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Diablo II: Resurrected | 12.2 - PC Patch Notes - 2.3 / Build 67314

Diablo II: Resurrected | 12.2 - PC Patch Notes - 2.3 / Build 67314 is live!

For those of you who does not keep up with the latest patch and updates, there are a few note worthy improvements in this patch worth checking out. I have not done a deep dive into the entire update but here a couple of nice QoL improvement and possibly a Game Changer for some people and build

* Fixed an issue where if you attempted to deposit more gold into your stash than the stash could fit, no gold would be deposited at all

You don't need to be a math wizard anymore to figure out how much you can deposit into your stash. LoL

* Pets, Summons, and Mercenaries will now warp to a player’s location if they are far away from the player’s character

About time

* Players can now enable “Force Move,” an option available in the control settings which can allow the player to command their character to move to a specific location without targeting monsters

This might save a few accidental deaths

* Players can now enable the “Active Skill Bindings” bar. This additional bar shown above the standard HUD represents the skills (up to 16) players have mapped for their character.

Very convenient quick glance at what your current hokey setup.
Did I have LA mapped to F2, or Berserk on F3?
Is my bar set up for solo, or support?

* Players can now enable “Quick Cast,” an option available in game settings which can allow the player to use abilities with hotkeys without having to select the skill in the UI

This can a a game changer for some people (like myself with butter fingers) and some builds. 

Example: I always have Teleport mapped to F8 and active on my glass canon sorceress build. Teleport is a very useful skill for positioning the merc and yourself to safety and targeting attacks. She very rarely use the left click to walk (see Force Move). So it was always a decision if it would be worth switch skills (say Hydra to deal with Fire Immunes) not not having teleport ready in case I needed to bail. Sometimes, I just get lazy. With Quick Cast, just press the key to instantly use other skills while Teleport will still be the active skill on the right click.

That goes the same for the left click. Now it makes more sense to throw in a Glacial Spike in between Frozen Orbs smile

Being able to quickly cycle thru skills and still have your favourite skills on the ready is going to change some builds and play style. What's your take?


KoP
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(December 6th, 2021, 13:58)thrawn Wrote: How can you use the F keys for skills, they are very uncomfortable? smile

I have everything on the left hand - ASDFG QWERT ZXCVB, shift, caps lock, alt, space. And if I play Diablo again I'll make the keys directly trigger the action like in Path of Exile. Like normally I have teleport on F, so when I press it it will first send F if it's not already selected, and then right click automatically. If already selected then just right click.

Hence "....for some people (like myself with butter fingers)", and such things as "typing deaths". Not a fan of games with qweasd keys to walk....
I am too old to have learned typing from school. I still hunt and peck. And I am so impressed of the new breed who can keyboard with two thumbs on the smart phone!

I like the suggestion to remap the F keys to the lower keys.  Probably not on my desktop (not easy to give up muscle memory), but for my laptop since the laptop has the F keys function as media keys by default and it's a pain to set it otherwise. I can use the mouse wheel but it doesn't have enough friction to be precise for me. Will have to see which default functions I have to replace....


KoP
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Turns out, the grace period of "This is just a cooler looking Diablo 2: the good, the bad, and especially the ugly parts" is over. What's coming next are balance changes, new runewords that will be ladder-only (and ladders) the same way the old runewords were ladder-only probably trickling over with each new ladder (season for the D3 players), sets that will be upgradeable base item-wise (same way uniques are updated), and probably viable hydras.

there is a stream hosted with the devs attending as they explain it here: https://www.twitch.tv/videos/1235195506

and the article: https://news.blizzard.com/en-us/diablo2/...oming-soon
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Glad some of the skills are getting some love! Some of those skills worked just fine until they broke it, and now they might fix what they broke.

Whirlwind for example. I really hate what they did to WW. They didn't just nerf the damage, they broke the mechanics, game play.

I remember one of our beloved old guards used to say, "There's never too much Hydras....". That was in response to me whining the screen gets too bright that I can barely see, plus, they really bogged down my machine. But Hydras has always been one of my favorite skills. My main sorcy always went with Frozen Orbs and Hydras. It's not the most powerful built by far but, it's the most fun with utility - prerequisite for a most played character.

I have mixed feeling about ladder seasons and new rune words. Maybe later...


KoP
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They want to bump up the mercs too!!! Anyone remember the good old Lightning Hose rouge mercs  dancing


KoP
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hahhaha. I'm writing down the notes and whatever I can get from the stream vod. I'll upload it as a PDF when I'm done.
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Okay, I'm finished with the note taking. Here are the specifics we know. Some from the blog posts I may have omitted.

Oh the limit for hydras is 6. So I guess there is such a thing for them as too many hydras, especially with them mentioning skeletons and polygons on screen


.pdf   Diablo 2 Resurrected patch 2.4 specifics.pdf (Size: 672.32 KB / Downloads: 4)
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Hydra always came out to roughly 6, just because its duration is 6x the casting delay. I'm not sure I like removing Hydra's delay - what you'd do is spam six of them and then do other things, which just makes the sorc play exactly like a trapsin.

That's quite a long list of other changes. It's obvious what they're doing - everybody who was going to buy an unmodified remaster already did, this is trying to generate more sales among whoever's left.

Fixing melee is a serious question. The problem is that the running and movement speeds are much too fast compared to swing speeds - it's far too easy to simply run out of melee range by the time a swing lands, for both players and monsters. Whirlwind is so great because it's the only way to move while meleeing and the only way to have no delay between picking a target and landing the attack. The real fix is that units need to be able to move while melee swinging to keep up with a moving target, which is how pretty much every other game since like Everquest has done it. Original D2 couldn't do that because the sprites are pre-rendered; you'd need to render every combination of leg and swing movements. A modern graphics engine with 3d models can animate them separately of course.
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Hydra worked like a worse trapsin anyways since the expansion came out. Going the trapsin route for now until we have stronger computers or optimizations of resource usage is an improvement for me.

For your second comment, to me it's more like, the unmodified game was played through so long and so many times, that it's content was thoroughly exhausted. Even you scraped the bottom of the barrel with your star teams, and there was not much else to do.

For melee, what you say is true. I think the only game type that got melee right in an ARPG is in the dark souls vein of either blocking or dodging/parrying, but that's much better suited for one on one duels, not fighting large masses of monsters in open fields. Do note that while the game uses a modern graphics engine, changing back to classic graphics is a continuing keybind. Removing that feature would be a large departure that they don't (yet) want to make.
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Haha, found the thread about the uber rogue merc. That was back in 2001.

New? data about the rogue mercenery bug


Charis did a damn good impression of me wink


KoP
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