varies)
  11. All Resistances +60-70 (varies)
  12. 75% Actress Gold from Monsters
  13. 30% Better Chance of Getting Magic Items

Flickering Flame

Helm

Nef + Pul + Vex

  1. Level iv-8 Resist Burn Aura When Equipped (varies)
  2. +three To Fire Skills
  3. -x-15% to Enemy Burn Resistance (varies)
  4. +thirty% Enhanced Defense force
  5. +30 Defense Vs. Missile
  6. +50-75 To Mana (varies)
  7. Half Freeze Elapsing
  8. +5% To Maximum Fire Resist
  9. Poison Length Reduced by 50%

Mist

Bow & Crossbow

Cham + Shael + Gul + Thul + Ith

  1. Level 8-12 Concentration Aureola When Equipped (varies)
  2. +3 To All Skills
  3. 20% Increased Attack Speed
  4. +100% Piercing Attack
  5. +325-375% Enhanced Damage (varies)
  6. +ix To Maximum Damage
  7. 20% Bonus to Attack Rating
  8. Adds 3-14 Cold Damage
  9. Freeze Target +3
  10. +24 Vitality
  11. All Resistances +40

Programmer Comments: For new Rune Words, we focused on complementing the skill and mercenary changes seen higher up, along with giving underused runes more usage. "Plague" and "Blueprint" Rune Words previously existed in data but were never enabled, and then we made some additional tweaks, and they are finally now bachelor to be used in game.

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NEW HORADRIC CUBE RECIPES

one Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Ready Weapon

Infrequent Version of Set Weapon

one Lum Rune + i Pul Rune + 1 Perfect Emerald + Exceptional Set Weapon

Aristocracy Version of Ready Weapon

i Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Set Armor

Exceptional Version of Set Armor

one Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Fix Armor

Elite Version of Set Armor

Developer Comments: Nosotros felt that players enjoy the electric current Horadric Cube recipes for upgrading Unique items, so we decided to offer the same adequacy for upgrading Set items. This can add more possibilities by using lower-level Ready items for more character builds.

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Set Detail BONUS CHANGES

Arcanna'due south Tricks

  • Increased +25 Mana to +50 Mana (2 Items)
  • Added Regenerate Mana 12% (iii Items)
  • Added +i to All Skills (Full Set)

Arctic Gear

  • Inverse 6-14 Common cold Harm to +2-198 to Maximum Cold Impairment (+2 Per Character Level) (Total Set)

Bul-Kathos' Children

  • Increased +20 Fire Damage to +200 Burn down Harm (Full Set)
  • Increased +25 Defense to +200 Defense (Full Set)
  • Added 10% Life Stolen Per Striking (Full Set up)
  • Added +twenty% Deadly Strike (Total Fix)

Cathan'due south Traps

  • Added Regenerate Mana 16% (2 Items)

Civerb'south Vestments

  • Increased Burn down Resist +15% to Fire Resist +25% (2 Items)
  • Added 25% Bonus to Attack Rating (Full Fix)
  • Added 4-396 Defence force (+four Per Character Level) (Total Prepare)

Cow King's Leathers

  • Added v-495 Defense (+5 Per Character Level) (2 Items)
  • Added +100 to Life (Full Set)
  • Added +1 To All Skills (Total Set)

Infernal Tools

  • Added Maximum Mana 20% (Total Set)
  • Added Cannot Be Frozen (Full Ready)

Iratha's Finery

  • Added +24% Piercing Attack (3 Items)

Milabrega'south Regalia

  • Added Cannot Be Frozen (3 Items)
  • Added +2-198 To Lightning Harm (+2 Per Character Level) (2 Items)

Naj'south Aboriginal Vestige

  • Added 1-148% Better Chance of Getting Magic Items (+one.v Per Graphic symbol Level) (2 Items)
  • Increased Furnish Life +ten to Replenish Life +xx (Full Fix)
  • Added +2 To Burn down Skills (Total Set)
  • Added Increased Maximum Life 12% (Full Set up)

Sazabi's Chiliad Tribute

  • Added Toxicant Length Reduced by 75% (2 Items)
  • Added +1 To All Skills (Full Set)
  • Added Harm Reduced by 16% (Total Set up)

Vidala's Rig

  • Added seven% Mana Stolen Per Hit (2 Items)
  • Changed Adds 15-20 Cold Harm to +1-148 to Maximum Common cold Damage (+ane.v Per Grapheme Level) (Total Set)

Developer Comments: Many improvements take been made to Set items that are generally underused past players. These volition offer more reasons to equip multiple of these Set pieces and to give some Sets new capabilities to make them stand out more than, which further fuels more than build diversity.

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LEVEL Area CHANGES

  • Players now must boom the Compelling Orb to enter the Durance of Hate, instead of killing the Quango. This means the "Khalim's Will" quest needs to be completed to use the Durance of Hate Level 2 waypoint.

    Developer Comments: We saw that due to a logic glitch, players often chose to skip required content within Act Iii by bypassing "Khalim'due south Volition" quest and not experiencing much of what Act III has to offer. We decided to brand the "Khalim's Volition" quest a proper requirement to complete Act Iii, much like how players demand to assemble the Horadric Staff to enter Tal Rasha'south Chamber in Act Ii.

  • Monster Levels in the post-obit areas take been increased for Hell Difficulty:

Area

Previous Hell Level

New Hell Level

Act 1 – Underground Passage Level two

83

85

Act ii – Stony Tomb Level 1

78

85

Act 2 – Stony Tomb Level ii

79

85

Act 3 – Arachnid Lair

79

85

Human action 3 – Swampy Pit Level 1

80

85

Act 3 – Swampy Pit Level 2

81

85

Act iii – Swampy Pit Level 3

82

85

Deed 3 – Disused Fane

84

85

Human action 3 – Ruined Temple

84

85

Act 3 – Forgotten Reliquary

84

85

Deed iii – Sewer Levels ane

84

85

Human action v – Abaddon

81

85

Act 5 – Pit of Acheron

82

85

Human action 5 – Infernal Pit

83

85

Act 5 – Drifter Cavern

84

85

Act five – Icy Cellar

83

85

Developer Comments: We felt that certain optional areas in Diablo Ii often get ignored on Hell difficulty, and so we decided to increase their monster levels to add more than incentives with adventure vs reward gameplay. We hope this provides more reasons to find loot in these areas.

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GENERAL GAMEPLAY CHANGES

Programmer Comments: Nosotros are looking at histrion feedback concerning Throwing Barbarians and are discussing potential options. In the meantime, increasing throwing item quantity across the board seemed like a reasonably quality-of-life change.

  • Arrow and Commodities max quantity increased to 500
  • Throwing weapon quantity has been increased past l%
  • Grapheme hitting block volition no longer use while your character is playing a skill pre-cast animation (Cake will still trigger for the skill'south post-cast animation).
  • Inverse how attack speed is adamant while dual-wielding weapons. Swapping weapons between hands should no longer result in dramatically unlike attack speeds.
  • Character hit recovery will now have diminishing returns when being hit by another player.

Developer Comments: We desire to prepare some of the awkward lockouts that decline thespian input from casting skills. For PVP, nosotros added a way to reduce hit recovery spam to prevent edge cases of characters being locked out for too long.

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Item TOOLTIP CHANGES

Old Tooltip

New Tooltip

Piercing Set on

+X% Piercing Attack

Quantity: [CURRENT STACK]

Quantity: [Electric current STACK] of [Total]

Ten% Chance of Open Wounds

+X% Run a risk of Open up Wounds

X% Harm Taken Goes to Mana

+10% Damage Taken Goes to Mana

X% Chance of Crushing Blow

+X% Run a risk of Crushing Blow

Burn down Blot X%

Burn down Absorb +X%

Cold Absorb X%

Common cold Absorb +Ten%

Lightning Blot Ten%

Lightning Absorb +X%

Magic Absorb X%

Magic Absorb +10%

Ten% Deadly Strike

+X% Deadly Strike

Hit Causes Monster to Flee 10%

Hitting Causes Monster to Flee +Ten%

Developer Comments: The Piercing Assault tooltip now will display its pierce chance value in the tooltip. The quantity value of throwing weapons, ammo, and tome item tooltips will at present ever show the total corporeality to be clearer for players. Also, consistency improvements have been made to existing item modifier tooltips so that it is clearer that they tin stack with themselves.

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Issues FIXES

  • Fixed an event where Cloak of Shadows defence force adding was incorrect.
  • Stock-still an issue where not-uber bosses were taking likewise little damage.
  • Fixed an upshot where the Unbending Volition Runeword was non correctly displaying some of its stats.
  • Fixed an issue where Civerb's Vestments were granting more than defense than intended.

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HOW TO PARTICIPATE

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

Step 1: Restart the Boxing.cyberspace desktop app.

Stride two: Navigate to the Diablo Ii: Resurrected tab on the left-hand bill of fare.

Pace 3: On the Diablo Two: Resurrected screen, there is a drop-downwardly menu right above the "Play" push button (note that this may say "Install" if you exercise not have Diablo Ii: Resurrected currently installed). Select "PTR: Diablo II: Resurrected" from this driblet-down carte before proceeding.

Pace iv: Click Install to begin the installation process.

Your PTR business relationship will exist created automatically if you practice non already have one. The PTR is bachelor in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.

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THANK YOU TO THE Customs

Our squad is so grateful for your support. Last twelvemonth we launched Diablo Two: Resurrected, at present it's 2022 and nosotros're stoked to implement these new changes into our game. Thank you for playing and give thanks yous for your continued collaboration. As nosotros go closer to the launch of Patch 2.4, we plan to reveal more details surrounding Ladder Rank Play. And then, for at present, delight stay tuned!

If you want to acquire more well-nigh Diablo II: Resurrected, check out our website here, or for real-fourth dimension updates, follow our official Twitter @Diablo.

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Next Article

  1. Pre-order the 15-inch Sylvanas Windrunner bust statue

    Pre-order the 15-inch Sylvanas Windrunner bosom statue

    Bring the Night Lady from the Shadowlands to your shelf.

Source: https://news.blizzard.com/en-us/diablo2/23765907/diablo-ii-resurrected-patch-2-4-balance-ptr-has-ended

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