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Diablo 2 Resurrected Patch 2.4 Highlights

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Blizzard shared a blog post with details about the forthcoming Patch 2.4 update for Diablo 2. The patch heralds the arrival of Ladder Rank Play early next year, new balance changes, Mercenary improvements, new Horadric Cube recipes that allow you to update set items, and more.

Our Diablo 2 guide writer and content creator MrLamaSC will be going live on stream with Diablo 2 developers to discuss the latest 2.4 update on December 16 at 11:00 AM (PST).

Blizzard Logo(Source)

Greetings, Heroes of Sanctuary. We’d like to take this opportunity to highlight exciting upcoming balance changes, alongside a couple of new features coming in our next Diablo II: Resurrected update! 

PLEASE NOTE: Game content discussed in this blog is not final and subject to change.

QUEST LOG

Ladder Rank Play

Class Balance Changes

Mercenary Changes & New Rune Words

Developer Update Stream


Prepare to seek your glory. Ladder Rank play is arriving early next year! Our priority for Ladder Rank play has always been for this mode to be a smooth experience. The competitive nature of this feature demands stability as players race towards 99. Our teams have continued to invest time in making the game experience and performance smoother for everyone. We can’t wait for you to begin your climb, but for now, let’s dive into some exciting details around this upcoming feature! 

LADDER RANK PLAY

Like Diablo II Classic, Diablo II: Resurrected will feature four different Ladder modes, including:

Version Description
Standard Ladder The casual version of Ladder play that encompasses playing with four acts.
Hardcore Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts.
Standard Expansion Ladder The casual version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.
Hardcore Expansion Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.

For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! To be clear, these Rune Words have never existed in the game before, and they will not be accessible in non-Ladder play like the previous set of Ladder-only Rune Words in the original Diablo II experience. At the end of a Ladder season, players who successfully made these Rune Words will have their Ladder characters be moved into a “non-Ladder” version of the game. Then at the beginning of the next Ladder season, players will make a new Ladder character and start all over again to earn new rewards. Currently, we don’t have specific new Rune Words to showcase, but if you tune-in to our Developer Update Stream (more details below) hosted by content creator MrLlamaSC, you’ll be able to receive a glimpse!

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Lastly, we’ve been monitoring discussions around Ladder Rank play in the community. The duration of Ladder is an element our team is still trying to gauge as we progress forward, but we’re looking to create the “rush” of a new ladder and find the best timeframe for Ladder rotation that meets your expectations. Presently, we’re considering four months for Ladder Seasons. We’ll continue monitoring the community’s opinion and preference on this front as we approach PTR for Patch 2.4 early next year. 

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CLASS BALANCE CHANGES

After so many requests from the community, we’re thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, we’re just as eager as you to find new ways to play. This is incredibly special, as the last patch to make balance changes to classes in Diablo II was Patch 1.13c, which was released back on March 23, 2010! Now, eleven years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’re reviewing underused skills, assessing casting delays, making tooltip quality-of-life changes, and more to fulfill these goals. 

We want to empower you to be creative with the builds you want to play, but we don’t want to “reinvent the wheel” and steer classes from their core purposes. Without diving into the specifics, let’s take a peek at the philosophies behind various Class changes. 

AMAZON

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The Amazon's agility and versatility are profound. Generally, we like the current state of the Amazon class and believe her to be quite balanced. Nonetheless, we see an opportunity to improve the Amazon's melee skills. We want to buff the strengths of certain underused melee skills such as Impale and Fend to give more reasons to use them. We are also looking into freeing up synergy requirements for melee skills to give more skill point freedom for other possibilities.

Additionally, we are also considering buffing certain skills in the Bow and Crossbow tree to help improve bow gameplay in higher difficulties.

ASSASSIN

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The Assassin vanquishes evil from the darkness with great ease. However, for this class, we see an opportunity for the Martial Arts builds to shine brighter. Martial Arts skills can become increasingly challenging to perform in higher difficulties, so we are re-evaluating how to improve generating and spending Combo Points.

Furthermore, various Trap skills are not often used. So, we’re re-evaluating synergy requirements to promote more trap builds and damage scaling buffs.

BARBARIAN

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The brawn of the Barbarian is unmatched. Nonetheless, we see opportunities to add more diversity to Combat skills. We're looking into adding more possibilities with Combat Skills such as Leap Attack and Grim Ward, while also re-evaluating skill synergy requirements to promote more reasons to spend points on certain Combat Skills.
Additionally, we think Throwing Barbarians can be more viable, so we are looking into enhancing the Double Throw and Throwing Mastery skills.

DRUID

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The bestial ferocity of the Druid makes all tremble. With that said, we see exciting opportunities to level up certain aspects of this class. From our perspective, Druid Fire skills are underperforming. We're re-evaluating Casting Delays for Fire skills, exploring improvements to some of their Physical Damage components, and improving synergies. We’re also looking at potential tweaks affecting other Elemental skills that are underused. We want to improve the controls for Arctic Blast too, such as allowing more free form while channeling and no longer locking your targeting onto one enemy at a time.

Regarding Summon skills, we believe Summons are weak in high difficulty. On this front, we’re evaluating health gains per level, quality-of-life improvements, damage output, and new synergies for Ravens, Wolves, and Vines.

Lastly, we're evaluating improvements to the Werebear skills, primarily focused on synergy improvements.

NECROMANCER

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The commander of death sends his foes to an early grave. Like the Amazon, we like the current state of the Necromancer class. Nonetheless, we see an opportunity to improve specific Summons we believe are underused. We're balancing elemental damages of Skeletal Mages and making lesser used Golems more effective.
Additionally, we see opportunities for Bone skill improvements in high difficulty. We’re tweaking synergies on this front.
 

PALADIN

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The wrath of the holy zealot is glorious. Despite this, we believe certain Combat skills are underused. We’re exploring ways to make lesser-used skills (I.e., Fist of the Heavens) more utilized, so players have more reasons to spend skill points to unlock these skills. 

We also see an opportunity to scale Offensive Aura skills as well. This includes making improvements to AoE Damage auras to make them more effective at closer range. We also want to improve Thorns so that it can scale better and deal more reliable damage at higher levels. 

SORCERESS

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There is no greater master of elemental magic than these mages. We're very satisfied with the Sorceress’s current state, but we see a few of opportunities for improvements. 

Regarding Cold Skills, we believe there can be more diversity with the armor skills (I.e., Frozen Armor, Shiver Armor, and Chilling Armor) for distinctive advantages.

We are also looking into adding more build possibilities around lesser used Lightning skills by exploring more skill synergies.
Lastly, we’re also revisiting Fire skills, to improve underused ones, like Hydra. Similar to Arctic Blast, we're exploring making player control improvements to the Inferno skill so that it is less clunky to use.

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MERCENARY CHANGES & NEW RUNE WORDS

And we’re not done. Class Balance changes aren’t the only updates players want to see. We’ve seen a lot of feedback from the community around the subject of Mercenaries, and we are making improvements to Mercenaries in a variety of ways. Many players enjoy using the Desert Mercenary, and we want to give more reasons to use the other three mercenaries, so we are looking into improving their skills and stats to enhance their identity and fantasy.

New Horadric Cube Recipes, Set Item changes, and new Rune Words are on the horizon! New Horadric Cube Recipes being implemented will allow for upgrading the item quality of Set Items to give more item build possibilities. Set Item changes will update underperforming Set Items, to have more bonuses, giving players more incentive to pursue Partial and Full set items that can complement the skill changes alluded above. Lastly, new Rune Words will be added to complement the Skill and Mercenary changes coming in the update.

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DEVELOPER UPDATE STREAM

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This blog is just scratching the surface about upcoming changes and features coming in Patch 2.4 PTR (coming early next year)! To learn more, we invite you to join community content creator, MrLlamaSC, Diablo II: Resurrected Design Lead, Robert Gallerani, and Senior Game Producer, Matthew Cederquist, in their upcoming livestream. This broadcast will be both a presentation and an opportunity for members of the community to ask questions. We can’t wait to share more with you then!

WHEN:

December 16 | 11:00 AM (PST)

WHERE:

https://www.twitch.tv/mrllamasc


This has been an incredible year for Diablo II: Resurrected. We wish our community a happy holiday season and a happy new year! Thank you for playing our game and thank you for your continued support! 

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.

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These are very cool updates. Being able to upgrade set items is a wonderful idea.

I expect them to add synergy damage to Sorc's Nova, which would create a Thor-esque style of landing in the middle and obliterating everyone with waves of lightning.

The Druid's ravens should be a permanent summon, where they balance it to be a constant pecking of DPS. I always thought resummoning them after a few pecks was annoying.

I feel like I remember way back in the day, Necro's Blood Golem was a choice selection, it'd be great to see a viable distinction again. Wonder how they'll address Skeletal Mages, I'm guessing giving them 50/50 elemental/physical damage, since everyone goes Amp/Decrep anyway. Their health scale is the issue though, so maybe they'll tweak that.

I'm most excited about choosing different mercs, should their buffs warrant it. The rogues, iron wolves, and barbs are all cool in their own way, I hope they can create a reason to utilize them.

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I remember all those years ago when they nerfed the Bowzon and then just left her that way.  Hopefully they’ll help her out so she’s not so hard in hell.

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The reason the Act 2 merc is the only one people use is because of Insight and Infinity runewords, until they change it so they can be placed on something other then a poleaxe no one will ever use the other mercs because the utility buff they give is too good.As far as the other stuff goes it sounds good but the only thing I want to see them change is the load times on console so I can play Hardcore mode with out Waypoint deaths any more.

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      Helm
      67
      Werewolf strikes grant Mark for 180 seconds Mark of the Wolf: +30% +20% Bonus to Attack Rating Increase Maximum Life 40% Werebear strikes grant Mark for 180 seconds Mark of the Bear: +25% Attack Speed Physical Damage Received Reduced by 20% +5 to Shape Shifting Skills (Druid only) +25% Chance of Crushing Blow (No longer attached to Mark of the Bear) +50-80% Enhanced Defense +10 to Strength +10 to Vitality All Resistances +10 Cannot be Frozen The Seven Rune Words and handful of Horadric Cube recipes that were added in Ladder Season One can now be used in non-Ladder Online game modes.
      Rune Words: Flickering Flame, Mist, Obsession, Pattern, Plague, Unbending Will, and Wisdom.
      Horadric Cube Recipes:
      1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Set Weapon
      Exceptional Version of Set Weapon
      1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Set Weapon
      Elite Version of Set Weapon
      1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Set Armor
      Exceptional Version of Set Armor
      1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Set Armor
      Elite Version of Set Armor
      Sundering Charms
      Adventurer, keep a keen eye towards the floor as you cut through Hell’s legions—Sundering Charms can now drop from fallen foes in all non-Classic game modes.
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      Patch 2.6
      On February 15 at 10:00 a.m. PST, changes to Terror Zones and a variety of quality-of-life updates and bug fixes will go live.
      Terror Zones

      To spice things up further, we have made changes to Terror Zones. Also, Terror Zones are now available in offline games! Offline Terror Zones will operate on a different schedule from their online counterpart but function the same otherwise. Remember, you can now receive Sundering Charms as a drop in offline Terror Zone games too.
      The red font text below denotes which new zones may be terrorized or zones that will now be terrorized in unison. Here’s a complete list of all the zones that can become terrorized:
      Act I
      Blood Moor and Den of Evil Cold Plains and The Cave Burial Grounds, The Crypt, and the Mausoleum Stony Field Dark Wood/Underground Passage Black Marsh/The Hole The Forgotten Tower Jail/Barracks Cathedral and Catacombs The Pit Tristram Moo Moo Farm Act II
      Sewers Rocky Waste and Stony Tomb Dry Hills and Halls of the Dead Far Oasis Lost City, Valley of Snakes, and Claw Viper Temple Ancient Tunnels Arcane Sanctuary Tal Rasha's Tombs Act III
      Spider Forest and Spider Cavern Great Marsh Flayer Jungle and Flayer Dungeon Kurast Bazaar, Ruined Temple, and Disused Fane Kurast Sewers Travincal Durance of Hate Act IV
      Outer Steppes and Plains of Despair River of Flame/City of the Damned Chaos Sanctuary Act V
      Bloody Foothills/Frigid Highlands/Abbadon Glacial Trail/Drifter Cavern Crystalline Passage and Frozen River Arreat Plateau/Pit of Acheron Nihlathak's Temple, Halls of Anguish, Halls of Pain, and Halls of Vaught Ancient's Way and Icy Cellar Worldstone Keep, Throne of Destruction, and Worldstone Chamber Quality-of-Life Updates and Bug Fixes
      Gameplay
      Auras from another player or a mercenary no longer remove passive bonuses granted by the same skill. Such as Flickering Flame's Resist Fire aura from a mercenary overwriting a Paladin's base Resist Fire from their own hard points in Resist Fire. This also fixes an issue where Paladin's Blessed Aim Aura would overwrite the Attack Rating increase granted by Amazon's Penetrate skill. Assassin The Assassin's trap skills now benefit from -% to Enemy Resistance. Please note that the above bug fix went live with Patch 2.6 but encountered an unexpected issue. We have deployed a hotfix that amends this issue for online play. We are currently reviewing the build and will amend this bug for offline play at a later date. Fixed an issue where missiles created from Martial Arts charge up skills would not gain the benefit of +% To Elemental Skill Damage modifiers. Amazon Fixed an issue where Strafe was not applying bonus Attack Rating to attacks. Fixed an issue where Strafe was still doing 75% weapon damage after a previous balance change. Fixed issue where the +% Attack Rating on Power Strike was not being applied. Fixed the tooltip for Multi Shot to reflect the synergy bonus. Sorceress Cold Mastery is now applied at 1/5 effectiveness after an immunity is broken. Fixed an issue where Fire Mastery's bonus to fire skill damage didn't apply to the additional fire damage granted by Enchant on ranged weapons. Updated the tooltip for Enchant to better reflect the skill's effects. Druid Fixed an underlying issue that caused the Druid's Shockwave skill to do an unintended amount of damage. Terror Zones
      Fixed Terrorized treasure classes for certain super-unique monsters and bosses. Fixed an issue where an act boss's quest treasure class would sometimes be used instead of the terrorized treasure class. Fixed an issue where the current terrorized zone was not properly marked in the Waypoint menu while using Legacy Graphics. Fixed an issue with translations that appear when The Pit is the current terrorized zone. Controller
      Fixed an issue where skills granted by charges on a character’s alternate slot weapon would have their bound hotkeys unusable when loading into a game. Fixed an issue where the Loot to Cube skill would not function if bound to the shared interaction button. General
      Fixed an issue where pressing the hotkey to open the inventory while loading into the game could cause the inventory UI to appear empty. Fixed an issue where the Shared Stash could exceed the memory limit, which caused items in the player's inventory or Stash to be deleted. Fixed an issue where the tooltip on the Lobby's season dropdown would show an inaccurate date. Fixed an issue where new entries on the leaderboard could display as Unknown. Fixed an issue where applying changes to controls would automatically close the settings menu. Fixed an issue where changes to controls would not be immediately applied. Fixed an issue where swapping between keyboard and mouse input and controller input would reset the difficulty filter in the PC Lobby game list. Added an appropriate error message when trying to create an online character with a name that is already taken on the player's online character list. The Ladder flag in character creation will now be disabled when there is no active Ladder Season. Fixed an issue with a voice over line from Tyrael in Chinese. Fixed an issue with the Chinese version of Deckard Cain's Stay a while and listen voice over dialogue. Modding
      Moved the "% Damage Synergy" field for Multiple Shot (srvdofunc ? from calc4 to calc5. New columns have been added. Developers of existing offline single-player mods can remake their changes with the new data, or they can add the new columns manually before merging. skills.txt "ItemUseRestrict" skilldesc.txt "item proc text" "item proc descline count" states.txt "sunder-res-reduce" Thank you for your continued support. We cannot wait to see you in the great race to Level 99 once Ladder Season Three begins!
      -The Diablo II: Resurrected Team
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