D2R Patch 2.5 is now live on the ptr
I am liking it, first, because it didn't introduce any (major) changes to the core game play. Looks like I don't need to create new ladder toons, and concentrate on building the Variants.
I guess you guys would know I am not for patches for the most part. There are no (significant) skill changes, nor more overpowered runewords that the game balance on. The game as is, is already "ruined" by favouring the Ladder Chasers, those who thinks a character should be able to solo 8 any challenges in the game, and do it safe and fast.
The 1 big changes of this patch is the introduction of the Terror Zone. I am glad this is an Opt-In.
Now, I bet those Casual-Pair-Of-Grief players is going to whine they would need new skill buffs, and more powerful runewords.
The other significant patch, more of a little bunch of fixes
-Fixed an issue where Iron Golems summoned through a charge of the skill (Ex: granted by Metalgrid) would disappear when performing an inventory update.
-Fixed an issue where Iron Golems created by a charged skill would not save between games.
-Fixed an issue where pets summoned by "chance to cast" skills on items would disappear after performing an inventory update.
-Fixed an issue where Ravens summoned by charged skills would disappear after a few seconds.
There will be Iron Golem galore. Guess what's going to happen to Metalgrid's trading value.
I am liking it, first, because it didn't introduce any (major) changes to the core game play. Looks like I don't need to create new ladder toons, and concentrate on building the Variants.
I guess you guys would know I am not for patches for the most part. There are no (significant) skill changes, nor more overpowered runewords that the game balance on. The game as is, is already "ruined" by favouring the Ladder Chasers, those who thinks a character should be able to solo 8 any challenges in the game, and do it safe and fast.
The 1 big changes of this patch is the introduction of the Terror Zone. I am glad this is an Opt-In.
Quote:Terror Zones
The journey to level 99 is a celebrated experience for players and quite the milestone if achieved—a rite of passage, even. We want to offer an alternative to repeatedly farming Baal, Diablo, or Nihlathak. We also want the journey to level 99 to be accessible to a larger population of players, full of variety, and most importantly, challenging—this is where Terror Zones come in. As we get into details, please note that players can choose to opt-out of Terror Zones if desired.
When playing a Terror Zone-enabled game, every hour, the armies of the Burning Hells will focus their demonic might on specific zones, terrorizing them. The monsters in these zones will be at least two levels higher than your current level or their original level, up to a maximum per difficulty. The experience received and the loot dropped by killing a terrorized monster will be based on this new level. In addition, terrorized monsters will also grant additional experience points.
Here are the level details for each monster type per difficulty:
Normal
Base: +2 levels up to level 45
Champion: +4 levels up to level 47
Unique: +5 levels up to level 48
Nightmare
Nightmare
Base: +2 levels up to level 71
Champion: +4 levels up to level 73
Unique: +5 levels up to level 74
Hell
Base: +2 levels up to level 96
Champion: +4 levels up to level 98
Unique: +5 levels up to level 99
The base player level used for the above calculations are taken from the creator of the game. If the host leaves the game, a new player will be selected for the base.
Upon entering a Terror Zone-enabled game, you'll be informed of the current terrorized areas through a message sent to you via the Chat Box. When the time for new terrorized zones draws near, you will be informed of the impending changes via the Chat Box.
In addition, you will be informed that you’re entering a terrorized area by several indicators:
Unique iconography next to a terrorized monster's name
On-screen text and messaging
Special audio cue
In-game text on the auto-map
Now, I bet those Casual-Pair-Of-Grief players is going to whine they would need new skill buffs, and more powerful runewords.
The other significant patch, more of a little bunch of fixes
-Fixed an issue where Iron Golems summoned through a charge of the skill (Ex: granted by Metalgrid) would disappear when performing an inventory update.
-Fixed an issue where Iron Golems created by a charged skill would not save between games.
-Fixed an issue where pets summoned by "chance to cast" skills on items would disappear after performing an inventory update.
-Fixed an issue where Ravens summoned by charged skills would disappear after a few seconds.
There will be Iron Golem galore. Guess what's going to happen to Metalgrid's trading value.
KoP