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A new patch has arrived to D2R and it brings some bug fixes, including a big console fix for offline players, as well as trap and hydras no longer being so needy.
December 6 (Source)
Fixed an issue that required players to have a premium account to access offline player difficulty scaling. Fixed an issue that caused Assassin traps and Sorceress Hydras to teleport to the player after they move a certain distance from where the skill was cast. Windows PC
Fixed an issue that caused Assassin traps and Sorceress Hydras to teleport to the player after they move a certain distance from where the skill was cast. Fixed an issue where players were unable to bind mouse wheel inputs to skills.
Blizzard has released Patch 2.3 on PC today. The patch adds offline difficulty scaling, quick cast skills, gameplay and UI visual improvements, and more. Here are the official patch notes with more information about the update.
A new patch is now available for Windows® PC.
To share your feedback, please post in the Diablo II: Resurrected forum.
To report a PC bug, visit our Bug Report forum.
For troubleshooting assistance, visit our Technical Support forum.
Players now have a “Game Difficulty Scale” available in the options menu for offline games, which provides the same function as the /players debug command
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
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
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.
ACCESSIBILITY & GRAPHICAL IMPROVEMENTS
A visual indicator has been added to show when a character’s attack misses an opponent in PvP (please reference the options menu to enable “Miss Text”)
Pets, Summons, and Mercenaries will now warp to a player’s location if they are far away from the player’s character
Pathing has been improved for player summons
CHAT & SOCIAL
Players can now use the TAB key to cycle through all channels in-game and in lobby
The text color for Whispers now shows as a different color than system messages
Battle.net Real ID friends now show the Real ID names on your friends list in-game
A visual indicator has been added to represent PC lobby characters who are muted or ignored players
A visual indicator has been added to show character level and expansion type to PC lobby characters
NVIDIA DLSS (Deep Learning Super Sampling) is now supported. To enable, please reference your options menu. MISCELLANEOUS
Added proper error messaging in cases where the game couldn’t retrieve online characters from the server
Deleting your character will no longer jump your character selector to the top of the list, instead, your character selector will progress to the next sequential character
ART | ENEMIES
Fixed an issue where NPC Talic, Korlic, and Madawc’s VFX may not always play
Fixed an issue that caused Hell Swarm enemies to appear as white when they spawned for a short amount of time before changing to their correct color
Fixed an issue preventing the Abyss Knight from receiving full color tinting on frozen or poison effects
Fixed an issue preventing the Imp monster deaths from being correctly tinted to match the monster’s color variant
Fixed an issue preventing the Amazon’s Valkyrie skill from showing as the correct color
Fixed an issue preventing part of the Willowisps from receiving the correct color tinting
ART | WORLD
Fixed an issue where the exploding cow could reappear unexploded
Fixed issues where in certain areas, players could partially fall into the floor or float above the ground
Fixed issues where secret objects were incorrectly highlighting
Fixed issues where some assets could disappear incorrectly while on-screen
Fixed issues where some assets on lower detail levels had distorted geometry
Adjusted red light intensity in Throne of Destruction
Fixed various texture issues and graphical bugs
ART | PLAYERS
Fixed an issue affecting the Necromancer where the Dim Vision VFX could stretch when teleporting
Fixed an issue where animation stutters could occur when continually casting Inferno or Arctic Blast
Fixed an issue affecting the Assassin’s Phoenix Strike VFX which could remain on screen for other players after the charges had been used
Fixed an issue affecting the Necromancers Fire Golem death VFX appearing offset from the corpse
Fixed an issue with Wolf and Dire Wolf summoning VFX causing poly-storming
Fixed an issue preventing audio from properly playing in the Options menu when using a controller
Fixed an issue preventing the audio of auto-filling the belt from playing when pressing R3 on a controller
Fixed an issue causing an infinite looping of voice lines when Diablo spawned in a game with a Classic character
Fixed an issue causing music to start over while toggling in and out of the Legacy Mode
Fixed an issue in Act 3 where some quest items would not play audio when picking them up
CRASH & STUCK FIXES
Fixed a crash that could occur if the Act 2 Mercenary uses Jab while transformed with the Delirium Rune Word
Fixed a crash that could occur if you max out your channel name length and select that channel in the dropdown menu
Fixed a rare issue where a player could become stuck in the Join Game state after failing to create an Online game
Miscellaneous Crash Fixes
Fixed an issue in multiplayer sessions where if one player smashed another player’s Soulstone on the Hellforge, that player would be unable to interact with their inventory
Fixed an issue in online games where waypoints could become unselectable when surrounded by monsters
Fixed an issue in online games with Korlic’s Leap Attack
Fixed an issue where entering a Town Portal of another player could cause you to load into the next area, before teleporting your character back into town
Fixed an issue with client to server synchronization when using Holy Shield
Fixed an issue where when attempting to trade a player who was either in their stash or hovering their cursor over an item would flash the trade prompt
Improved synchronization of ability and attack animations in online games
Fixed an issue where your trade with another player could close if another player joins the game session
Fixed an issue where other players’ corpses wouldn’t appear until they chose to respawn
Fixed an issue where player attack and skills would not always stay in sync between client and server
Fixed an issue where going hostile with a Druid character could show their summons at 1/3 of their actual health
Fixed an issue where using Telekinesis on the Altar of Ancients wouldn’t activate the Ancients
Fixed an issue where way pointing in Legacy mode while the Hurricane skill is active could cause a long loading screen
Fixed an issue with the Assassin’s Dragon Talon skill animation playing an extra kick
Fixed an issue where the Druid’s Fury skill was not properly animating as many hits as it throws when using the Werewolf and Werebear form
Telekinesis no longer requires line of sight to interact with a target
The Throw skill can now be equipped even if you aren’t holding a throwable weapon
Fixed an issue where overlapping Fire Wall or Blaze missiles could cause increased damage
Fixed an issue where a player would use Telekinesis on the Orifice in Act 2 that would cause an interface screen to become stuck on screen
Fixed an issue where if you are in town and cast Enchant on another player it could initiate a trade
Fixed an issue where Paladin characters couldn’t interact with their stash if they had certain abilities mapped to specific controller buttons
Fixed an issue where auras could toggle off and on briefly while performing inventory functions
Fixed an issue where the Paladin could begin rubber banding when his mana was depleted while holding down the Charge skill
Fixed an issue where you couldn’t equip Conviction if you were using a bow or crossbow
Fixed an issue where Shadow Master would not teleport when using the Dragon Flight ability
Fixed an issue where on occasion, monsters revived by the Necromancer couldn’t be unsummoned
/nopickup now works properly for controllers on PC
Fixed an issue on controller where binding an oskill to a button and then binding a common skill would cause the incorrect tooltip to display
Fixed an issue where other party members death could cause vibration on other players’ controllers
Fixed an issue where quick moving items between stash and inventory could fail
Fixed an issue where the toggle “run” UI would display the wrong button if Swap Sticks option was enabled
Fixed an issue where if you accept a trade and then loot your corpse before the other player accepts, the trade would look like it was successful but was not
Fixed an issue where navigation past either end of the channel list would cause the user to be unable to navigate the channels again
Fixed an issue where players could not use UI buttons or pick up items when imbuing
Fixed an issue where using “R3” to autofill your belt would occasionally fail part way through
Fixed an issue where typing a message in game chat while on the quest panel would remove the quest UI
Fixed an issue where a key bind for run/walk toggle would interfere with Paladin auras
Fixed an issue where having a trade initiated while in the skill bind menu would cause players to lose controller capability
Fixed an issue where if the emote wheel was on-screen and a trade was initiated, the emote wheel interface screen would overlap the trade interface screen
Dead Mercenaries will no longer appear in town
Fixed an issue where a player with a dead mercenary joining another player’s game could cause the dead mercenary to appear in an idle animation
Fixed an issue where an Act 2 Mercenary could display the incorrect Aura
Fixed an issue where Mercenaries would not always teleport with the player
Fixed an issue where stunned Grotesques were not targetable
Fixed an issue where Tomb Vipers’ Poison Cloud attack was improperly dealing physical damage.; the poison clouds now deal proper poison damage
Fixed an issue where some of Baal’s projectiles and attacks could display different VFX for different players in the session
Fixed an issue where Death Lords’ frenzy attacks wouldn’t animate correctly
Fixed an issue where hatched cocoons could reset and become unhatched Stash
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 PERFORMANCE
Optimized various player abilities ENEMIES
Optimized various boss encounters and monsters LOCALIZATION
Corrected audio translation on Greiz’s voice over for “Who goes there?” when playing in Chinese
Corrected audio translation on Kashya’s voice over for Act 1, Quest 5 when playing in Chinese
Corrected issues where some text in some languages could align improperly with the UI bounds
Removed the gender prefixes for the speaker’s name in non-English translations
Fixed an issue where in certain languages the voice lines were not translated in chat after defeating Baal for the first time
Fixed an issue where the player hostility tooltip would be difficult to click to display in Online mode CONTROLLER
Fixed an issue where a red screen flash would appear when unequipping items that give life bonus or dropping specific items
Fixed an issue where the skill icon for Town Portals on controllers wouldn’t turn red when it should
Fixed an issue where a player’s cursor could get stuck on the potion belt if they had a sash equipped and used the directional pad while hovering over belt slots
Fixed an issue on controller where the join game button in the Lobby would unselect and go back to the lobby list if another person joins the game
Fixed an issue where the player could not navigate to buttons below the game creation options panel when using a controller
Fixed an issue where Baal’s health bar while using a controller would be improperly sized
Fixed an issue where Mercenary skills would be displayed in the incorrect order when using a controller CHAT
Fixed an issue where if the chat channel list was large enough to create a scroll bar, and then channels are left, the player could have difficulty scrolling back to top of the channel list
Fixed an issue on where longer chat messages could be getting cut off by the chat window
Fixed an issue when clicking on a linked item, the game could incorrectly display the previously clicked linked item
Fixed an issue with the Chat window on blocking the player from casting
Using the /whois chat command without a username will no longer cause the game response to display twice
Fixed issues where certain button highlights would be misaligned
Fixed an issue where clicking and dragging to highlight text didn’t display until the player let go of the mouse
Addressed inconsistencies with text highlight behavior
Fixed an issue with the automap not showing explored areas when entering a new area from a portal until the player moves around
Fixed an issue where level exits wouldn’t always load on the Minimap when rapidly teleporting
Fixed an issue where the button highlight is improperly sized on the “Imbue” and “Add Sockets” button when using a controller on PC FRONT END
Fixed an issue where indestructible items weren’t visible on your character in the menus
Added error messaging for when a player attempts to create a channel with a name longer than 15 characters
Fixed an issue in the credits where music could stop playing
Fixed an issue where holding the “Escape” button caused the exit screen to keep popping up repeatedly
Fixed an issue where the players lobby character would be cut off if the player had an equipped helmet that was too tall
Fixed an issue where newly created characters were not selected or sorted properly upon returning to the front-end
Weapons, armor, and shields with no durability remaining will no longer appear on your character in the front end
Fixed issues where certain button highlights would be misaligned
Fixed an issue where the player could lose controller input when switching between Controller and Keyboard & Mouse on the HDR calibration screen
PANELS & HUD
Fixed issues where certain button highlights would be misaligned
Fixed an issue where the Necromancer class text in the Party Menu would get cut off in Large Font Mode
Fixed an issue when swapping in and out of Legacy mode that was causing certain tooltips to shrink
The Diablo 2: Resurrected Patch 2.3 introduces offline difficulty scaling, quick cast skills, and other game improvements. Check out the official patch notes for more details, as we wait for the "early December" release timing!
For the past two months, brave adventurers have clashed with fearsome foes from the realms of Sanctuary to the Burning Hells, slaying and looting their way to victory.
In this time, we’ve seen significant improvement in decreasing queue times as players now on average wait less than 60 seconds to enter Sanctuary and get in-game. As our team continues to work and make further optimizations to our game servers, we’ve also been listening closely to our community and absorbing feedback from our players. We’d like to take this opportunity to highlight a couple of new features our team has been working on to level up the player experience in Diablo II: Resurrected. These features will officially be introduced in early December when Patch 2.3 goes live. This update will also be accompanied by many bug fixes and other improvements, which will be detailed upon release of the patch.
When we set out to resurrect this beloved classic, we made great efforts to modernize the art and visuals of the original Diablo II experience, while also making the gameplay more accessible. We hope these changes will resonate with you as we continue to pursue those core development goals.
OFFLINE DIFFICULTY SCALING (“/PLAYERS 8”)
This feature from the original PC game is now coming to console platforms. For solo offline players who want to scale the game difficulty—as well as the rewards—up to eight players, your wish is being granted. To use this feature, players simply need to open their settings menu, go to the “Game Settings” tab, then “Offline,” and adjust the “Offline Difficulty Scaling” slider. Once that setting has been configured, new monsters will spawn with varying HP and reward players with vastly increased experience gains and loot drop rates when defeated.
In the offline single-player experience, the default player setting is “1,” so you will be able to scale the difficulty anywhere between the range of 1–8. For example, if you wanted to scale the difficulty of monsters in your offline session to the equivalent to having four players present, you would adjust the slider to “4”. As in Diablo II Classic, you’ll have to start a new game session to set your preferred difficulty with the slider.
KEYBOARD AND MOUSE QUICK CAST & ACTIVE SKILL BINDINGS OPTIONS
Currently, players use spells and abilities with a keyboard and mouse by clicking the right and left mouse buttons. This means that players only have access to two abilities at any given time. Most advanced players use the function keys (F1¬–F12) to re-map the right and left mouse buttons if they want to swap their abilities on the fly. This means that if you want to use an ability that isn’t currently mapped to one of your mouse buttons, you’ll need to hit the function key that you have mapped to a different skill, and then click the mouse button to use it.
When we brought controller support to Diablo II: Resurrected, players gained immediate access to up to 12 buttons. When a player presses any of the face buttons or triggers that they have mapped to an ability, they instantly use them. Diablo III uses this same method, and it has become the expectation for most controller interfaces in action role-playing games.
We’ve seen an outpouring of community feedback requesting this feature for keyboard and mouse play, too. We originally avoided this approach because we feared it would stray too far from the original experience, but the community is eager for it, so we’re eager to deliver.
Players can now opt to use the Active Skill Bindings bar. This will show an additional bar above the standard HUD at the bottom of the screen. Players can map up to 16 skills (although the tooltip suggests F1–F8) to that additional bar. Furthermore, if the Quick Cast Skills option is active, pressing these buttons will instantly use the abilities rather than just re-map the right or left mouse buttons.
Ultimately, we leave these new feature customizations to the players’ preference. Players will be empowered to enable the “Quick Cast Skills” option to action bound skills to their current mouse’s location, as well as enable “Display Active Skill Bindings” to display the currently bound skills bar on their screen HUD. At the player’s discretion, now they can tailor their experience to the way they play.
ACCESSIBILITY & GRAPHICAL IMPROVEMENTS
UI Visual Improvements
A handful of visual tweaks have been made to improve the front-end user interface. An indicator has been added to exemplify what players are muted or ignored.
Additionally, the character’s level and expansion type will now be revealed on the lobby screen. We’ve also made improvements to changing the target channel when sending a chat message, so it’s clearer and more straightforward. Lastly, players will now be able to see the real ID names of Battle.net real ID friends on their friends list.
On the gameplay front, we added the “miss” text indicator to Player vs. Player combat. So, players who enable miss text in their options will now be able to see when their character’s attacks miss their opponents in PvE and PvP.
Throw can once again be bound to a key even if the player has nothing to throw. Additionally, a new key bind called “Force Move” has been added. When used, the player’s character will automatically navigate to the current mouse location.
Players using a controller on PC or console will now hear audio cues when navigating through potential selections on the Options menu. Beyond that, players will also be able to hear audio cues when auto-filling potions to their character’s belt.
For players on PC with Nvidia graphic cards compatible with Nvidia DLSS (Deep Learning Super Sampling) technology, those players will now be able to enable DLSS in the graphics setting menu, to increase graphics quality and resolution while maintaining higher GPU performance.
THE PTR & FUTURE UPDATES
In the coming weeks, Diablo II: Resurrected will be launching its first ever Public Test Realm (PTR)—a special realm where we can test balance, bug fixes, and other enhancements we make to the game. We invite all of you to participate, as you’ll have an opportunity to play a crucial role in testing features and evolving the experience for all players. When we get closer, we’ll share more details on how you can gain access to the PTR and trial these changes.
The primary focus of that PTR will be revolved around fixing database issues and stabilizing our online environment. Once we are confident these fixes are in a good place, we’ll share more details on Ladder rank play and even more new changes coming to Diablo II: Resurrected.
Our community continues to be instrumental in making this game better, and for that we want to say Thank You. As we continue to update and improve the game, please keep sharing your feedback with us—your collaboration is key to building an incredible Diablo II: Resurrected experience we will all treasure for years to come.
If you want to learn more about Diablo II: Resurrected, check out our website here, or for real-time updates, follow our official Twitter @Diablo.
We have a huge 2-record event today, as Enpherno has managed to complete his Holy Grail quest (finding every unique and set item in the game) in Diablo 2: Resurrected, and not only is he the first to do so in the remake, it "only" took 439 hours of play, making it the fastest Holy Grail completion in Diablo 2 history!
Let's take a look at the momentous occasion as the final drop was also the rarest item in the game, Tyrael's Might, in offline mode and softcore:
For those of you counting along, that's 439 hours in 54 days, meaning 8 hours a day straight since the game's launch - a full-time job indeed! Here's our own Diablo 2 expert and guide writer, MrLlamaSC, to explain everything in detail, from the significance of a Holy Grail, the build and farm spots used here and more!
The holy grail in Diablo 2 is finding every set and unique item in the game. As difficult as it sounds, it's actually even more difficult than that. While some items are found often such as Venomward Breast Plate, many items in Diablo 2 can actually be quite tricky to find due to how item drops work in the game. Something as simple as a Lenymo sash or Blinkbat's leather armor, while seemingly easy to find, can surprisingly be difficult and require some targeted farming.
Moving into the crazy ultra rares, there are many items that have a 1:100,000+ chance of dropping, with of course Tyrael's Might being the rarest of item of them all. Most players in Diablo 2 will never find a Tyrael's Might, not just because of the insane rarity of the item but also because of the specific targeted farming that is often required to get it. You won't find it killing Pindle, Andariel, Mephisto, the Cows, etc. so when looking to complete a Grail you are instead forced to hunt down Unique Monsters in Area level 85 locations to try your luck. This isn't just true for Tyrael's Might but also items like Mang Song's Lesson and more.
I've actually completed one Holy grail in my Diablo 2 life and it took ~2500 hours, with about half of that spent on the search for Mang Song's Lesson alone. No matter how fast you move or how many monsters you kill, sometimes the Diablo 2 RNG just doesn't want to drop the item you need. In this instance with Enpherno, however, he was able to secure all of the pieces in under 500 hours, setting a new record for the fastest grail completed in recorded history! Truly a testament to his skill plus a little bit of luck thrown in of course.
The farming method used by Enpherno involved that of the Berserk Barbarian (and you can find the guide for the build here ), and farming "The Pit" in the Tamoe Highlands over and over again. By taking advantage of the "Find Item" Skill, the Barbarian is actually the fastest Magic Finding character in the game, as he essentially gets 1.5x the drops of any other character killing Unique Monsters in these high level areas.
Congratulations to Enpherno on the fastest and first D2 Resurrected Holy Grail!
If you want to see more of the fateful stream you can check it out here, although it's slightly uneventful after the big drop. In any case, a huge congrats from myself as well, as it is a really astonishing achievement, both in the remake and all of Diablo 2! And also huge thanks to GaunerHarakiri for sharing the clip on reddit!
Blizzard have detailed some improvements coming in regards to the very prominent server issues that caused the (very unpopular) queue to be implemented, as several approaches are planned for next week (and we'll also be getting more regular bugfixes and apparently new features, but it's unclear when):
Upcoming D2R Improvements (Source)
Hello all -
We wanted to provide an update on all the work the dev team has been putting in on addressing some of the database issues that we detailed in our post above a couple of weeks ago.
As we mentioned in our last update, character saves have been occurring on the global database. Next week, our internal teams will begin testing a significant change by having saves occur more often on the regional end, rather than global, in hopes of alleviating some database stress. Once our internal load testing is complete, we will put up a PTR server with this fix to get some real-world testing before rolling out to the live game.
On top of that, we have another client patch that we expect to hit next week which will offer better transparency on queue times by adding time estimates alongside your placement in the queue. We will also be implementing a way to rate limit games with varying times to ensure we can get higher amounts of players in during peak playing periods. This change will also give us a better way to adjust the number of players that can jump into the game during these moments.
Lastly, we have some significant updates coming to the game in terms of bug fixes and features, and we are looking forward to going over all of those updates with you soon.
Thank you again for all your patience as you venture your way back into Hell in Diablo II: Resurrected. We will continue to provide updates when available.