Jump to content
FORUMS
Sign in to follow this  
Staff

Diablo 2: Resurrected Developer Update Stream Highlights

Recommended Posts

62693-diablo-resurrected-patch-23-now-li
 

Our D2R guide writer, MrLlamaSC hosted an in-depth developer interview/update stream, delving into the future of the game and its updates, and so we're putting together an overview of the most important details covered there. You can also check out the full stream below, but first, let's get into some big information talked about:

  • The new runewords coming to the ladder seasons will be added to non-ladder and single player after a season ends. 
  • More new runewords will be coming with each new ladder season. 
  • Each ladder season will last 4 months.
  • There will be a PTR before patch 2.4 arrives, possibly with level 99 and similar templates and all items available so players can test out many builds and provide feedback. PvP feedback will also be wanted.
  • Mercenaries will be buffed and receive new spells, as well as all 6 aura act 2 mercs will be available in Nightmare and Hell.
  • Sets will receive tuning in the patch. 
  • Monster level will be adjusted in some areas to encourage a greater diversity of farming zones (mostly other end-game zones getting increased levels). 
  •  They are looking to redesign the Diablo clone so more players can see it/access it.
  • No plans for new bosses or endgame content at this time.
  • No new stash tabs were added aside from the three for post-ladder season items.
  • No rune stacking but a possibility for a special rune stash/tab.
  • No online /Players x command.

There are also quite a few class changes being discussed, but they will change as the PTR arrives, so if you want to hear about those head on to 13:15 in the video below. There's a lot more discussion over specific development aims and philosophy so definitely check out the full video if you're interested as well.

    • Like 1

    Share this post


    Link to post
    Share on other sites

    /players x online would cause me to go back online, for trading purposes.

    I agree with Draketh that rune and gem stacking would be a huge quality of life change.

    If D3 can have a monster amount of tabs, so can D2! Enable our hoarding habits!

    • Like 1

    Share this post


    Link to post
    Share on other sites
    4 hours ago, TyZone said:

    /players x online would cause me to go back online, for trading purposes.

    I agree with Draketh that rune and gem stacking would be a huge quality of life change.

    If D3 can have a monster amount of tabs, so can D2! Enable our hoarding habits!

    The /players command would be awesome as well, yeah. I'm kind of "forced" to play Online to take advantage of cross-progression with the Switch, otherwise I'd be slamming some /players 8 cows without fear of someone snatching all the goodies! 😂

    Share this post


    Link to post
    Share on other sites

    I'd love to see a Horadric Cube formula to add a socket to Unique and Set Items. Sure, there are just a handful of uniques that are worth saving your Larzuk socket reward for such as Griffons Eye, Arreat Face, Homunculus, Jalal's Mane, etc., but since Uniques don't compete with Runewords, I think it would be something worth exploring for those who are in that transition from Nightmare/Early Hell having mid tier Runewords up to the point where high level Runes may start to drop. 

    Share this post


    Link to post
    Share on other sites

    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.
    Note: Your post will require moderator approval before it will be visible.

    Guest
    Reply to this topic...

    ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

    Loading...
    Sign in to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    • Similar Content

      • By Staff
        Patch 2.5 has arrived! The massive update brings the new Terror Zones, a new ladder starting October 6th, Sundering Charms, MANY quality of life improvements and a lot more! 
        Patch 2.5 (Source)
        Join us around the campfire, hero! As the flames flicker and crackle, we’re incredibly proud to announce that Terror Zones are now live in Diablo II: Resurrected. There’s also smoke on the horizon—Ladder Season Two and six new Sundering Charms will be going live on October 6. Sit back and relax as we run through the details of all the new helltastic features coming with this update.
        Quest Log
        Terror Zones
        Ladder Season Two
        Sundering Charms
        Patch Notes
        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 the journey to level 99 to be accessible to a larger population of players, offer more variety other than repeatedly farming Baal, Diablo, and Nihlathak, and most importantly, remain 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.
        To unlock the Terror Zones feature, you must defeat Baal per character, per difficulty using any expansion character—existing characters that have already fulfilled the requirements will automatically have this feature unlocked. Once Ladder Season Two begins, players will need to meet the aforementioned requirements to unlock Terror Zones for their new ladder characters.
        When playing a Terror Zone-enabled game, every hour, diabolical tremors infused with the Lord of Destruction’s unwavering corruption creep into specific zones, emboldening the monsters within, and 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—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
        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 once the next Terror Zone is announced. 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 Unique environmental lighting Ember visual effects
        Waypoints have also received some changes to assist in locating the current Terror Zone:
        An icon will display on the Waypoint menu next to the Waypoint that is closest to the current Terror Zone. The Waypoint closest to the current Terror Zone will have its name displayed in a purple font.
        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  
        The Forgotten Tower  
        Jail  
        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  
        Arcane Sanctuary  
        Tal Rasha's Tombs  
        Act III
        Spider Forest and Spider Cavern
        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  
        Glacial Trail  
        Crystalline Passage and Frozen River  
        Arreat Plateau  
        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  
        Back to Top
        Ladder Season Two

        Our first Ladder Season for Diablo II: Resurrected has been an absolute success—adept heroes raced to save Sanctuary, some cementing their name on the leaderboard, but all of them striking fear into the tormented hearts of their demonic adversaries in the process.
        Ladder Season Two will begin on October 6, ushering in a new opportunity for brave heroes to race to level 99 and amass powerful loot along the way. This will also be the first Ladder Season with Terror Zones! Can you handle the increased ferocity of the Burning Hells, or will you perish under their amplified might? We cannot wait to see how Terror Zones will influence the leaderboard, or hopefully, allow new players the opportunity to see their name on it for the first time.
        We’ll also introduce six new Sundering Charms with Ladder Season Two, more information about these can be found in the next section.
        As it was with the previous season, Ladder Season Two will feature four different modes:
        Version Description Pre-Expansion Ladder The standard version of Ladder play that encompasses playing only with the original four acts. Pre-Expansion Hardcore Ladder The hardcore (only one life) version of Ladder play that encompasses playing only with the original four acts. Ladder The standard version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content. Hardcore Ladder The hardcore (only one life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content. For those new to Ladder Seasons, you might be wondering what happens to your Shared Stash loot once the current season ends.

        Once Ladder Season One ends, all Ladder characters will be transferred to their respective non-ladder group. All items in that character group's shared stash go into a new Withdraw Only set of Shared Stash tabs, denoted by a check marked Past box. You will have all of Ladder Season Two to withdraw any items you would like to keep. When Ladder Season Two ends, this withdraw only set of stash tabs will be overridden with any items in the Ladder Season Two Shared Stash. Be sure to get any items out before then or they will be forever lost!
        Back to Top
        New Sundering Charms

        In Hell difficulty, many monsters receive resistance to specific damage types. If their resistance increases above 100%, that monster is then immune to a specific damage type. Because there are only a handful of ways to reduce a monster’s immunity, only a minute portion of hero builds can successfully farm all zones in Diablo II: Resurrected. We realize that this can create scenarios where certain builds are unable to take full advantage of the current Terror Zone, thus missing out on the experience gains, and most importantly, the fun of these zones.
        To promote increased class build diversity, we have introduced six Sundering Charms that allow the player to break specific monster immunity types while the charm is in their inventory. Once Ladder Season Two begins on October 6, Sundering Charms will be a possible drop for new Ladder characters. These new unique charms will only drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty.
        You’ll notice a new keyword below called Sunder. This keyword means that if a monster has immunity to a specific damage type, their resistance will be reduced to 95% regardless of what their starting resistance percentage was—breaking their immunity and allowing damage of that type to be dealt to them. Sunder is applied before other resistance reducing modifiers and only affects non-players. There is one tradeoff that comes with the Sundering Charms: while they reduce a monster’s resistance, they also reduce your resistance to the same element, allowing you to receive more damage of that type. The specific percent that your resistance is reduced by the Sundering Charm will vary per charm, so look out for the charms offering the most advantageous percentages to maximize your build. Any abilities granted by a Sundering Charm will also extend to your pets and summons, so keep that in mind as you upgrade your character.
        The Black Cleft
        Monster Magic Immunity if Sundered Magic Resist –45% to -65% The Bone Break
        Monster Physical Immunity is Sundered Physical Damage Received Increased by 10% to 30% The Cold Rupture
        Monster Cold Immunity is Sundered Cold Resist –70% to -90% The Crack of the Heavens
        Monster Lightning Immunity is Sundered Lightning Resist –70% to -90% The Flame Rift
        Monster Fire Immunity is Sundered Fire Resist –70% to -90% The Rotting Fissure
        Monster Poison Immunity is Sundered Poison Resist –70% to -90% Back to Top
        Patch Notes
        Gameplay/Quality of Life
        Added additional warning text to the mercenary confirmation prompt if your previous mercenary still has items equipped. Damage value for the Paladin’s Thorns aura is now present on the character menu. Dead Finger Mages now reset correctly to their original state when revived by Necromancers. Fixed an issue where casting delays could desync at very high ping. Fixed an issue where monster unique mods were triggering from another unique mod's trigger. For example, monsters that were both lightning and fire enchanted created an explosion every time they were put into hit recovery (Ex: repeatedly hit by Warcry). Fixed a rare issue where item names on the ground would erratically flicker and shift while pathing around them. Fixed an issue where players and monsters were able to walk through doors that visually looked closed. Fixed an issue where certain Rune Words could not be repaired in the same game session they were created. Fixed an issue where loading a character on a console that was created on PC was causing texture and lighting issues on console. Fixed an issue that would occur when binding a skill to a multi-key binding (Ex: Ctrl + X, Alt + X) the action bound to the first key became unbound from that key. Fixed an issue where the game name and password were not properly updating and displaying in-game when toggling the setting for showing it. Fixed an issue where updates to stats, skills, or quests were displaying when no updates were available. Fixed an issue where hardcore character names were not displaying in red text on the character list. Fixed an issue with the Legacy Graphics gamble refresh icon containing graphical artifacts and corruption. Fixed an issue where single and dual-wielding basic attacks with Claw weapons could have inconsistent attack speeds. Fixed an issue where flags associated with previous characters (Ladder, Hardcore, and Classic) would persist for newly created characters in the Legacy Graphics Character Creation Screen. Fixed an issue where the “buy” button legend in the vendor window would not display on the first weapons tab. Fixed an issue where certain VFX were causing graphical corruption when fighting Uber Diablo. Fixed an issue where Iron Golems could lose the aura granted by the item they were created with when the Golem was frozen. Chosen game settings now persist in lobby game creation and filtering rather than being reset. Fixed an issue where Iron Golems created in a previous game would disappear instead of teleporting to you. Fixed an issue where performing a weapon swap during a trade would sometimes freeze the game. Fixed an issue where visuals effects granted by set bonuses would sometimes toggle on and off. Fixed an issue where environmental screen-space VFX were not playing. 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 players on console and controller would sometimes get the red-flash indicator for health loss while performing an inventory update. Fixed an issue where the Horadric Cube could not be quick-dropped if there were items in it when playing on console or with a controller. Fixed an issue where similar items weren't grouping together when auto-populating into the belt while using a controller. Fixed various issues when quick-moving a belt with items in the additional belt slots it provides while using a controller. Fixed an issue where you sometimes couldn't quick-equip an item that has its requirement met by another equipped item. Fixed an issue where an item with requirement reductions would sometimes still show as requirements not met when equipped on a mercenary. Fixed a desync with mana values when the consumption and regeneration of mana happened in a short frame window. Fixed an issue where Quick Cast would sometimes restore the previous skill to the wrong mouse button. Act V Dual-Wielding mercenaries now accurately animates two attack swings instead of one. Fixed an issue where there were no corresponding Suicide Minion versions of the three guest Minion variants. These guest Minions will no longer visually transform into a skeleton and continuously stack explosion damage when whipped by Nihlathak or an Overseer. Fixed an issue where Fist of the Heavens could unintentionally be used when it was bound on controller or assigned to left click on M+KB. 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. Necromancer Difficulty penalties for life drain now apply to the Blood Golem's attacks. Fixed an issue where Blood Golem was not correctly stealing life from a PvP opponent. Fixed an issue where the experience sharing calculation for an eight-player party would rarely overflow and award less experience than normal. PC-Specific Fixes
        Added functionality to revoke and undo friend rejection so it’s no longer a permanent rejection. Fixed an issue where the "/friends list" chat command was being truncated after 256 characters. Removed the ability to bind the Print Screen key. Fixed an issue where if the players opened chat after dying with Legacy Graphics active, all controls stopped functioning. Fixed an issue if a linked item in chat exceeded one line, the item was unable to be selected and shown. Fixed an issue where if a player entered the lobby, then entered a game, the difficulty selection would be blank upon returning to the lobby. Removed the scroll bar and buttons from the autosuggest menu for chat commands. Fixed an issue where if a skill was bound, then the key was removed from the skill binding, the unbound skill would still display without a binding. Improved the scrolling on the ladder season, ladder type, and class drop-down in the ladder tab in the online lobby. Fixed a tooltip that incorrectly stated “Show game name and password” to correctly state “Show game name.” Fixed an issue where the latency indicator visual in the lobby was off center. Fixed an issue where if the player activates controller mode while in the lobby, the latency indicator visual would disappear. Skills can now always be set to the left or right slots, regardless of if you meet the requirements to use them. Fixed an issue where rings were always quick-equipped to the right-hand slot, even if the left-hand slot was open. M+KB can now quick-equip and quick-unequip items to and from their character and mercenary. Fixed an issue where dragging an item onto a mercenary's portrait was not swapping their currently equipped item. Text-to-speech now uses Voice (installed on Windows) which corresponds to the voice language selected (Set in Battle.net launcher). Text-to-speech option reads out all chat commands regardless of channel. Text-to-speech, when reading an item link, will now only read the item text instead of including various numbers and letters. Added an in-game icon to represent friends who are online playing Overwatch 2. Fixed an issue where whispering someone in a different channel would not automatically bring the user to the whisper channel with the other user. Console-Specific Fixes
        Character names are now correctly shown in the Game Details screen. Classic characters can no longer create a game targeting any non-classic content (Ex: Act V) in the Game Creator menu. Updated the icon on the Game Creator menu to further differentiate from the Search Menu. Updated the magnifying glass icon in the Game List Search to match the text color. Fixed an issue where the Ladder Season end message was incorrectly displaying on the front end. Fixed an issue where connecting a second controller that logs into a different user would cause the game to lose connection. Improved the Ladder leaderboard loading on PS4 / PS5. Fixed a rare issue where Unknown could appear in console’s language if language was changed while in-game. Fixed an issue on Switch where the quest log tab text was being cut off in Italian. Fixed an issue where the Ladder end time displayed the time inaccurately. Fixed an issue where dying would disable the Emote Wheel. Closing the inventory on controller with an item in your cursor will now try to place the item in your inventory before dropping it. Localization
        Updated gender pronoun strings that referred to the player from “his / her” to the neutral counterpart “their.” Added a prefix for online Uber Diablo messages received in offline games. Added localization translations for the automap tooltip. Fixed an issue where the maximum gold in-game text for Polish, Russian, Mexican Spanish, and Portuguese languages were exceeding their bounds in the UI. Fixed a variety of equipped skill names that were exceeding their bounds in the UI for the Russian and Polish languages. Removed unnecessary spacing between tabs on PC in the quest log, waypoints, and player stash UI screens when playing with a controller while using the large font option. Changed the date formatting for Japan to be displayed as Year / Month / Day. Fixed a typo in the Japanese translations for quick equip and unequip to mercenary tooltip. Stability
        Fixed a crash on PC that occurred when resizing the client window while in the lobby. Improved game join and game create backend request for a smoother player experience. Various game stability improvements. Modding
        We have made some changes to enhance the offline single-player modding experience. While these changes will cause compatibility issues for current offline single-player mods, they will allow for further customization options for mod developers.
        Added a new file: LevelGroups.txt. This file allows levels to be grouped together for the purpose of condensing Terror Zones messages. Added a new file: hirelingdesc.txt. This file defines hireling data specific to the monsterclass but not the hireling statblock. Currently it only controls voice type. Various mercenary UI attributes are now modifiable through data. This includes skill icons, inventory slot backgrounds, and class names. New AI parameters have been added to the mercenary's AI for the purpose of removing hardcoding. See monai.txt for details. Removed hardcoded relationships for beltable items. Similar items are now determined by spell type for scrolls and item type for everything else. Fixed a crash on controller when using new player skills that are listed after the vanilla skills. Save Data Changes
        Some changes to save data have been made in "ItemStatCost.txt". If an existing single player mod has edited these values, then their mod's saves may become corrupted when migrating old saves to the new save version. It is recommended to create backups of existing saves before loading them.
        "damageresist" and "magicresist" Save Bits: 8 -> 9 Save Add: 0 -> 200 "fireresist", "lightresist", "coldresist", and "poisonresist" Save Bits: 8 -> 9 Save Add: 50 -> 200 Text File Column Changes
        Developers of existing offline single player mods can remake their changes with the new data, or they can add the new columns before merging.
        levels.txt
        "LevelGroup" monstats.txt
        "CannotDesecrate" "NoShldBlock" -> "ShieldBlockOverride" skillsdesc.txt
        "hireableiconcel" soundenviron.txt
        "InheritEnvrionment" Back to Top
        Thank You for Playing
        Our team is incredibly thankful for your continued support and collaboration. Together, we have successfully added Terror Zones to Diablo II: Resurrected, injecting new variety into this timeless classic. We look forward to seeing you continue to slay demons for many years to come!
        If you want to learn more about Diablo II: Resurrected, check out our website, or for real-time updates, follow our official Twitter @Diablo.
        P.S.
        We were flipping through the old Diablo II manual and found this confounding inscription. . .what does it all mean?

        Back to Top
      • By Staff
        Blizzard released a new Patch 2.5 update for Diablo 2: Resurrected on the PTR. Testing will be available until September 19. Ladder Season 2 will begin on October 6.
        (Source)
        Update on September 15: Content changes have gone live for the PTR 2.5 testing period. These changes are indicated in red text. The PTR will end on September 19 at 10:00 a.m. PDT.
        Welcome back!
        Our next testing period, PTR 2.5, goes live on August 25 at 10 a.m. PDT. We’re excited to share that for this PTR we will be debuting Terror Zones—an experimental feature—and introducing a variety of bug fixes to address feedback the community has provided us.
        The flames of the Burning Hells have forecasted the future, hero: Ladder Season Two will begin on October 6. Additional details on Ladder Season Two, including launch timing, will be communicated in an upcoming Diablo II: Resurrected blog. We cannot wait for players to begin the race to collect loads of experience and loot while slaying demons and climbing the leaderboard!
        Quest Log
        Terror Zones
        New Unique Grand Charms
        New PTR Character Templates
        PTR Focus and Details
        Patch Notes
        How to Participate
        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
        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 Here’s a complete list of all the zones that can become terrorized during the PTR:
        Act I
        Blood Moor and Den of Evil
        Cold Plains and The Cave
        Burial Grounds, The Crypt, and the Mausoleum
        Dark Wood
        The Forgotten Tower
        Jail
        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
        Arcane Sanctuary
        Tal Rasha's Tombs
        Act III
        Spider Forest and Spider Cavern
        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 Dammed
        Chaos Sanctuary
        Act V
        Bloody Foothills
        Frigid Highlands
        Glacial Trail
        Crystalline Passage and Frozen River
        Arreat Plateau
        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
        The following zones can now become terrorized:
        Act I: The Pit Act IV: City of the Dammed The following zones can no longer become terrorized:
        Act II: Maggot Lair and Harem/Palace Cellar Act III: Lower Kurast The Act I: Black Marsh zone was accidentally added to the list of terrorized zones and has been removed. This zone was never able to be terrorized. We apologize for any confusion.
        Back to Top
        New Sundered Charms
        In Hell difficulty, many monsters receive resistance to specific damage types. If their resistance increases above 100%, that monster is then immune to a specific damage type. Because there are only a handful of ways to reduce a monster’s immunity, only a minute portion of hero builds can successfully farm all zones in Diablo II: Resurrected. We realize that this can create scenarios where certain builds are unable to take full advantage of the current Terror Zone, thus missing out on the experience gains, and most importantly, the fun of these zones.
        To promote increased class build diversity, we are introducing six new Unique Grand Charms that allow the player to break specific monster immunity types while the charm is in their inventory.
        You’ll notice a new keyword below called Sunder. This keyword means that if a monster has immunity to a specific damage type, their resistance will be reduced to 95% regardless of what their starting resistance percentage was—breaking their immunity and allowing damage of that type to be dealt to them. Sunder is applied before other resistance reducing modifiers and only affects non-players. These new unique charms will only drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty. There is one tradeoff the comes with the new Unique Grand Charms—while they reduce a monster’s resistance, they also reduce your resistance to the same element, allowing you to receive more damage of that type. During the PTR, Sundering Charms will not drop from monsters and can only be tested through the PTR character templates mentioned later in the blog.
        The Black Cleft
        Monster Magic Immunity if Sundered Magic Resist –50% The Bone Break
        Monster Physical Immunity is Sundered Physical Damage Received Increased by 25% The Cold Rupture
        Monster Cold Immunity is Sundered Cold Resist –75% The Crack of the Heavens
        Monster Lightning Immunity is Sundered Lightning Resist –75% The Flame Rift
        Monster Fire Immunity is Sundered Fire Resist –75% The Rotting Fissure
        Monster Poison Immunity is Sundered Poison Resist –75% *Please note that during the duration of the PTR, changes to the behaviors of Terror Zones and Unique Grand Charms may occur based on learnings from testing and player feedback.
        Back to Top
        New PTR Character Templates
        Starting today, September 15, all characters made during the PTR until now will be removed and replaced with 13 Level 85-character template options for players to use during the PTR's duration. Each character template is equipped with one of the new Sundered Charms so players may experience how they work firsthand. Here is a complete list of the character templates you can use:
        Freezing Arrow Amazon - Cold Sunder Fire Arrow Amazon - Fire Sunder Frenzy Barbarian - Physical Sunder Fire Claw Druid - Fire Sunder Fire Druid - Fire Sunder Bone Necromancer - Magic Sunder Poison Necromancer - Poison Sunder Hammerdin (Blessed Hammer Paladin) - Magic Sunder Holy Fire Paladin - Fire Sunder Tessladin (Holy Shock Paladin) - Lightning Sunder Cold Sorceress - Cold Sunder Fire Sorceress - Fire Sunder Lightning Sorceress - Lightning Sunder Back to Top
        PTR Focus and Details
        To support player testing and content exploring, we will be providing character templates in a variety of popular builds at varying levels. As the PTR progresses, please be aware there may be periodic maintenance, outages, or updates based on player feedback. Any changes implemented during this PTR period to Terror Zones or other gameplay aspects are not set in stone. We are testing Terror Zones as a new, experimental feature with the expressed desire to inject additional fun into Diablo II: Resurrected. To ensure Terror Zones provide an experience that best serves our players, we will need your assistance and urge you to provide any feedback you may have.
        There will be an in-game survey located on the Diablo II: Resurrected main menu screen where you can provide feedback around Terror Zones. Alternatively, you can leave your feedback in the PTR Feedback forum. If you discover any bugs, please report them in the PTR Bug Report forum.
        Gameplay/Quality of Life
        Added additional warning text to the mercenary confirmation prompt if your previous mercenary still has items equipped. Damage value for the Paladin’s Thorns aura is now present on the character menu. Dead Finger Mages now reset correctly to their original state when revived by Necromancers. Fixed an issue where casting delays could desync at very high ping. Fixed an issue where monster unique mods were triggering from another unique mod's trigger. For example, monsters that were both lightning and fire enchanted created an explosion every time they were put into hit recovery (Ex: repeatedly hit by Warcry). Fixed a rare issue where item names on the ground would erratically flicker and shift while pathing around them. Fixed an issue where players and monsters were able to walk through doors that visually looked closed. Fixed an issue where certain Rune Words could not be repaired in the same game session they were created. Fixed an issue where loading a character on a console that was created on PC was causing texture and lighting issues on console. Fixed an issue that would occur when binding a skill to a multi-key binding (Ex: Ctrl + X, Alt + X) the action bound to the first key became unbound from that key. Fixed an issue where the game name and password were not properly updating and displaying in-game when toggling the setting for showing it. Fixed an issue where updates to stats, skills, or quests were displaying when no updates were available. Fixed an issue where hardcore character names were not displaying in red text on the character list. Fixed an issue with the Legacy Graphics gamble refresh icon containing graphical artifacts and corruption. Fixed an issue where single and dual-wielding basic attacks with Claw weapons could have inconsistent attack speeds. Fixed an issue where flags associated with previous characters (Ladder, Hardcore, and Classic) would persist for newly created characters in the Legacy Graphics Character Creation Screen. Fixed an issue where the “buy” button legend in the vendor window would not display on the first weapons tab. Fixed an issue where certain VFX were causing graphical corruption when fighting Uber Diablo. Fixed an issue where Iron Golems could lose the aura granted by the item they were created with when the Golem was frozen. Chosen game settings now persist in lobby game creation and filtering rather than being reset. Fixed an issue where Iron Golems created in a previous game would disappear instead of teleporting to you. Fixed an issue where performing a weapon swap during a trade would sometimes freeze the game. Fixed an issue where visuals effects granted by set bonuses would sometimes toggle on and off. Fixed an issue where environmental screen-space VFX were not playing. 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 players on console and controller would sometimes get the red-flash indicator for health loss while performing an inventory update. Fixed an issue where the Horadric Cube could not be quick-dropped if there were items in it when playing on console or with a controller. Fixed an issue where similar items weren't grouping together when auto-populating into the belt while using a controller. Fixed various issues when quick-moving a belt with items in the additional belt slots it provides while using a controller. Fixed an issue where you sometimes couldn't quick-equip an item that has its requirement met by another equipped item. Fixed an issue where an item with requirement reductions would sometimes still show as requirements not met when equipped on a mercenary. Fixed a desync with mana values when the consumption and regeneration of mana happened in a short frame window. Fixed an issue where Quick Cast would sometimes restore the previous skill to the wrong mouse button. Act V Dual-Wielding mercenaries now accurately animates two attack swings instead of one. Fixed an issue where there were no corresponding Suicide Minion versions of the three guest Minion variants. These guest Minions will no longer visually transform into a skeleton and continuously stack explosion damage when whipped by Nihlathak or an Overseer. Fixed an issue where Fist of the Heavens could unintentionally be used when it was bound on controller or assigned to left click on M+KB. 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. Necromancer Difficulty penalties for life drain now apply to the Blood Golem's attacks. Fixed an issue where Blood Golem was not correctly stealing life from a PvP opponent. Fixed an issue where the experience sharing calculation for an eight-player party would rarely overflow and award less experience than normal. Localization
        Updated gender pronoun strings that referred to the player from “his / her” to the neutral counterpart “their.” Added a prefix for online Uber Diablo messages received in offline games. Added localization translations for the automap tooltip. Fixed an issue where the maximum gold in-game text for Polish, Russian, Mexican Spanish, and Portuguese languages were exceeding their bounds in the UI. Fixed a variety of equipped skill names that were exceeding their bounds in the UI for the Russian and Polish languages. Removed unnecessary spacing between tabs on PC in the quest log, waypoints, and player stash UI screens when playing with a controller while using the large font option. Changed the date formatting for Japan to be displayed as Year / Month / Day. Fixed a typo in the Japanese translations for quick equip and unequip to mercenary tooltip. PC-Specific Fixes
        Added functionality to revoke and undo friend rejection so it’s no longer a permanent rejection. Fixed an issue where the "/friends list" chat command was being truncated after 256 characters. Removed the ability to bind the Print Screen key. Fixed an issue where if the players opened chat after dying with Legacy Graphics active, all controls stopped functioning. Fixed an issue if a linked item in chat exceeded one line, the item was unable to be selected and shown. Fixed an issue where if a player entered the lobby, then entered a game, the difficulty selection would be blank upon returning to the lobby. Removed the scroll bar and buttons from the autosuggest menu for chat commands. Fixed an issue where if a skill was bound, then the key was removed from the skill binding, the unbound skill would still display without a binding. Improved the scrolling on the ladder season, ladder type, and class drop-down in the ladder tab in the online lobby. Fixed a tooltip that incorrectly stated “Show game name and password” to correctly state “Show game name.” Fixed an issue where the latency indicator visual in the lobby was off center. Fixed an issue where if the player activates controller mode while in the lobby, the latency indicator visual would disappear. Skills can now always be set to the left or right slots, regardless of if you meet the requirements to use them. Fixed an issue where rings were always quick-equipped to the right-hand slot, even if the left-hand slot was open. M+KB can now quick-equip and quick-unequip items to and from their character and mercenary. Fixed an issue where dragging an item onto a mercenary's portrait was not swapping their currently equipped item. Text-to-speech now uses Voice (installed on Windows) which corresponds to the voice language selected (Set in Battle.net launcher). Text-to-speech option reads out all chat commands regardless of channel. Text-to-speech, when reading an item link, will now only read the item text instead of including various numbers and letters. Stability
        Fixed a crash on PC that occurred when resizing the client window while in the lobby. Improved game join and game create backend request for a smoother player experience. Various game stability improvements. Back to Top
        How To Participate
        To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (Ex: one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
        Step 1: Restart the Battle.net desktop app.  
        Step 2: Navigate to the Diablo II: Resurrected tab on the left-hand menu.  
        Step 3: On the Diablo II: Resurrected screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo II: Resurrected currently installed). Select "PTR: Diablo II: Resurrected" from this drop-down menu before proceeding.  
        Step 4: Click Install to begin the installation process.  
        Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
        Back to Top
        Thank You for Playing
        Our team is incredibly thankful for your continued support and collaboration. We look forward to seeing you continue to slay demons in Diablo II: Resurrected for many 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.
        Back to Top
      • By Staff
        Blizzard has posted an update on the Patch 2.5 PTR and Season 2 in Diablo 2 Resurrected.
        A new 2.5 update will hit test realms soon, they hope to implement some items based on the feedback, which means Season 2 will most likely be slightly delayed.
        (Source)
        Hey all - Apologies for the silence on the PTR front. But wanted to provide a few updates here.
        The team was spending the last week going through the survey information and community reports from PTR. There may be another iteration of PTR as the team wants to implement some items based off of the feedback but that is still being determined. We are running up against some scheduling timelines and want to make sure we can get 2.5 out the door sooner rather than later and get Season 2 kicked off for ladder. Extending PTR to continue to test and iterate will of course hold those two dates back. We are going to see if we can fit something in the existing timeline for right now, but if we can’t we may use some of the buffer between Patch 2.5 hitting and Season 2 starting to ensure we can get some additional game time from players on some of the Terror Zone items.
        Some top level items from the feedback:
        Players were noticing some zones were kind of not great for Terror Zones so expect some to be moved out and some others be moved in. Players found some of the TZ content to be easy but we also can determine what characters played on PTR who offered that specific feedback and we noticed a lot of this came from Hammerdin players. The team has some ideas on this and we will be sharing that soon. I expect it to create a bit of a shift in build/class opportunities for players. We will have more info on unlock conditions for TZ and how long each zone will be terrorized as well. We appreciate those who offered their thoughts on this. Lastly, I know there were a lot of voices wanting this in SP. I can say that it is being looked into but for now, I would expect this to be a Ladder S2 feature as we are able to make tweaks to online numbers on the fly while SP has diff values for XP and needs to be tuned differently. The desire is high, but we want to get this nailed down for ladder play first and will move into looking at it for offline afterwards. Lastly, I wanted to clear up on the S2 timing as there is a bunch of confusion on this and honestly it is 100% understandable why there is confusion. Before S1 began, we had noted that we were aiming to have seasons last 4 months. We are obviously past that timeline and to be 100% honest, we kind of didn’t plan very well on our end for that date. Terror Zones was a cool feature we wanted to nail correctly as it teetered back and forth on the line of “Should we do this or not?” many times throughout development and with that it caused a little bit of a delay on the Season transition. I just wanted to state that and apologize for that murkiness around when that season transition would occur. We are looking at mitigating this issue for future seasons in D2R.
        The current order of operation is that we will end PTR here soon and start submission for final builds on 2.5 and get out that to everyone on the live environment. Season 1 to Season 2 will happen fairly immediately. We expect S2 to start a week or two after 2.5 hits so we have a date that everyone is aligned on and knows about. S1 will literally end the second we transition to S2.
        For example: Season 1 will go to 4:59:59pm Pacific Time and Season 2 will begin at 5:00:00pm Pacific Time.
        As more dates become aligned here in the coming week, we will provide updates to give a better window on 2.5 and S2 for the community.
      • By Staff
        A new Diablo 2 patch is now available for playtesting on the PTR. It introduces a new feature called Terror Zones, deadly areas that surge with demonic energy! Here are the official patch notes with more details.
        When playing a Terror Zone-enabled game, every hour, the armies of the Burning Hells will focus their energies on certain areas, terrorizing them. Monsters in these zones will be two levels higher than your current level or their original level, up to a maximum per difficulty. Terrorized monsters drop better loot and grant more experience points.
        Players can opt out of the mode if they wish to, and for now, Terror Zones are multiplayer-only.
        Placeholder for tweet 1562859278406324225 (Source)
        Welcome back!
        Our next testing period, PTR 2.5, goes live on August 25 at 10 a.m. PDT. We’re excited to share that for this PTR we will be debuting Terror Zones—an experimental feature—and introducing a variety of bug fixes to address feedback the community has provided us.
        Quest Log
        Terror Zones
        PTR Focus and Details
        Patch Notes
        How to Participate
        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
        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 Here’s a complete list of all the zones that can become terrorized during the PTR:
        Act I
        Blood Moor and Den of Evil
        Cold Plains and The Cave Burial Grounds, The Crypt, and the Mausoleum Dark Wood Black Marsh The Forgotten Tower Jail Cathedral and Catacombs Tristram Moo Moo Farm Act II
        Sewers
        Rocky Waste and Stony Tomb Dry Hills and Halls of the Dead Far Oasis and Maggot Lair Lost City, Valley of Snakes, and Claw Viper Temple Harem and Palace Cellar Arcane Sanctuary Tal Rasha's Tombs Act III
        Spider Forest and Spider Cavern
        Flayer Jungle and Flayer Dungeon
        Lower Kurast
        Kurast Bazaar, Ruined Temple, and Disused Fane
        Kurast Sewers
        Travincal
        Durance of Hate
        Act IV
        Outer Steppes and Plains of Despair
        River of Flame Chaos Sanctuary Act V
        Bloody Foothills
        Frigid Highlands Glacial Trail Crystalline Passage and Frozen River Arreat Plateau 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 *Please note that during the duration of the PTR, changes to the behaviors of Terror Zones may occur based on learnings from testing and player feedback.
        Back to Top
        PTR Focus and Details
        To support player testing and content exploring, we will be providing character templates in a variety of popular builds at varying levels. As the PTR progresses, please be aware there may be periodic maintenance, outages, or updates based on player feedback. Any changes implemented during this PTR period to Terror Zones or other gameplay aspects are not set in stone. We are testing Terror Zones as a new, experimental feature with the expressed desire to inject additional fun into Diablo II: Resurrected. To ensure Terror Zones provide an experience that best serves our players, we will need your assistance and urge you to provide any feedback you may have.
        There will be an in-game survey located on the Diablo II: Resurrected main menu screen where you can provide feedback around Terror Zones. Alternatively, you can leave your feedback in the PTR Feedback forum. If you discover any bugs, please report them in the PTR Bug Report forum.
        Gameplay/Quality of Life
        Added additional warning text to the mercenary confirmation prompt if your previous mercenary still has items equipped. Damage value for the Paladin’s Thorns aura is now present on the character menu. Dead Finger Mages now reset correctly to their original state when revived by Necromancers. Fixed an issue where casting delays could desync at very high ping. Fixed an issue where monster unique mods were triggering from another unique mod's trigger. For example, monsters that were both lightning and fire enchanted created an explosion every time they were put into hit recovery (Ex: repeatedly hit by Warcry). Fixed a rare issue where item names on the ground would erratically flicker and shift while pathing around them. Fixed an issue where players and monsters were able to walk through doors that visually looked closed. Fixed an issue where certain Rune Words could not be repaired in the same game session they were created. Fixed an issue where loading a character on a console that was created on PC was causing texture and lighting issues on console. Fixed an issue that would occur when binding a skill to a multi-key binding (Ex: Ctrl + X, Alt + X) the action bound to the first key became unbound from that key. Fixed an issue where the game name and password were not properly updating and displaying in-game when toggling the setting for showing it. Fixed an issue where updates to stats, skills, or quests were displaying when no updates were available. Fixed an issue where hardcore character names were not displaying in red text on the character list. Fixed an issue with the Legacy Graphics gamble refresh icon containing graphical artifacts and corruption. Fixed an issue where single and dual-wielding basic attacks with Claw weapons could have inconsistent attack speeds. Fixed an issue where flags associated with previous characters (Ladder, Hardcore, and Classic) would persist for newly created characters in the Legacy Graphics Character Creation Screen. Fixed an issue where the “buy” button legend in the vendor window would not display on the first weapons tab. Fixed an issue where certain VFX were causing graphical corruption when fighting Uber Diablo. Fixed an issue where Iron Golems could lose the aura granted by the item they were created with when the Golem was frozen. Chosen game settings now persist in lobby game creation and filtering rather than being reset. Fixed an issue where Iron Golems created in a previous game would disappear instead of teleporting to you. Fixed an issue where performing a weapon swap during a trade would sometimes freeze the game. Fixed an issue where visuals effects granted by set bonuses would sometimes toggle on and off. Fixed an issue where environmental screen-space VFX were not playing. 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 players on console and controller would sometimes get the red-flash indicator for health loss while performing an inventory update. Fixed an issue where the Horadric Cube could not be quick-dropped if there were items in it when playing on console or with a controller. Fixed an issue where similar items weren't grouping together when auto-populating into the belt while using a controller. Fixed various issues when quick-moving a belt with items in the additional belt slots it provides while using a controller. Fixed an issue where you sometimes couldn't quick-equip an item that has its requirement met by another equipped item. Fixed an issue where an item with requirement reductions would sometimes still show as requirements not met when equipped on a mercenary. Fixed a desync with mana values when the consumption and regeneration of mana happened in a short frame window. Fixed an issue where Quick Cast would sometimes restore the previous skill to the wrong mouse button. Act V Dual-Wielding mercenaries now accurately animates two attack swings instead of one. Fixed an issue where there were no corresponding Suicide Minion versions of the three guest Minion variants. These guest Minions will no longer visually transform into a skeleton and continuously stack explosion damage when whipped by Nihlathak or an Overseer. Fixed an issue where Fist of the Heavens could unintentionally be used when it was bound on controller or assigned to left click on M+KB. 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. Necromancer Difficulty penalties for life drain now apply to the Blood Golem's attacks. Fixed an issue where Blood Golem was not correctly stealing life from a PvP opponent. Localization
        Updated gender pronoun strings that referred to the player from “his / her” to the neutral counterpart “their.” Added a prefix for online Uber Diablo messages received in offline games. Added localization translations for the automap tooltip. Fixed an issue where the maximum gold in-game text for Polish, Russian, Mexican Spanish, and Portuguese languages were exceeding their bounds in the UI. Fixed a variety of equipped skill names that were exceeding their bounds in the UI for the Russian and Polish languages. Removed unnecessary spacing between tabs on PC in the quest log, waypoints, and player stash UI screens when playing with a controller while using the large font option. Changed the date formatting for Japan to be displayed as Year / Month / Day. Fixed a typo in the Japanese translations for quick equip and unequip to mercenary tooltip. PC-Specific Fixes
        Added functionality to revoke and undo friend rejection so it’s no longer a permanent rejection. Fixed an issue where the "/friends list" chat command was being truncated after 256 characters. Removed the ability to bind the Print Screen key. Fixed an issue where if the players opened chat after dying with Legacy Graphics active, all controls stopped functioning. Fixed an issue if a linked item in chat exceeded one line, the item was unable to be selected and shown. Fixed an issue where if a player entered the lobby, then entered a game, the difficulty selection would be blank upon returning to the lobby. Removed the scroll bar and buttons from the autosuggest menu for chat commands. Fixed an issue where if a skill was bound, then the key was removed from the skill binding, the unbound skill would still display without a binding. Improved the scrolling on the ladder season, ladder type, and class drop-down in the ladder tab in the online lobby. Fixed a tooltip that incorrectly stated “Show game name and password” to correctly state “Show game name.” Fixed an issue where the latency indicator visual in the lobby was off center. Fixed an issue where if the player activates controller mode while in the lobby, the latency indicator visual would disappear. Skills can now always be set to the left or right slots, regardless of if you meet the requirements to use them. Fixed an issue where rings were always quick-equipped to the right-hand slot, even if the left-hand slot was open. M+KB can now quick-equip and quick-unequip items to and from their character and mercenary. Fixed an issue where dragging an item onto a mercenary's portrait was not swapping their currently equipped item. Text-to-speech now uses Voice (installed on Windows) which corresponds to the voice language selected (Set in Battle.net launcher). Text-to-speech option reads out all chat commands regardless of channel. Text-to-speech, when reading an item link, will now only read the item text instead of including various numbers and letters. Stability
        Fixed a crash on PC that occurred when resizing the client window while in the lobby. Improved game join and game create backend request for a smoother player experience. Various game stability improvements. Back to Top
        How To Participate
        To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (Ex: one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.
        Step 1: Restart the Battle.net desktop app. Step 2: Navigate to the Diablo II: Resurrected tab on the left-hand menu. Step 3: On the Diablo II: Resurrected screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo II: Resurrected currently installed). Select "PTR: Diablo II: Resurrected" from this drop-down menu before proceeding. Step 4: Click Install to begin the installation process. Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.
        Back to Top
        Thank You for Playing
        Our team is incredibly thankful for your continued support and collaboration. We look forward to seeing you continue to slay demons in Diablo II: Resurrected for many 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.
        Back to Top
      • By Staff
        A 50% buff to Magic Find in Diablo 2 is active all weekend long from June 30 to July 4!
        Blizzard today announced a buff to Magic Find in Diablo 2 Resurrected that's now live through July 4, 2022.
        Placeholder for tweet 1542558806961528835
    ×
    ×
    • Create New...